Ok im not complaing as such just fed up with hackers they are everyware even on small admin run servers, it make no odds any way because they cannot tell if they are using ESP and aim bot anyway and i supect the ones that think they are clever just turn it on and off as needed any way
Well the last two houses ive had with triangle webbing i have placed tool box there must of been at least 30 different triangle bases placed
the tool box completely encased with walls and on an inside triangle base
But the same guy found the exact base blew a hole directly to it with no deviation, now if this chap did it the first time he could have been lucky ? but Not a second time
which brings me to my point that the tool box been placed on the ground floor is far too esey for the hackers to take advantage of,
if the game was finished and we had a instant kick anti hack installed then fine, but the game is early access and only just been developed, so why dont the devs let us place the tool box anyware in the building as it was before at least untill the game is near finished and some perminat anti hack can be implemented because it just far too easey for the hackers out there
"Why don't vanilla game mechanics take cheating into account?!"
Do you understand how silly this is?
[QUOTE=elixwhitetail;49895478]"Why don't vanilla game mechanics take cheating into account?!"
Do you understand how silly this is?[/QUOTE]
thx for reply
I understand but it just gets so frustrating somtimes it nice to sound off !
How about the server does not give the client the position of the items enclosed in stone walls and doors? Why would our client need to know the insides of boxes before we open them? This game is so client-sided and that's why hackers have so much power.
[QUOTE=vachon644;49895774]How about the server does not give the client the position of the items enclosed in stone walls and doors? Why would our client need to know the insides of boxes before we open them? This game is so client-sided and that's why hackers have so much power.[/QUOTE]
can they even do that or is this needed for the admins of servers
[QUOTE=Sneak2;49895883]can they even do that or is this needed for the admins of servers[/QUOTE]
Yes, I think it is very possible to do. Not sure how CPU intensive it would be to draw a spherecast and detect everything around you for every player on the server. The idea is if the spherecast hits a wall, the client does not know what is behind it until it is removed. When it is removed, the spherecast expands to the next wall and stops there. I'm still a novice hobbyist Unity / C# so I could be wrong.
My thoughts and some psuedo code.
player.SphereCast(x,y,z, other variables such as layermask ect.);
if(spherecast collides with wall){show no craftables behind it}
Would this reduce server stress though? because when I am around a few big bases, alot of loading is going on. Any comments from devs / programmers would be great because I am curious myself.
As for getting hacked, I havent noticed anything on the servers I play on. Maybe im lucky but it seems that the ban system is working well.
If you are getting hack raided, you have worse things to deal with.
[QUOTE=Jerstah;49896169]Yes, I think it is very possible to do. Not sure how CPU intensive it would be to draw a spherecast and detect everything around you for every player on the server. The idea is if the spherecast hits a wall, the client does not know what is behind it until it is removed. When it is removed, the spherecast expands to the next wall and stops there. I'm still a novice hobbyist Unity / C# so I could be wrong.
My thoughts and some psuedo code.
player.SphereCast(x,y,z, other variables such as layermask ect.);
if(spherecast collides with wall){show no craftables behind it}
Would this reduce server stress though? because when I am around a few big bases, alot of loading is going on. Any comments from devs / programmers would be great because I am curious myself.
As for getting hacked, I havent noticed anything on the servers I play on. Maybe im lucky but it seems that the ban system is working well.[/QUOTE]
Doing a spherecast (even if not on every tick) for every player and sending the info to each player what they can see on a busy server would make the lag unbearable. It's not a viable solution.
[editline]9th March 2016[/editline]
Not to mention it'd be ugly and "immersion breaking" going around corners seeing stuff pop into existence.
Feels like Rust is going the same way as Legacy. Hackers all over again. It's been bad this month
Sorry, you need to Log In to post a reply to this thread.