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 Post subject: Diablo 3 using client-side processing?
PostPosted: Thu Sep 15, 2011 4:39 pm 
 
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http://www.tomsguide.com/us/Latency-Dia ... 12526.html

Kevin Parrish wrote:
According to the testers, Blizzard has developed a secure and tamper-proof method of client/server communication that allows the local client to handle its own calculations and send the data to the server for verification. Latency is eliminated because the client does not wait for the server to respond, but instead moves on as business as usual. However, the server inspects the data for tampering, and if it detects foul play, it will disconnect the player from the network.


Also > http://us.battle.net/d3/en/forum/topic/3182739469

Discuss

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Thu Sep 15, 2011 5:46 pm 
 
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Ah, man, that sounds like terrible news for hackers. :lol: 4_4

ps, called that paypal shit months ago

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Thu Sep 15, 2011 6:08 pm 
 
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That's interesting.

With broadband connections not only required to play the game, but common enough these days that most people have them...

I wonder why they would do this.

Seems to me like they dropped the ball if this is exactly as it sounds.

Now I guess it's about time I took a look at picking that ball up and running with it :D

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Thu Sep 15, 2011 6:23 pm 
 
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That's interesting.

With broadband connections not only required to play the game, but common enough these days that most people have them...

I wonder why they would do this.

Seems to me like they dropped the ball if this is exactly as it sounds.

Now I guess it's about time I took a look at picking that ball up and running with it :D

The big thing brought up was foreigners, specifically Australians. On good days they have 200ms latency. Add wireless and congestion into the mix and that's easily doubled.

Thing is, this only applies to combat. Yes the potential for things like "Always do max damage" or "Always critical hit" or shit like that is available, but it doesn't appear to be ridiculously game breaking right now. Who knows what our talent will find, or what terrible code Blizz implemented though :P

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Thu Sep 15, 2011 8:19 pm 
 
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/sigh blizzard... really? really?

This could be trouble for pvp. Counterstrike source was implemented in a similar fashion, any one familiar with cs and cs:source knows how much it can suck some times. Shooting some one in the head, seeing the blood appear on their head, and then falling over dead yourself while your opponent walks away unharmed was not fun in source. I can see the same shit happening in d3 pvp, you cast some rape meteor on that barb, you see it hit him, but wait just kidding! Server says he was 3 yards to the left, and he threw an ax and killed you before you even cast meteor.

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Thu Sep 15, 2011 9:31 pm 
 
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That's interesting.

With broadband connections not only required to play the game, but common enough these days that most people have them...

I wonder why they would do this.

Seems to me like they dropped the ball if this is exactly as it sounds.

Now I guess it's about time I took a look at picking that ball up and running with it :D

The big thing brought up was foreigners, specifically Australians. On good days they have 200ms latency. Add wireless and congestion into the mix and that's easily doubled.

Thing is, this only applies to combat. Yes the potential for things like "Always do max damage" or "Always critical hit" or shit like that is available, but it doesn't appear to be ridiculously game breaking right now. Who knows what our talent will find, or what terrible code Blizz implemented though :P


So this is a much larger issue for the SEA people that have the option to connect to the NA Servers.
That actually makes much more sense (previously it made 0 sense to me at all).

In my mind this just adds so much opportunity for things like speedhacks and a system like redvex to flourish.

As it's already been pointed out this would ruin pvp.

That being said, it will be fun to see the first person max out the attacks per second stat and watch that animation as the char goes berserk on screen :P

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Thu Sep 15, 2011 10:29 pm 
 
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/sigh blizzard... really? really?

This could be trouble for pvp. Counterstrike source was implemented in a similar fashion, any one familiar with cs and cs:source knows how much it can suck some times. Shooting some one in the head, seeing the blood appear on their head, and then falling over dead yourself while your opponent walks away unharmed was not fun in source. I can see the same shit happening in d3 pvp, you cast some rape meteor on that barb, you see it hit him, but wait just kidding! Server says he was 3 yards to the left, and he threw an ax and killed you before you even cast meteor.

If you've got high latency then, either way, you're fucked. It's not like the original system meant things worked properly with a full second of lag.

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Thu Sep 15, 2011 11:17 pm 
 
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I already smell the first exploit.....

Depending on the idea what else to prevent that might be a nice backslash.

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Fri Sep 16, 2011 3:43 am 
 
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/sigh blizzard... really? really?

This could be trouble for pvp. Counterstrike source was implemented in a similar fashion, any one familiar with cs and cs:source knows how much it can suck some times. Shooting some one in the head, seeing the blood appear on their head, and then falling over dead yourself while your opponent walks away unharmed was not fun in source. I can see the same shit happening in d3 pvp, you cast some rape meteor on that barb, you see it hit him, but wait just kidding! Server says he was 3 yards to the left, and he threw an ax and killed you before you even cast meteor.

If you've got high latency then, either way, you're fucked. It's not like the original system meant things worked properly with a full second of lag.



True, its more of a frustration thing for the users. IMO its much better to have everything freeze up in the traditional "lagging" sense, than it is to think you shot some one only to find out you didn't. Diablo pvp probably wont move near as fast as CS:S does, only has to deal with 4(?) clients at a time, or need the kind of pinpoint precision a fps does so unless blizzard really fails it will probably be fine.

BTW if any one is interested in technical details of how ummm.. messy.. (at least in the source engine) a similar implementation is, check this out. Its probably not to relevant, but some one might find it interesting: http://developer.valvesoftware.com/wiki ... prediction

On topic, I wonder how the RNG will work. Will the client/server share the same one, or will the client could report the seed it used to do each batch of calculations, or maybe the server still does all the RNG some how. If the client reports its seed, figure out a few known seeds that make the next series of hits become crits, send the spoof rng and the "better" results. This whole thing feels like a massive can of worms.

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Sat Sep 17, 2011 4:08 am 
 
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This doesn't seem to match up with the beta client code...

If I had to guess, this sounds like a marketing drone spewing back something he knows fuck all about.

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 Post subject: Re: Diablo 3 using client-side processing?
PostPosted: Tue Sep 20, 2011 12:49 am 
 
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This doesn't seem to match up with the beta client code...

If I had to guess, this sounds like a marketing drone spewing back something he knows fuck all about.


Likely. Combat was laggy as fuck the second day of beta. You would shoot something, see your projectile hit them, then 500ms later their body would jump up in the air and die.

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