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)
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.Quote:
but don't force people to support you for more boost when is necessary for tuned cars.
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.Quote:
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 ...
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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.
:)
Level 200. :DQuote:
Unless the level cap remains 60 (Which I doubt, I'm pretty sure Berkay will increase it
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. :pQuote:
So, is it true, if and when the online server becomes live, it will be multiplayer?
:D
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.Quote:
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.
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.Quote:
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.
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).Quote:
Achievements, PlayerBase, Powerups, Drops, EventWins etc. all of the "semi-MP" parts are handled within the XMPP server. ... lag ...
False information. Powerups are handled the same way and do not cause lag, server specifications do.Quote:
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.