Originally posted by RonHiler
A straight checksum won\'t work. Checksums are quite trivial to fool. You could maybe use an MD5 fingerprint perhaps. Even so, whats to prevent the client from intercepting the sent fingerprint, writing it down, changing the level to their liking, then modify the client to return the original fingerprint (independent of the level contents)? This is an open source game, after all, and you just gave a huge amount of trust to the client. From a security standpoint, I don\'t think your idea would work.
I applied the term \"checksum\" very broadly, indeed. I was, however, thinking along the lines of MD5 or RSA fingerprints.
However, my description seems to have been misleading. I meant to say that the system should work like this:
1) Player exits the area (by crash / logout / moving into other area / whatever), server does:
- compress the item info
- checksum it
- store the checksum in the player\'s account (SERVERSIDE)
- send the compressed data to the client (without the checksum)
2) player reenters the area, server does:
- retrieve compressed data from client
- checksums it
- compares the resulting checksum to the one stored in the player\'s account (SERVERSIDE)
- accept or reject the data
Therefore, the client does not even need to know the checksum that was generated, and it does not matter one bit (literally *g*) whether or not it does, as the server checksums whatever junk it gets off the client.
Originally posted by RonHiler
Second problem with it is that what if I play the same toon from two different computers (e.g. home and work)? The levels would be stored on one and not the other. Kind of a problem.
Indeed this is a problem. However, I doubt that many players are going to use different computers, and if they do, they are likely to have networked them anyway. Therefore, the client needs only to support shared and freely relocatable data storage areas (i.e. folders), independant on the installed game\'s location, for the player data and most would be set by simply sharing the folder accross the network. Like mount a samba share to drive P:\\ in Windoze, and /mnt/p/ in Linux. The clients would be set to the appropriate paths once and the account is fine. Also, the path should be easily changeable in case the mountpoint has moved or another folder is to be accessed (like on a removable media for playing at your friends computer).
Therefore, the inconvenience would be mitigated, and if this method OTOH eliminates griefing, harvesting, level-grind and hunting zones, it may well be a good tradeoff.
Originally posted by RonHiler
I dunno, Seytra. You just described, almost perfectly, the EXACT system in use in SWG. Right down to the \"greater variation in time\" idea. If I sit in the med center healing toons, at first I have very little capability (I use MedPack A\'s). After doing this for quite a while, I gain more ability, eventually being able to create better medpacks and heal all sorts of different afflictions (bleeding, battle fatigue, etc.). But what it comes down to is spending hour upon hour sitting in the med center. Yeah, I could go do other things (like work on my dancing or mininig or artisan or even combat skills), but if you want to be good at your chosen profession, you have to use it for many hours/days/weeks.
Now, whether that works or not is a bit of a personal judgement, I suppose (after all they DO use it to this day, and people ARE playing), but the general consensus with SWG in the press was that it was a boring game, for exactly that reason.
Don\'t get me wrong, the *idea* is okay, but the implementation (at least in SWG) is flawed. And if PS is using the exact same system, it will have the exact same flaw.
Well, this is only because one fundamental idea hasn\'t made it into MMORPGs yet: teachers. If there are teachers or even schools, you could invest money and gain (nearly) instant skill advance. This way will enable the players to choose whether they wish to quickly gain new skills / improve existing ones or do it the \"learning by doing\" way, possibly earning money as they go, spending their money on other things. Also, you yourself could teach others if your own skill is considerably higher than theirs and you got the \"teaching\" skill high enough. After all, where would we be without teaching?
Originally posted by RonHiler
Just out of curiosity, where will your equipment come from? You say critters will only drop critter type items. From where will come the swords and armor and wands and things usual to fantasy based MMORPGs? Merchants? Do the items just appear at the merchants (ala AC et al) or must they be made by players to be sold (ala SWG)? If the latter, where do the raw materials for crafting come from? Merchants again? Do you have to go mine/farm/harvest them (you do mention the farming/mining areas, so am I to take it that the game\'s economy is entirely player determined?)
Ron
AFAIK, it hasn\'t been decided yet. What I believe to be the current state of ideas, there will be NSCs to
- get things started and to
- help out in player-unpopulated economic nieches.
- stabilise prices
However, if there are no NSCs, the demand will eventually rise so high that players _will_ consider doing thetask, as the reward is big money. I expect that many ppl. will not mind, because in other MMORPGs there are all these level-grinders and hunters anyway, who in essence do the same thing over and over again to gain XP or money, so there really isn\'t much difference. Still, I do not know if this is such a good idea because it might well make it impossible for newbs to get basic stuff (because the prices are too high).
But I do not know of any definite statements yet.
Regards,
Seytra