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#2 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 7,961
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Re: Interview on Ranked Servers
Good god, they're going the EA Battlefield route. "Trusted Servers", stats, and unlocks.
Not a good sign at all...
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Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#4 (permalink) |
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Join Date: Aug 2005
Location: San Pablo, California
Posts: 3,349
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Re: Interview on Ranked Servers
"Trust" is in the eye of the beholder. Better to decentralize stat collecting and let independent groups (like leagues) operate their own trust networks. A good architecture would allow a server to report stats to several such networks, and those networks could decide which servers to trust for their stats.
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#5 (permalink) |
![]() ![]() Join Date: Aug 2005
Posts: 3,540
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Re: Interview on Ranked Servers
Thankfully there is no unlock system though...its just stats and virtual ranks. Thus hopefully the playerbase will be more receptive to 'unranked' servers.
One thing I hope is like ET is servers having the ability to transfer maps to the client. There was one server I played on for a while because new maps were often being added and there was no hassle to the playerbase to find them...it auto downloaded everything and you loaded right in after being done. If that ability is still there it should be a much bigger draw then official stats and ranking ... I'll bet that ability is gone though.:/ If not because of competition to ranked servers then because of the sheer size these maps may be.
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#6 (permalink) | |
![]() Join Date: Feb 2006
Location: Fort Worth,Texas
Age: 22
Posts: 5,682
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Re: Interview on Ranked Servers
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#7 (permalink) |
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Join Date: Aug 2005
Location: San Pablo, California
Posts: 3,349
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Re: Interview on Ranked Servers
Oh yeah, UT2004 had the auto-download feature. And you could redirect the download to a separate web server, so it wouldn't lag those playing on the game server. (This was inherited by Tribes Vengeance, a UT engine derivative.)
If the maps are particularly big, it would be nice to integrate a torrent client so that other players would push the map to you.
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#8 (permalink) | |
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Join Date: Sep 2006
Location: Butler, Pa
Age: 32
Posts: 200
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Re: Interview on Ranked Servers
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Your suggestion would work I think if they had a robust anti-cheat system in place tho. |
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#9 (permalink) |
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Join Date: Aug 2005
Location: San Pablo, California
Posts: 3,349
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Re: Interview on Ranked Servers
The issue of trust is independent of client cheating. It's a question of whether the entity collecting the stats trusts the game server operator.
The stats collector needs to track which servers supplied which stats (perhaps through a PKI system) so that it can invalidate stats retroactively if a server operator has been discovered to be faking stats. This creates pressure to run a "clean" server. Few will want to play on a stat-padding server if it means their stats might get revoked en masse. You still need a robust anti-cheating system for the client.
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#10 (permalink) | ||
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Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 682
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Re: Interview on Ranked Servers
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Quote:
It looks a whole lot better than the system Battlefield uses to me.
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