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View Poll Results: So ? | |||
Yes, I agree |
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9 | 50.00% |
No, I don't agree (I love having lag spikes) |
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9 | 50.00% |
Voters: 18. You may not vote on this poll |
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#1 |
Tigger
Join Date: Nov 2007
Location: Europe, ℜomania
Posts: 326
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Flooding algorithm in Conquer Online
The game as it is it's laggy because almost everything you do is sent to the server, checked and you receive a response.
If the programmers are smart enough they can invent a flooding algorithm for conquer online which would send the cordinates of each player through other clients. So each player would become a movement/location/skill check server too. And the server would check only the items, monsters, trades, login and those type of things. The other things which can be checked between other players could be sent encoded within clients. So if there are 2000 people playing on the server you will still have like 50 ping. Because 50-100 people will play in America near the server, they will send 20000 connections in other areas in America and the other people will make more millions of connections around the world. And if you play with a decent internet speed you will share the connection through other clients. And because the world is so big you could just share your movement through 2000 clients and each client would receive your fb or jumping without delay if they got a decent connection. Each client would check the others and conquer will be able to run smoothly without charging the server with the movement checking and other features. This could be a great innovation for MMORPG's , the unimportant data could be flooded through players and the server would just check every 10 minutes if a player has made something illegal and automatically ban him. Same idea as with torrents, the difference is that you will send only the not so private data to the other clients. The things which can be delayed will be checked by the server.
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I ***9829; TQ - They are trying to improve everything except the game. The basic ninja : Who needs fastblade ? I have Twofold Blades Who needs superman ? Fatal strike is way faster. Who needs poison blade,tornado ? I have toxic fog and poisonous shuriken ! Who needs reflect ? I can do a counter kill faster than a blink of an eye. Who needs dodge ? It's a waste of a skill ! I like to bane the archers and make them run to their mommies. Last edited by isti37; 07-18-2009 at 12:00. |
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#2 | |
Banned
Join Date: Feb 2009
Posts: 2,016
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Quote:
Now just because there is 2000 people playing on the server, you don't get updates for all 2000. You only get updates for the ones within 3ish screens away. |
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#3 | ||
Alien #15
Join Date: Nov 2008
Location: In your head, stealing your secrets... oooh, a good one!
Posts: 6,401
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Quote:
like this: playerA [america] jumps from 100,100 to 110,110 playerB [america] gets event, verifies, accepts playerC [america] gets event, verifies, accepts playerD [america] gets event, verifies, accepts playerE [america] gets event, verifies, accepts playerF [america] gets event, verifies, accepts (the 5 player verify is becouse there is a 5/IP client limit) playerA [europa] jumps from 100,100 to 150,150 playerB [europa] gets event, verifies, denies [hack] playerC [europa] gets event, verifies, denies [hack] playerD [europa] gets event, verifies, denies [hack] playerE [europa] gets event, verifies, denies [hack] playerF [europa] gets event, verifies, denies [hack] server gets 5 verifications, denies [hack] and disconnects the user see? the idea behind this, is that the clients do stuff instead of the server and by letting all nearby clients verify it, the server dous less problem here is it requires a p2p network, and that means getting trough the firewalls so there would have to be a double system 1) direct client2client connections inside the p2p network 2) client2server2client connections to fake the p2p network [second connection the server only relays packages, and not verifies them] but the server would still have to verify people with less then 5 other players in range... but, although hard to do.. adding a system like this, would increase the server capacity combine it with the [much needed] recoding of the connection system.. and TQ could potentially change the groups into servers
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CO community: Forum for&by players Quote:
Guild requirement: GearBP DC timer at PKT's Unranked arena matches GL, LS and DL's able to recruit, no matter what the requirement is Container items for 5, 27 & 50cp's Cleaner interface!*new* Dungeons < Hardest quest CO has ever seen |
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#4 |
Tigger
Join Date: Nov 2007
Location: Europe, ℜomania
Posts: 326
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This would be great for atleast Guild Area, but I don't think TQ has got programmers good and cheap enough to do a good and very efficient algorithm.
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I ***9829; TQ - They are trying to improve everything except the game. The basic ninja : Who needs fastblade ? I have Twofold Blades Who needs superman ? Fatal strike is way faster. Who needs poison blade,tornado ? I have toxic fog and poisonous shuriken ! Who needs reflect ? I can do a counter kill faster than a blink of an eye. Who needs dodge ? It's a waste of a skill ! I like to bane the archers and make them run to their mommies. |
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#5 | |
Banned
Join Date: Feb 2009
Posts: 2,016
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#6 |
Polarity
Join Date: Jan 2009
Location: Singapore
Posts: 129
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It does not work on other games I play
![]() Ever find time to try the game S4 League, it uses a system like this! If another client has poor internet, then they become impossible to harm, and it even has small affect on those around them!
