[project1dev] Re: Update for Biobeastie Texure

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 1 Feb 2010 09:31:28 -0800

online saves should only be able to have one save slot

On Sun, Jan 31, 2010 at 6:13 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> maybe we just have two different kinds of money, online money and offline
> money, and online gear/offline gear - i dunno, i am sure we will come up
> with something!
>
>
> On Sun, Jan 31, 2010 at 3:21 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> Yeah thats an issue having multiple saves too, that really kills a lot of
>> avenues i was thinkin about.
>>
>> Kent - i like your idea about the bank system.  how would you handle
>> alternate saves though? (ie save a game in 2 slots and open a bank with one,
>> and use the bank from the other save, effectively doubling your money).
>>
>> I like your idea about the online and offline mode of play Larv.  Online
>> only play could still suffer from people messing with memory while the game
>> is running but like you said no security is perfect :P
>>
>> To make it so the offline players could still do online stuff (in their
>> own realm) we could maybe do something like have pure vs dirtied accounts
>> too and never let one group come into contact with another.
>>
>> Pure accounts would save / load from the server alone, never from HD so
>> would never have the problem of branching due to no internet.
>>
>> However, whenever you save even as a pure account it saves it locally as
>> well so that if ever you dont have internet access you can still play, but
>> if you do it will flag your data as "dirtied" (so that if you save, your
>> save is marked as contaminated).  We'd have to put up a little warning to
>> players about that when this occured to verify thats what they want to do.
>>
>> Dirtied players can only play against dirtied players, pure can only play
>> against pure and pure is more secure / cheat free.
>>
>> Of course, someone could edit their save game file or edit the game's
>> memory while running to turn off that dirtied flag to mark themselves as
>> pure again so thats not even a 100% solution, but maybe it's better than
>> nothing?
>>
>> I dunno though because a small number of cheaters can ruin things a much
>> larger number of people so if only a couple cheaters make it through, it can
>> still be a problem.
>>
>> ::shrug:: :/
>>
>>
>> On Sun, Jan 31, 2010 at 12:04 AM, Larvantholos <larvantholos@xxxxxxxx>wrote:
>>
>>> Well the ideal solution might be to have an online and offline mode of
>>> play, with the option of converting an offline account into an online one,
>>> but not the other way around, so that if you are playing a game without the
>>> multiplayer access, your not going to be able to cheat in that way.
>>>
>>> If a player wants to cheat, ultimately they will find a way, its
>>> unfortunate.
>>>
>>> The other thing you can consider in terms of syncing data is to raise a
>>> flag if something online and offline is dramaticly different, by running a
>>> simple comparison check on the saves. If you go offline for 10 minutes, and
>>> come back with 10000x more gold than you had 3 minutes ago, it could flag it
>>> as a cheat ;) I'm sure there is a lot of scenarios to check things like
>>> this, and might be a little more ideal than worrying about syncing/not
>>> syncing at all.
>>>
>>> If there is going to be online leader boards or something to that affect,
>>> where cheating could affect scoring that likely you'd need to consider the
>>> methods in more detail, but if there is no online scoring, you'd likely just
>>> want to worry about keeping the data seamless - allowing players to backup
>>> data online, instead of saving it there in any primary way, and then you
>>> could simply use the offline game to check for the cheats instead.
>>>
>>> Branching is a fairly classic thing to do in rpg's as well, so its not
>>> nessisarily something to watch out for, I know I like to play and make
>>> multiple saves, if a scenario turns out badly, or say I missed something I
>>> needed to complete a dungeon, instead of back tracking I'd load a previous
>>> save and collect the item in question. This is also useful if there is an
>>> item I want to grab.
>>>
>>> Lots to consider when it comes to exploiting a game for sure ;)
>>>
>>> --- On Sun, 1/31/10, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>
>>> > From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>> > Subject: [project1dev] Re: Update for Biobeastie Texure
>>> > To: project1dev@xxxxxxxxxxxxx
>>> > Received: Sunday, January 31, 2010, 2:58 AM
>>> > btw our solution might just end being that
>>> > we make an imperfect solution that is possible to
