ID:265789
![]() Nov 9 2007, 7:49 pm (Edited on Nov 9 2007, 8:02 pm)
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client saving is helpful and can let your game be hosted by anyone and everyone keeps there savefile. I've fix the first problem I had which was how to do a piwpe after a major update. The problems with it that people can open their own private sever and overtrain. Also I have is with something i'm not to sure about. I've heard that people can change their savefiles if they find it and that is a problem I can't sovle if it is true. So is it really worth it to use client saving and risk people powering up their char?
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D4RK3 54B3R wrote:
Anyway, Client Saving is worth it if you invest in He says he plans to allow players to run their own server. This means that a malevolent player can just run their own server and use a memory editor to make their score go up. Then their client-side savefile can be overwritten with the new changes in points. I believe client-side saving is good if you're using a few trusted hosts, but if you're going to allow everybody to host you'd need to protect yourself against memory editing as well as anything else a cheater will throw at you. Fact is that the host is the most powerful entity out there. Hosts can use programs to make the game work in their favor, and there is nothing you can do about it except for introduce some stopgap measures. -- Data |
Hosts can do a lot of things in your game. I think "overtraining" in their own server is not a bad idea if it's legitimate. The problem you will be having is savefile and memory editors.
You can save the savefile with a hash. If the hash of the savefile is different from the hash stored inside the savefile, delete it. The host had no business editing the savefile anyway, so that's what he gets. As for memory editing, you're going to need to come up with a creative system of checking the values of the variables over time to see if any illegitimate changes have been made. If so, boot the player and delete his savefile. That's what he gets. Also, you should really only need to run this program on the host's variables. If he can't edit his own, it's likely that he is not to think he can edit another. |
To fix that all you need is a system, Look under my "Control Demo", You can also fix it up.
http://developer.byond.com/hub/Curzon/ StatisticReductionsDemo Also if src is a host and is loyal all you really need todo is set certain reductions for the client, of course he can abuse, but to keep your .savs protected try useing a shell to encrypte the savs. |
Well personaly I'd say client saving is not for every game. Personaly I'd say client saving is for games like REO or games that are short, fun and addictive, and are rehosted by individuals with any kind of interent anytime. But if you're making an RPG or Anime game or something which charecter development then get a good host and use normal saving. One server is the best kind of server.
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D4RK3 54B3R wrote:
Learn how to Type. Properly. PLEASE! ahem: ID:537336 - "You could use have something that players can access just for controls, incase they forget." (eh?) And I could probably post several others. If you want to whine about someone's use of the keyboard, then communicate your woes directly to them, or pitch a fit on your blog. Do not waste space here. Help or shut-up. On-Topic: It is also worth looking into the MySQL support for BYOND Linux hosts. Database save files can be quite useful and safe. |
Anyway, Client Saving is worth it if you invest in
a good encryption algorithm.