Author Topic: Planseshift Server  (Read 771 times)

Kylum

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Planseshift Server
« on: October 19, 2003, 11:00:23 am »
Just a suggestion for programmer, your game is a free game for community.
Servers and bandwith (mo transfert from server to client in game, monster position, player, ....) cost a lot of money.
I got an idea to propose to you but you may have think to it before me i suppose : Why dont you use planeshift server with peer to peer it will cost less money for server if every client participate a little for the game stability, lag will be less important no???
I\'m not a game programmer, just a guy who thinks thats your project is great and just want to give ideas
Make of my suggestion what u want!
I\'m not sure its possible to do but why dont define a server for important information to save (player character stat and position,...) and let the client with peer to peer technology work for  community by defining zone, with people contribuate to gestion of game, less Mo transfert to server directly, just important information, and make a system of client in cascade to do do work of server by zone?
Just like seti project, you will have a powerful calcul power to your disposition to make PLANESHIFT the BEST, BEAUTIFUL, REALLY MASSIVELY MULTIPLAYER Role Playing Game AND TOTALY FREE..
But maybe for security its less easy for you.
Make a client-server authentification.
I was a dos programmer, but I stop programming at all.
But if by suggestions community could help your great work its ok.
Keep up GREAT WORK !
With few word : GREAT PROJECT



« Last Edit: October 19, 2003, 11:18:04 am by Kylum »

Nazeroth

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« Reply #1 on: October 19, 2003, 01:49:11 pm »
not a bad idea...but i can see MANY speed, teleportation and many other hacks i cant think of right now, plus it would take ALOT of work to get that sor of engine going, especially when they r half way though this one.

But i have an even better idea, which im going to dedicate a new thread to now...

Xandria

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« Reply #2 on: October 19, 2003, 07:03:28 pm »
Kylum, either you think just like me or you copied an idea from my post  ;)

Here\'s the thread that talks about some different ideas for servers in PS, and where I posted my idea of distributed servers:

http://www.planeshift3d.com/wbboard/thread.php?threadid=5603&boardid=11

Probably best to keep it in that thread if possible, but thanks for trying to keep the ideas coming!  :)

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elscouta

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« Reply #3 on: October 19, 2003, 07:05:07 pm »
According to the devs (especially Djagg that has successed in fighting my pessimism), currently there is no reason to change server.

Fragnetics give a server for free (thanks to them ;) ) and the lag that most people experience is not a network-related issue.

And of course, since the game is open source, peer-to-peer servers will really be too easy to hack (currently, you can even cheat with your client).
High Loremaster of the Arcane Order.

Kiva

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« Reply #4 on: October 20, 2003, 11:00:12 am »
Oh yes, you can cheat by changing the looks of your client! Oooo! So cheat-like and very difficult to fight. :P
\"Somewhere over the rainbow...\"

Kylum

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« Reply #5 on: October 24, 2003, 05:10:13 pm »
Quote
Originally posted by Xandria
Kylum, either you think just like me or you copied an idea from my post  ;)

Here\'s the thread that talks about some different ideas for servers in PS, and where I posted my idea of distributed servers:

http://www.planeshift3d.com/wbboard/thread.php?threadid=5603&boardid=11

Probably best to keep it in that thread if possible, but thanks for trying to keep the ideas coming!  :)

Kylum

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« Reply #6 on: October 24, 2003, 05:38:34 pm »
Thanks for the thread, i was starting on forum, it was just a suggestion, but for hack and cheat with peer to peer technology for server : i think it\'s stupid to do that cause where\'s pleasure to play if you cheat.
And with randomly distribution of zone and player to look after with client, won\'t it block hackers and cheaters.
With an autentification system to look after data who are not equal, with 3 or 4 persons who are looking after 1 player + a identification server it wont it be better for bandwith? Cost less i think.

My suggestion wasn\'t for cheating or hacking, but when the new release will be there, and you\'ll be able to fight monsters, i think that  a lots of players will get an account for playing. May be it will cost a lot.
I live in france, and french magazine made an article on planeshift.
There\'s not a lot of real free mmorpg of the quality you want to make, like dark age of camelot or Ultima online,
A lot of beta test like Mu online ou or Thesa online or Prsiton tale. So i was afraid of the success of this project, to much player mean Mo to transfert, lag and cost a lot.
Another suggestion, when project will increase, why dont propose to internet provider your game, you\'ll have server for free, and them a MMORPG free for their internet connection offers (it will probably do the difference when you take an account to an internet provider).
Just a precision : I HAVEN\'T INTEREST IN FRENCH PROVIDER or IN ANY PROVIDER.
I\'m not able to program game like this so i help with my little Ability.
If i can help by suggestion it fine
Cya

chrischoo

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« Reply #7 on: October 25, 2003, 08:15:33 pm »
Quote

but for hack and cheat with peer to peer technology for server : i think it\'s stupid to do that cause where\'s pleasure to play if you cheat.

While I feel the same way about cheating, I think a minority of players out there don\'t always share this view. There will always be people out there trying to exploit things, and it is much easier to do so in a distributed environment. We run other paid game servers here at Fragnetics - CS, and BF1942, and there are always instances of cheating. It\'s something that won\'t go away, but is always reduced when there is some means of central control and authentication.

Quote

randomly distribution of zone and player to look after with client, won\'t it block hackers and cheaters. With an autentification system to look after data who are not equal, with 3 or 4 persons who are looking after 1 player + a identification server it wont it be better for bandwith? Cost less i think.

This has probably been discussed on many occasions, but for a real-time application, having some sort of grid system is not always feasible. There are likely to be a multitude of issues in terms of latency and authentication. I think that in the end, a central server or a few central servers would serve this purpose better. If I\'m not mistaken this is what PlaneShift is probably targetting.

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May be it will cost a lot.

It does (cost at least a little), but apparently people like us are not the only ones interested in hosting the game. I\'m optimistic that there would most likely be sponsors who can better our present arrangement with PlaneShift, so I doubt it will be an issue. As long as you\'ve got a promising project it\'s not very difficult to find people to support it.

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I live in france, and french magazine made an article on planeshift.

Does it have an online URL? Do you have a scan of the article? I\'m interested in putting it up on our website.

Quote

Another suggestion, when project will increase, why dont propose to internet provider your game, you\'ll have server for free, and them a MMORPG free for their internet connection offers (it will probably do the difference when you take an account to an internet provider).

I think that ISPs will want a solid financial plan before offering any form of sponsorship, and this may eventually come at a cost to the player. I guess I\'m a bit pessimistic here, but charging for connectivity is something we\'re forbidden to do on our end as well. I don\'t think this will go down well with ISPs.