>>> > "game" to make it so you can cheat and never lose
>>> > money etc.
>>> >
>>> > if we cant find a good solution, going that route would at
>>> > least let us have this unqiue game play and since it's a
>>> > single player game, if you cheat your only hosing yourself.
>>> >
>>> >
>>> > but we'll keep thinkin about it, there may be a good,
>>> > secure, cheat free solution that we havent thought of yet
>>> > :P
>>> >
>>> > On Sat, Jan 30, 2010 at 11:16 PM,
>>> > Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>> > wrote:
>>> >
>>> > "Okay, what I
>>> > mean is that, once you are disconnected, your progress stops
>>> > being saved on the server, and locally."
>>> >
>>> >
>>> > so if you lose internet you can't save your
>>> > progress? that seems kinda crappy doesnt it?
>>> >
>>> >
>>> > "the server auto-saves your progress up to that point
>>> > where you disconnect."
>>> >
>>> > Are you thinking it auto saves locally on your
>>> > machine to your save game data too?  If so, we're
>>> > talking about playing minigames from a web browser, which
>>> > you don't need the actual game open to do so there'd
>>> > be no way to change the save game data on your hard drive
>>> > (you might even be on a different computer, like at work or
>>> > something).
>>> >
>>> >
>>> >
>>> > I think we are talking about different stuff.  There's
>>> > 2 things going on here
>>> >
>>> > #1 - you can play the game itself on your computer.  You
>>> > save your game data and it lets the server know about your
>>> > game data if it's able to (ie you are connected)
>>> >
>>> >
>>> > #2 - you can play minigames in a web browser where you are
>>> > using and affecting game data.  This can be from any
>>> > computer, it knows who you are by a username and password
>>> > you log in with.
>>> >
>>> >
>>> > On Sat, Jan 30, 2010 at 11:09 PM,
>>> > Nick Klotz <roracsenshi@xxxxxxxxx>
>>> > wrote:
>>> >
>>> > Okay, what I mean is that, once you
>>> > are disconnected, your progress
>>> >
>>> > stops being saved on the server, and locally.
>>> >
>>> > Let's say you go online, gamble, it doesn't work
>>> > out well.  You
>>> >
>>> > disconnect the network cable at 9:48pm, the server
>>> > auto-saves your
>>> >
>>> > progress up to that point where you disconnect.  You
>>> > reconnect 5 - 10
>>> >
>>> > minutes later, but your game data is newer (loaded a
>>> > previous save,
>>> >
>>> > etc).  The server will say, okay, this file is only 3
>>> > minutes newer
>>> >
>>> > than the last record; which raises a flag, and so is
>>> > overwritten.
>>> >
>>> >
>>> >
>>> > Now lets say, one night you leave the game, packing to go
>>> > on a trip.
>>> >
>>> > The next day you're somewhere there's no internet,
>>> > you go in to the
>>> >
>>> > game.  You have the last data from your online play
>>> > available.  You
>>> >
>>> > play, you enjoy yourself, save and quit.  Later that day,
>>> > (or weeks
>>> >
>>> > later) you log in to the server.  The server will look at
>>> > the save
>>> >
>>> > file realize it's more than X minutes old (5, 10,
>>> > 5000), so will
>>> >
>>> > update to the newer locally saved file
>>> >
>>> >
>>> >
>>> > On Sun, Jan 31, 2010 at 2:03 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>> > wrote:
>>> >
>>> > > well one thing is we don't want to require
>>> > internet to play our game.
>>> >
>>> > >
>>> >
>>> > > imagine you wanted to play the RPG on your laptop to
>>> > pass the time on a road
>>> >
>>> > > trip where you had no wireless access.
>>> >
>>> > >
>>> >
>>> > > On Sat, Jan 30, 2010 at 11:01 PM, Nick Klotz <roracsenshi@xxxxxxxxx>
>>> > wrote:
>>> >
>>> > >>
>>> >
>>> > >> Could always have a thing where if you're
>>> > disconnected via a timeout,
>>> >
>>> > >> unless new game data is newer by 24 - 48 hours,
>>> > the server data stays?
>>> >
>>> > >>  Or the game data updates every so often, 5 - 10
>>> > minutes, and have a
>>> >
>>> > >> "timeout" for the same duration, so any
>>> > progress during that time is
>>> >
>>> > >> not saved.
>>> >
>>> > >>
>>> >
>>> > >> ==============================
>>> >
>>> > >> Project 1 Dev mailing list
>>> >
>>> > >> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
>>> >
>>> > >> Project 1 website: http://project1.demofox.org
>>> >
>>> > >> Project 1 SVN repository: http://pyotek.com/project1
>>> >
>>> > >
>>> >
>>> > >
>>> >
>>> >
>>> >
>>> > Project 1 Dev mailing list
>>> >
>>> > to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
>>> >
>>> > Project 1 website: http://project1.demofox.org
>>> >
>>> > Project 1 SVN repository: http://pyotek.com/project1
>>> >
>>> >
>>> >
>>> >
>>> >
>>> >
>>>
>>>
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>>
>>
>

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