McCormick
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- May 4, 2005
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- La Faction Beta -LFB-
Well, if each mob has an ID, it's one step towards proving that the mob's loot is more probably decided upon spawning than upon being looted.
On hindsight, it is also only logical that each mob has an ID assigned to it, since MA stated in the past that they can see the game from the perspective of any object or creature, so they obviously would need an ID for that.
very interesting
so, the skillgains seems to come in portions of 0.0001 to 1.0000? or more?
but what exactly implies "due to client miss"...
I doubt, such critical things will be decided on client side?
Or are there other kinds of misses, like "due to mob evade/dodge"?
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Would client miss be due to lag?
Bones
Would client miss be due to lag?
Bones
Could be. Or it could also be the opposite. When client miss it's a calculated
miss that the client "must" do.It's all about what they name the different
kind of missed shot too I guess...![]()
there are 2 types of miss in pe, calculated miss, you are pointing at the target and you role the dice and miss. and player generated miss (tm) ie you shoot the air, no dice luck will help in this situation.
Nah, all mobs need an ID anyway, to keep track of who'll be able to loot it etc.Well, if each mob has an ID, it's one step towards proving that the mob's loot is more probably decided upon spawning than upon being looted....
Skill gains can be more than 1.0000 though not in this example.very interesting
so, the skillgains seems to come in portions of 0.0001 to 1.0000? or more?
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All important things like hits, dmg, loot etc, must be decided on the server, for security reasons.Why does the server has to do the calculation about if you hit or not? wouldnt that be quite stupid to do it that way? due to more strain on the server..
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Nice find McCormick.
Nah, all mobs need an ID anyway, to keep track of who'll be able to loot it etc.
Skill gains can be more than 1.0000 though not in this example.
All important things like hits, dmg, loot etc, must be decided on the server, for security reasons.
It's not THAT hard to decompile client code, and if the client could decide such things, it would be a major flaw in the security.
...and some clever but mean coders would have already created their personal EU+luck client. or other tools to adjust client/server communication.Nice find McCormick.
(...)
All important things like hits, dmg, loot etc, must be decided on the server, for security reasons.Why does the server has to do the calculation about if you hit or not? wouldnt that be quite stupid to do it that way? due to more strain on the server..
(...)
It's not THAT hard to decompile client code, and if the client could decide such things, it would be a major flaw in the security.
Indeed! ThanksNice find McCormick.![]()
Nah, all mobs need an ID anyway, to keep track of who'll be able to loot it etc.
All important things like hits, dmg, loot etc, must be decided on the server, for security reasons.
It's not THAT hard to decompile client code, and if the client could decide such things, it would be a major flaw in the security.
Hmm.. Yes, the underlying platform ofc always assigns an implicit ID somehow to all objects. (Or entities if you prefer... Probably not OO code in EU)...
Well, and to exist as independent entities in a program they by definition have to have some unique identifier.
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I don't think the server assumes anyting or is "biased" as you call it. It's just the nature of lag....
The unfortunate thing is that the server always assumes the worst case e.g. it's a miss if there's a delay or lag from the client when shooting. This is rather biased against those with poor connectivity and distance from the server bank.
I don't think the server assumes anyting or is "biased" as you call it. It's just the nature of lag.
The server probably just receives the coordinates and direction the client fires at. If the mob (on the server) is not on that position, then it's a miss, even though the mob seemed to be on that position on your client.
Interesting thing.
i think our ID interact whith mob ID, blueprints ID, ressource spot ID ...
All is ofc timed and ur money interaction, Buying > Decaying > Repairing, is the modificator of ur succes.
I think sometime the succes like global or hof is a good combinations of skills gain. Sorry for my english, its realy difficult to find the right words or expressions to trying to explain this hard thing.
So, for exemple, u log on: that load in ur client a code. By ur actions durring the session, all is possible: globaling, hofing, ATH. The only problem is u need to do the good things and accumulate the right modificators to reach one of those 3 goals. One exemple of combination:
U login ~~ code loaded ( deposit > 300$ + repairing between 50$ + buying ammos > 35 $ + type of attachement modificator < 50 % + Hits > 70 % + Miss < 30% + lootpool > 950 $)
If u do this in ur session, u will have a single loot at > 600 peds for the exact combination. U will have 3 loots at ~ 200 peds for the average combination.
U will have normal return % for doing totaly the contrary.( but it make a bonus modificator for ur next session).
Same type of thing for big hof or ath mabe.
Well lol, its just my though.
im mabe not wrong but we can put an another variable in the code like:
+ ~ 2 hours playing + between 19h00 and 23h00 MA time) ..and of course all the other modificators on Mob ...
I pretty sure its loaded and decided when u lauch EU.
Im using WIFI connection, and my wifi key have a small led.
When i connect, i see the led shining fast for mabe 25 secondes and nothing after. i play , all is normal but sometime, during certain action the led shine a bit and my PC have some reflection too
The big shine is right before a global or a hof. When i kill a mob and the led shine, im sure at 99 % i will be something when i will loot it.
I don't think the server assumes anyting or is "biased" as you call it. It's just the nature of lag.
The server probably just receives the coordinates and direction the client fires at. If the mob (on the server) is not on that position, then it's a miss, even though the mob seemed to be on that position on your client.
I can stand still in front of a mob that is standing still, and if the client is lagging due to network problems or simply stalls of the graphics system, miss much more than i "ought" to.
I don't know what the communication between the client and server looks like, but it appears that it's possible for the client to register "shoot" with the server without giving it sufficient or proper data to avoid missing in an otherwise lag-immune situation. To me that is making a biased assumption, a default that is completely safe for MA but not very fair for players.
More than that obviously i can't know.