Moving to a dedicated server

08/20/2015 23:09 0x404#166
Since Berkay is 18 now might start Donating him , cause sharing is caring & His work for the community deserves some donations in my eyes (spending eGold to my bro)
08/20/2015 23:12 geonfsmw#167
Quote:
Originally Posted by berkay2578 View Post
.....and you go rage on me... mmkay.
So what, i said before, who want to supports you, they do, but don't force people to support you for more boost when is necessary for tuned cars. Which part from no restriction igc and boost you don't understand?
08/21/2015 01:42 Nexxos_#168
Quote:
Originally Posted by geonfsmw View Post
but don't force people to support you for more boost when is necessary for tuned cars.
I don't think you need to worry about 'being forced to buy boost because it's your only way to tune your car'. Yes, A/M parts are boost-only, but remember: you will get 10k boost as a startup gift. 10.000 speedboost. You will be able to tune a lot of cars with that much boost, I am sure. And even if you run out, you will get more once you level up.

So, it's even pointless to buy any more boost, since you get all the boost ever need at the very beginning. And again once you level up. :)
I don't see any pressure at all here, honestly. Remember how it used to be on the original EA servers? That was a 'you have to buy boost' system ...
08/21/2015 02:28 geonfsmw#169
Quote:
Originally Posted by Nexxos_ View Post
I don't think you need to worry about 'being forced to buy boost because it's your only way to tune your car'. Yes, A/M parts are boost-only, but remember: you will get 10k boost as a startup gift. 10.000 speedboost. You will be able to tune a lot of cars with that much boost, I am sure. And even if you run out, you will get more once you level up.

So, it's even pointless to buy any more boost, since you get all the boost ever need at the very beginning. And again once you level up. :)
I don't see any pressure at all here, honestly. Remember how it used to be on the original EA servers? That was a 'you have to buy boost' system ...
Offline server now is so boring, till i reach level 60 in offline version take "3 years" for get maxed boost. I don't give a shit about card pack from safe house / finished race, and economy igc/boost. 1.7 version still the best, no more bugs and more addons.
08/21/2015 06:38 EJS5000#170
If this server works, there will be at least half a million or more followers/supporters; it will be enough to keep this game alive for years to come.
08/21/2015 12:32 nfs_fan#171
I'm looking forward to the development - whatever the way will be chose. :)


(I not sure if this is the right grammar. :D)
08/21/2015 12:55 tstdmy#172
Some technical related stuff

I assume that most of the multi-player communication is peer 2 peer between players, mostly for positional updates, and interaction with common objects, the same as most racing games. The main exception for World is the powerups, which involve sending and receiving a message from the server before they get activated. This lag related to this could be eliminated by having a combination of offline and online server, with the offline server handling the power up messages. During a race, there is some occasional communication with the server, but this could also be handled by an offline server.

The main point here is that reducing online server communication during a race by using an offline server to handle most of the communication would reduce the load on the online server.

Client side anti-cheat is futile. Windows support for debugger functions results in that same functionality to be used by hacks. Create a cheat detect and it gets hacked. Server side anti-cheat is somewhat limited, it has to be based on expected versus actual performance, and requires otherwise unneeded communication between client and server. The number of players using the new server may be small enough that the community can somewhat self police, simply leaving lobbies when they see known hackers. There could be an issue if some players avoid other players simply because those other players are fast, but not cheating.

The last NFS game to have actual cheat detection was Underground 2, and it falsely triggered in drag mode with unexpectedly fast setups, and in drift mode if collision was on (game bug). Since then, the cheat detection has been minimal or non-existent, but it wasn't much of an issue for other racing games. I'm not sure why NFS World ended up with a higher percentage of hackers compared to other games.

As far as the offline server goes, all I want is for all the tracks to become available. Maybe this is something someone else could help with. Treasure hunt is a bit pointless, but if the effort to get it to work is minimal, then that could be added. Some minor fixes, like having snow on the golf course when the time is set to New Years would be nice, but not a big deal.

I'm not that concerned about earning money or rewards from in game activity. With most racing games, once whatever career mode, if any, is completed, there's nothing further to unlock from online play. In my opinion, achievements are just a way to keep players playing when there's no actual real content being added to a game.

Even if there is an online server or some way to run multi-player races, the general trend is players tend to play a game for 6 to 12 months then move onto another game. NFS World had significant turnover, the long time players quit, but due to luck of timing, countries that recently implemented high speed internet access created a new stream of players, but that was winding down by the time EA decided to shut down World. Assuming private servers become a reality for NFS World, I'm wondering how many active players there will be a year from now. There is a small community of players for the old games, going back to High Stakes and Porsche Unleashed, which use private servers, and I'm wondering if GameSpy still hosts a server for Hot Pursuit 2 (2002), so there's always at least some small group of players that will continue to stay somewhat active with a game for years (note High Stakes was released in 1999).
08/21/2015 13:20 kolarska12#173
Hi, nice to hear the good news about the Online version of it(MP). I really would like then support you, but please tell me how (Step by step) I can do the BitCoin donation thing either I don't know what is the Bitcoin really :P. Please Help Berkay.
08/21/2015 14:58 gamermca#174
Quote:
Originally Posted by berkay2578 View Post
New Info:
Every player will have 10k boost to start with, with guaranteed 5k boost drops each 10 levels. So basically, server is now completely free to play, has a fair playground and only people that want to support will buy boost.

:)

@Berkay, this new plan is very considerate of you, free boost and still going with the f2p aspect.
My friend texted me on FB and said that the online server project that was to begin as single player has now changed to mutiplayer, I skimmed the thread and seemed to have missed that discussion.
Is this true?

