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报告翻译问题
True... the best systems work that only run on server. However, there are many many ways to reduce the issue even when you don't control the client as long as you still control the transport. Even if you don't control the transport and they have full control of the system, you can still reduce the issue as long as you control the allocation... If allocation and transport isn't controlled.. well.. there are still ways but it's limited.
It doesn't matter if there are 25 million people that play the game a day. The scaling isn't about authority, it's about community. Couple that with good AI and you're talking a good system. You can identify false Steam IDs as well and who needs watch a video to figure it out.
And yes, with a game this you CAN clasify someone's skill. And you CAN deal with maturity level (though you might not want to). And yes, you can put people in bubble, they are already doing that. The top scale doesn't have to be set, it can be a sliding set based upon ping and people playing etc. You wouldn't be much more limited than finding groups now.
I don't say any of this from a point of ignorance. I've been developing systems for over 30 years most of it in high traffic real-time social environments.
VAC offers the most protection and the least false positives.
If you rely on community ot fix the probblem, that is like asking everyone what hteir favorite color is. They all have diffrent ideas and feeling about what should and should not be.
No, you can not classify someone's maturity level. If it is a test, well, people will cheat it. If it is based on others optinion, that changes from person to person. How wuld you deal with someone who's marurity level as gone up or down?
How are they put in a bubble now? I've seen highly skilled players on both sides as well as lower skilled players playing along side them. Balance doesn't put everyone in a bubble with skill, and a slider won't help. It would take far too much to balance, and it would need to be rebalanced hourly.
If the system looks for a false ID, how does it identify it? If the hacker is transmiting a false ID, the system will see that ID as the players, it can't tell the diffrence.
You system would cost so and take so much time and effort to develope before it could even be released, let alone to maintain.
If you want to make that kind of system and sell it, feel free to try. Don't suggest others waste their money on it though.
He will be outnumberet
Basically, anyone on your ignore list is unable to join a game you are in. In a similar way, you cannot join a game that person is playing.
http://www.l4d.com/blog/post.php?id=7025
http://forums.steampowered.com/forums/showpost.php?p=28547471&postcount=237
It would be in the allocation algorthm. Simply put... when it is finding a server for you to play on it first finds a sever that you could join, if you have been blacklisted by somebody on that server, it rotates to another server, if you are already on a server playing and some one is joining that has you on their blacklist, it finds them a different server. So one has to be careful about blacklisting too many people because it allocation can work both ways.
I like black lists, but I'm careful about them too. That's why a simple blacklist is dangerous, there has to be a little more AI into it than just that. It's part of the reason I like weighted systems or token based ones.
Compared to what?
Not true. Individually, I would agree, but social engineering and AI is not like that at all. In fact, socal engineering is done all the time all over the place on and off line and it works.
Yes, you can classify maturity. Do I think that should be done well, like I said, maybe not but it can be done. However, that is something that is constantly changing so it has to be revisited often. Can people get around maturity ratings, yes but it depends on how it is implemented and I don't really feel that AI is good enough to automate that process without an advanced social structure.
When I said they already do, I wasn't talking about them doing it with ranks. They are put into bubbles with how they are allocated. Be it by ping for performance or by allowing clans to play together (both of which I agree with), they are bubbles. It's done with dedicated servers and with DLC etc and other ways too. Bubbles don't have to be a bad thing.
Actually, you can tell the difference. I won't go into the process here but you can do similar things on a web browser to uniquely identify someone without so much as a cookie or login information. And although, it's only about 88% of the cases on web browsers, we can push that number up to nearly 99.9999% with a video game. IDs just make the process easier.
And you have experience in this? I actually do have experience in this. I could quote out a cost and a timeline and even maintain it with my company. But I wouldn't do it without getting paid. If Activision feels that reducing cheating is important enough to invest some money into, then I'm more than willing to make it happen. Plus who are you to tell me that I can't suggest to them to fix this problem? And who are you to determine that it's a waste of money? Do you speak for Activision or Steam or any authority what-so-ever?
There are more than a handful of hackers in the NS2 community just like there are in most online games out there. These are the same losers that defend the hackers and beattdown on the accusers. I just played a gmae with 3 people usuing aimbots on marines, ending the game in under 5 minutes without a single death.
NS2 does not have a big community. It's a very tiny community. Because of that, not much attention and focus will be paid for these hack abusers. Therefore, they will continue to abuse online games to deal with their pathetic lives.