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Thread: Thoughts on server global highscore

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  1. #1
    Join Date
    Jun 2012
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    Cape town, South Africa
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    Default Thoughts on server global highscore

    If I understand correctly, there will be a global highscore list on the server.

    My concern is that this list will be mostly filled with cheaters:

    Statrollers, starsignrollers, savescum, etc.

    First of all, will there thus be any point to such a highscore list and secondly is it possible to ommit cheaters from the list?

    Edit - Sorry, can you please move this to the ADOM subforum.(e2)

    I actually have a solution, if the server rolls the characters and stores the savefiles, I think it can be controlled, maybe. I'm no programmer. Detecting cheating and ommitting scores from these users.
    Last edited by Stingray1; 10-16-2013 at 04:42 PM.

  2. #2
    Join Date
    Jan 2009
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    26

    Default

    Most likely it will be online server, so players will be playing online, and therefore they will have no control over their saves (they will not be able to make backups, like on old ancardia server).

    Rolling for stats/sign probably will be unavoidable, but I would not consider this a serious problem - it doesn't give that big in game advantage, and probably it's extremely boring and tedious, so someone would have to be really desperate to spend half day on creating chars just to get char with decent stats and candle starsign (and then die in SMC in very few couple of turns)

  3. #3
    Join Date
    Mar 2008
    Location
    Germany
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    1,878

    Default

    The way the server is planned/implemented is:

    - the server only stores highscores and achievements (and online accounts for players)
    - the player can play ADOM offline on their own PC
    - if a player has an online account and ADOM detects an internet connection, highscores and achievements are synchronized with the server

    Playing remotely "on" the server is not planned right now (and would only be available for versions without NotEye).

    We will see how much cheating will happen and we probably need to balance the highscore calculations.

    Personally I think the statistics we can generate from the highscore entries are much more interesting (e.g. which race/class combination is played most).
    Last edited by jt; 10-16-2013 at 01:06 PM.
    “It's a cruel and random world, but the ChAoS is all so beautiful.” ― Hiromu Arakawa

  4. #4
    Join Date
    Jan 2009
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    Hmm have you thought about any mechanism that would prevent save scumming in that case? Because if players will be playing offline on their PC's, I'm afraid that most likely server highscores will be filled with save scummed chars.

  5. #5
    Join Date
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    Default

    I don't think we can prevent save scumming or detect it in any way.
    “It's a cruel and random world, but the ChAoS is all so beautiful.” ― Hiromu Arakawa

  6. #6
    Join Date
    Jan 2009
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    26

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    I'm not a programmer, so forgive me if my idea is dumb, but here is what I thought:

    - each time player creaters a PC, unique numer is generated for that PC. It stays the same until PC is dead.
    - if PC dies and gets to highscore, its unique number is stored on online server with it
    - each time player sends any PC on his online account and therefore on global highscore list, server checks if there is already PC with the same number send on that account. If no, everything is fine, if yes it means that char is savescummed and every entry with the same number (within that account) is removed
    - this number is stored on server for future, so no new entries from that account with that number would be allowed

    Probably it won't solve savescumming problem at all (players can create multiple accounts), but at least it should make it harder.

    It might work or not really?

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