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Only through love might we hope to live. I'm a little level 85 archer on Volcano! |
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#7 | ||
Alien #15
Join Date: Nov 2008
Location: In your head, stealing your secrets... oooh, a good one!
Posts: 6,401
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Quote:
if the server dous not get a verification from all users in range, then it KNOWS something is wrong.... but TQ prolly sucks at coding such a system, but if it was created, the stress on the servers would be a lot lower
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CO community: Forum for&by players Quote:
Guild requirement: GearBP DC timer at PKT's Unranked arena matches GL, LS and DL's able to recruit, no matter what the requirement is Container items for 5, 27 & 50cp's Cleaner interface!*new* Dungeons < Hardest quest CO has ever seen |
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#8 | |
Banned
Join Date: Feb 2009
Posts: 2,016
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#9 | ||
Alien #15
Join Date: Nov 2008
Location: In your head, stealing your secrets... oooh, a good one!
Posts: 6,401
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Quote:
the server having to check: - if someone can actually move there - if someone can actually move at their speed - ... - ... - ... - ... - ... - ... - ... - ... or... - userB says userA is ok - userC says userA is ok - userD says userA is ok - userE says userA is ok - userF says userA is ok get the picture? instead of just looking to see if enough users verify [and if not, verify it manually] it currently has to verify everything, for everyone especially in busy areas, this will result in hacks being impossible while removing the verifcation lag
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CO community: Forum for&by players Quote:
Guild requirement: GearBP DC timer at PKT's Unranked arena matches GL, LS and DL's able to recruit, no matter what the requirement is Container items for 5, 27 & 50cp's Cleaner interface!*new* Dungeons < Hardest quest CO has ever seen |
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#10 | |
Banned
Join Date: Feb 2009
Posts: 2,016
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Quote:
And have you thought about this? Lets say you have 50 people in your area. Each action anyone does you will get a packet. 50 people doing things will cause 50 extra packets for your client to verify and 50 extra packets to send to server to say you verified it. That will increase lag on yourself and server. Causing your computer to work harder and possibly decrease your fps. Do you get the picture? |
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#11 | ||
Alien #15
Join Date: Nov 2008
Location: In your head, stealing your secrets... oooh, a good one!
Posts: 6,401
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Quote:
player1 jumps to point X > server dous verification > sends it to players2 trough 10 this is what would happen then: player jumps to point X > players2 to 10 receive the info > send verification to server if TQ can do it is not the point here.. but if they can, a system like this would cut back lag a lot.. immagine playing CO1 again, that kind of speeds, with todays internet and servers
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CO community: Forum for&by players Quote:
Guild requirement: GearBP DC timer at PKT's Unranked arena matches GL, LS and DL's able to recruit, no matter what the requirement is Container items for 5, 27 & 50cp's Cleaner interface!*new* Dungeons < Hardest quest CO has ever seen |
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#12 | |
Banned
Join Date: Feb 2009
Posts: 2,016
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Quote:
Player1 jumps to point X Player1 sends packet to server Server verifies Server send packets to Player 2-10 Player2-10 updates accordingly What the suggestion is. Player1 jumps to point X Player1 sends packet to Player 2-10 Player2-10 verifies Player 2-10 sends packets to server Server changes coords Server sends packets to player 11-20(the ones on screen) Player 11-20 updates accordingly. It will not decrease lag, it will increase it because you are forcing the server to wait on player 2-10 instead of just player1. If one of those people are downloading something everyone will lag since the server needs that packet. |
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#13 | ||
Alien #15
Join Date: Nov 2008
Location: In your head, stealing your secrets... oooh, a good one!
Posts: 6,401
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Quote:
you see, the server would be nothing more then a backbone that makes sure everything goes right.. while 99% of the time, the clients manage eachother the server dous not send the packages to anyone, it just receives verification packages the amount of trafic in total is more, but due to the clients knowinging even before the server, lag is decreased
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CO community: Forum for&by players Quote:
Guild requirement: GearBP DC timer at PKT's Unranked arena matches GL, LS and DL's able to recruit, no matter what the requirement is Container items for 5, 27 & 50cp's Cleaner interface!*new* Dungeons < Hardest quest CO has ever seen |
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#14 |
T3h Lord
Join Date: Feb 2008
Posts: 276
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This is a great idea! It would totaly end the botting O.o atleast when sum1 is botting on screen with a non botter^^
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#15 | |
Banned
Join Date: Feb 2009
Posts: 2,016
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Quote:
Still do you not see how that is worse? It wouldn't make a difference. The checks would be the same that the server does. Since the server doesn't catch botting, the clients won't be able to. SV is just a clicker so noway to remove it without blocking the app really. Proxy manipulates packets directly and they would still manipulate them and everyone will know its proxy but the computer won't know the difference. Everything else is a ram edit which is undetectable for the most part. |
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