Off topic, sort of
I admit, I have not slept for days dealing with a huge amount of issues, first I had serious computer issues, took three days to fixed them, then a real life situation happened, issues that may result in me facing an eviction/being charged with something that was the managements fault, but I have my case manager assisting me.
I will spare you the rest of everything else life has been throwing at me lately

I have had people Pm me to inform me of more cars needing fixing, as the (S15) had, the HAT's going down instead of up, with applying performance parts to them.
I will get to it as soon as I can, for those who are still waiting, sorry about that.

Anyhow, I am thrilled to see that the current project is still going strong.
I don't know how you guys/girls can keep up and still deal with real life matters as well.

On the bright side of this, I managed to make a few bucks this week, and it set aside and soon as the online project becomes live, to help out with donations.

So, is it true, if and when the online server becomes live, it will be multiplayer?
:D
08/21/2015 17:01 kiradayz#175
+ I have free deciated server with win server 2008 R2. But I can'r understand how to create accounts for nfs world server.
08/21/2015 20:00 leipero#176
Good idea, cant support it unfortunately atm..., but hope it will work out somehow.
08/22/2015 18:18 berkay2578#177
I have requested a cleanup of this discussion, please do not ignite it again. This is enough off-topic and I have lot to do already.

Quote:
Originally Posted by zaka2630 View Post
Unless the level cap remains 60 (Which I doubt, I'm pretty sure Berkay will increase it
Level 200. :D

Quote:
Originally Posted by gamermca View Post
So, is it true, if and when the online server becomes live, it will be multiplayer?
:D
Yeap. Also matey, you don't have to spend money. I know your story, errything is free of charge for you, heh, I needed a PR sort of guy anyways. :p

Quote:
Originally Posted by tstdmy View Post
Some technical related stuff

I assume that most of the multi-player communication is peer 2 peer between players, mostly for positional updates, and interaction with common objects, the same as most racing games. The main exception for World is the powerups, which involve sending and receiving a message from the server before they get activated. This lag related to this could be eliminated by having a combination of offline and online server, with the offline server handling the power up messages. During a race, there is some occasional communication with the server, but this could also be handled by an offline server.

The main point here is that reducing online server communication during a race by using an offline server to handle most of the communication would reduce the load on the online server.
There are checks in the client, with server handling the hashes and stuff. 4 engines with 16 cores, that's how XMPP works. Achievements, PlayerBase, Powerups, Drops, EventWins etc. all of the "semi-MP" parts are handled within the XMPP server.

The lag used to happen in the original NFS:W because all of the server were in different servers. This time everything will be in the same server so it won't be a hassle.

Quote:
Originally Posted by tstdmy View Post
Client side anti-cheat is futile. Windows support for debugger functions results in that same functionality to be used by hacks. Create a cheat detect and it gets hacked. Server side anti-cheat is somewhat limited, it has to be based on expected versus actual performance, and requires otherwise unneeded communication between client and server. The number of players using the new server may be small enough that the community can somewhat self police, simply leaving lobbies when they see known hackers. There could be an issue if some players avoid other players simply because those other players are fast, but not cheating.

The last NFS game to have actual cheat detection was Underground 2, and it falsely triggered in drag mode with unexpectedly fast setups, and in drift mode if collision was on (game bug). Since then, the cheat detection has been minimal or non-existent, but it wasn't much of an issue for other racing games. I'm not sure why NFS World ended up with a higher percentage of hackers compared to other games.
Anti-Cheat is my job. BattlEye, PB, VAC etc are client+server side but there is something special in them. I'm a guy that hacks games, I know where to look, I know where people will look. [Only registered and activated users can see links. Click Here To Register...] that's not "new" news for me.
08/22/2015 18:55 tstdmy#178
Quote:
Originally Posted by berkay2578 View Post
Achievements, PlayerBase, Powerups, Drops, EventWins etc. all of the "semi-MP" parts are handled within the XMPP server. ... lag ...
All of those things are pre or post race events, except for the powerups. Powerup usage could have been handled post race, but since powerups were a potential income source (especially in the early days), EA chose to implement with a server handshake apparently to make it more difficult for hacks to avoid powerup usage. It was a bad choice as the hacks were still made, and now we're stuck with lag on powerups. Player complained about this since the early betas (that and the idea of fixed duration nitrous as a powerup, versus how nitrous was handled in previous NFS games).

The peer 2 peer communication in a race only requires the players be within a reasonable distance (number of hops) to each other, but powerups involve hops to and from the server. With a new server and reduced player count, it won't be as bad as before, but local and peer to peer handling of powerups would have been much better.
08/22/2015 19:31 berkay2578#179
Quote:
Originally Posted by tstdmy View Post
All of those things are pre or post race events, except for the powerups. Powerup usage could have been handled post race, but since powerups were a potential income source (especially in the early days), EA chose to implement with a server handshake apparently to make it more difficult for hacks to avoid powerup usage. It was a bad choice as the hacks were still made, and now we're stuck with lag on powerups. Player complained about this since the early betas (that and the idea of fixed duration nitrous as a powerup, versus how nitrous was handled in previous NFS games).

The peer 2 peer communication in a race only requires the players be within a reasonable distance (number of hops) to each other, but powerups involve hops to and from the server. With a new server and reduced player count, it won't be as bad as before, but local and peer to peer handling of powerups would have been much better.
False information. Powerups are handled the same way and do not cause lag, server specifications do.
08/22/2015 20:29 nfs_fan#180
Thanks Berkay, good news btw. I am reading it since you opened this thread. :)

I'm really looking forward to the "complete developed" server, that truly will work - this is amazing, or better: 20% cooler than the new NFS will be. :D