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#21
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The difference in playerbase and income between Reverie and Blizzard is one thing, but I think more important is to look at the underlying game. I do not think it's feasible to scale up a conventional MMORPG server system to deal with the size of a MMORTS. If it is possible, there are some cunning optimizations running in the background, but I somehow doubt it.
In a RPG, there is essentially a master server with a master state. If someone cheats to forcibly alter the game state, then the master server will detect a desync and "correct" this state. Barring some sort of bug (many older engines, such as Diablo II, can enter invalid game-states or timestamps that allow you to break the rules) this is very difficult to cheat. The problem is, someone needs to be the dedicated master server, and in a MMO that has to be "the server". That system is simply too inefficient for a RTS. The entire game-state needs to be analyzed and resent fairly regularly. That's doable with a RPG, but in a RTS the gamestate can be hundreds or even thousands of times larger, so it's harder to detect a desync and harder to repair it. Unless Reverie has some cunning optimizations, I don't think this is feasible at all. More likely is that the servers will take a hands-off approach, doing little more than keeping tabs on where you are and what you're doing. This would be far less intensive (per player) than a regular MMO. The problem with this is that you could easily cheat while the servers weren't looking. Now, there are ways to work around that. My approach would be a simple audit. Have each player's instance leave a simplified paper trail of data, which the server can sniff through for anomalies. If something doesn't smell right, it does a full audit of the player, silently watching the gamestate and waiting to catch the player in the act of cheating. Not foolproof, but it would work.
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#22
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To be honest, Reverie. is putting an impressive amount of effort into a revolutionary multiplayer considering the company's own realistic player forecast. |
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