Author Topic: Item Authentication  (Read 501 times)

norman

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Item Authentication
« on: March 06, 2003, 01:11:13 am »
Hi i\'m here as i was researching for insperation for my own mmorpg (its not as ambitius as this, more of a seriese of technical demos at the moment.

In my mind the greatest mmrpg ever was Phantasy Star Online (DC Original). The whole atmosphere online was ace!!, People hellped each other out, resurected each other and were nice. And then one thing led to another, bing band bumpht! The hacker types came, and first they mad items that where realy powerfull, then they started stealing stuff, and then the final nail in the coffin, they made an item that can kill people, thus ruining the whole dynamic of the game.

So, what is the morral of the story... Make sure you keep EVERYTHING under your thumb, if they can fake being somone else, they will, if they can PK somehow, they will, and whatever you do, DON\'T TRUST ANYTHING A CLIENT TELLS YOU!!!

If your game client says the sky is blue, make the serve gnomes get out of their boxes and get them lookin out of the window to see!!

Please keep the whole game seriusly secure. PGP the connection and bring the game down, to one frame an hour if you have to....

And also, haveing no server for a while is realy going to kill your community!!

Good luck...


Also about segmenting the server... Do an octree thing with game space, if it gets to slow going one section of your tree, segment it and hand some of the bits to another server, when they are less busy they set a ReIntegrateable Flag, and when you have 8 RIFs you merge them, lods of trafic on your internal network, a lot less on the external one, also abstracting the client from the actual segment server, via a connection server (or multiple CCS), will allow this whole twidgel to happen withour haveig to complicate your client or have it maintain multiple connections. Infact your Client Abstraction Layer will alow you to have the blocks mirrored, withour any aditional outside trafic!

For all this though, you realy need a single location, low power server farm. Doing this early on in your code will allow for future expantion, if the world gets expanded or if the gme goes comertial (at least the windows client, hence get money, while keeping the hardcore element!).

acraig

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« Reply #1 on: March 06, 2003, 02:48:10 am »
Quote

So, what is the morral of the story... Make sure you keep EVERYTHING under your thumb, if they can fake being somone else, they will, if they can PK somehow, they will, and whatever you do, DON\'T TRUST ANYTHING A CLIENT TELLS YOU!!!


Yes, this is one the fundamental ideas in the design.  There is a zero knowledge policy where the client is only told what it needs to render the world.  Everything else is handled by the server.

Quote

And also, haveing no server for a while is realy going to kill your community!!


Well, we have several servers but we didn\'t want to expend the effort to set up a server with the old server code ( bugs and all! ) when we were going to have a new version out.   Now, admittedly, it has taken a little longer then we thought to get the next version ready but we feel that it is worth the wait.

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Andrew
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Andrew
"For all I know, she's lying, everyone's lying; welcome to the Internet"

Link

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« Reply #2 on: March 06, 2003, 03:14:13 am »
They don\'t need a large community right now because then there will be more idiots wanting a new release.
The Great Linksunius

Voldengrath

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« Reply #3 on: March 06, 2003, 03:32:10 am »
Great insight norman, thanks for your input, I am positive the dev\'s will be doing all in their ability to make this game flawless in the cheating aspect anyways.
Voldengrath Blake