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New World fundamentally broken

Outnumber0227Outnumber0227 Member
edited October 2021 in General Discussion
Well it seems the developers over at AGS have ignored a fundamental rule of online game design from legend Raph Koster's Law's of Online Game Design which is as old as MMORPGs themselves: "Never trust the client.
Never put anything on the client. The client is in the hands of the enemy. Never ever ever forget this"; and they've went ahead and designed a client-side authoritative game resulting on exploits galore as detailed by this video.

the game is fundamentally broken as people take advantage of information stored on their own PC to hack the game. exploits are running rampant and there is little hope it could be fixed in the near future, due to how the game is designed.


Please confirm you haven't made this basic mistake.

Please help us AoC, you are our only hope. (well there's another, but it's a long shot).

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    BaSkA_9x2BaSkA_9x2 Member
    edited October 2021
    I agree with most of what you said, but client-side exploits will always exist. Surely, NW is a dumpster fire and a very good example of what not to do, for instance people are able to levitate if they alt+tab out of the game. However, no matter what Intrepid does, there will be people investing time and money to find and create hacks, cheats, exploits, bug abuses, etc. for Ashes.

    The important questions, in my opinion, are:
    1. Will there be a big enough team of real people, besides automated detection systems, to deal with these issues?
    2. Will banned people only have an account ban or will Ashes implement more aggressive (IP, HWID, etc) bans?
    3. How well (or not) will in-game player reporting work?
    🎶Galo é Galo o resto é bosta🎶
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    NoaaniNoaani Member, Intrepid Pack
    The title didn't need the last two words.

    Essentially though, New World is more fundamentally broken by design than it is by exploits.

    Perhaps we should all put our hopes in Dreamworld - a super promising MMO that is absolutely not a scam.
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    Noaani wrote: »
    The title didn't need the last two words.

    Essentially though, New World is more fundamentally broken by design than it is by exploits.

    Perhaps we should all put our hopes in Dreamworld - a super promising MMO that is absolutely not a scam.

    Absolutely! Dreamworld is just that, A place where your wildest dreams can be imagined.
    5000x1000px_Sathrago_Commission_RavenJuu.jpg?ex=661327bf&is=6600b2bf&hm=e6652ad4fec65a6fe03abd2e8111482acb29206799f1a336b09f703d4ff33c8b&
    Commissioned at https://fiverr.com/ravenjuu
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    Noaani wrote: »
    The title didn't need the last two words.

    Essentially though, New World is more fundamentally broken by design than it is by exploits.

    Perhaps we should all put our hopes in Dreamworld - a super promising MMO that is absolutely not a scam.

    dream world is obviously a scam, we should all put our hopes in earth 2 instead
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    Im happy that NW came out when it did. NW does some things right, and a lot of things wrong. Free information for Intrepid to use during development :)
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    I think this thread should be on the New World forum, rather than the Ashes forum?
    This link may help you: https://ashesofcreation.wiki/
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    Letting client handle things is a cheat for improving performance, so just imagine how their netcode must be bad for them to rely on that so much.
    “Ignorance, the root and stem of all evil.”

    ― Plato
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    Swifty00Swifty00 Member
    edited November 2021
    Tragnar wrote: »
    Letting client handle things is a cheat for improving performance, so just imagine how their netcode must be bad for them to rely on that so much.

    Games (and business applications) moved to a "thin client" model in the 1990s when networks were no longer the performance bottleneck. That is still the case today. Don't let the actual size of the client fool you, most of that is graphics. The gameplay is still server-side.

    Now people want 100v100 in PvP (or more), that is straining the network and the database more than the processing ability of clients. There is a temptation/need to push more functionality to the client to reduce the database and network load. Clearly NW moved the global cooldown to the client from the server enforced by ability animation. A lot of the combat glitches/exploits use this.

    Almost all of New Worlds technical glitches are due to this shift of responsibility, one way or another. I do think though, some of the things they are trying to do are nuts. Would anyone really be bothered if there wasn't a perk, <bonus> if <x> players within <y> meters? or in your AOE? Clearly this is going to be a problem the larger the battles. Why not just stay away from it? There is already an incentive to use AOE against a lot of players, why add more?

    And why the need to optimize the AH? Why is gear and inventory in the same virtual database as combat. Separate your real-time stuff from your not real time stuff. When a player enters sanctuary they should be able to access the not real time database. When they leave, everything not associated with combat should be locked out and the character locked/loaded into the real-time data base. The AH should be totally server side, just like every other game. If you have problems with performance rooting through your inventory in the middle of a battle, looting or gathering, no one will care.

    New World is bad by design, not coded badly.
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    Maybe the movie will be better. :)
    The verb, not the composer name.
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    Sadly the movie is never better.
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