Nothing is unhackable - make it harder and not worth their while by patching exploits = win. Every update will re-garble, forcing hackers to start from scratch every time. No one would do it if you provide updates (which you should be providing, anyway). This one single thing will make it still hackable, just not worth hacking. Or saying that banks can be broken into "somehow", so they should just put all their cash on the counter. It's about making it "not worth" their time to do it. It's not about making it 100% hack proof. O, you didn't store your data on dropbox? Should've went 100% cloud". True, but 99% is good enough in most cases, otherwise that's like saying that Microsoft should just go, "well guys, nothing is hacker-proof, so we're gonna stop doing security updates and stop patching vulnerabilities. > At the end of the day, you have to realize that even IF you make a game 100% locally hack proof, "Loading." every few seconds after a click of something mundane. We have a LOT on the cloud, but it's tedious.Īlso, as for lag, Shadowverse is a good example of how everything is on the cloud. It's as if I packed up and went to Unreal for the same game - that's pretty much the same thing as porting everything to the cloud, either way. It's not just about lag - it's pretty much remaking your entire game. > I'm pretty sure that you can do a whole server-side game without lag. There's no "dll injection verification" that I'm aware of. > To get around this, you'd need a server verification system. You guys should partner with this dude, then you wouldn't require a 3rd party to fix this. On sale now for 50% off - I'm going to snag this. In our case, it was luckily a white hat.ĮDIT: I'm 100% not affiliated with these guys, but I heard that Blackwake used to have the same issue to find out where other ships are, and this is apparently what they used, according to the whiteguy guy (perhaps he chat with them): That "someone" would, of course, be a hacker. Patching in this single feature will make Unity clear from this exploit, as long as devs update their game every now and then. If this single dll was obfuscated, then every update would change the function names into something garbled, different every compile, pretty much making it "not worth it" to hackers. It could reveal personal info about your opponent like their email or possibly even more personal stuff, depending on if the developer stores secret keys client side (which is bad practice, but this exploit allows for it with ease). In other games, it could be revealing what cards your opponent has in a trading card game. In our case of a social deduction game, his 1 line of code creates an overlay revealing which person is which role. NET reflector or reflexil (2 examples of many) and then simply browse the code like anything else. In our case, it was luckily a white hat.Īssembly-CSharp.dll reveals compiled code. I'm more interested in battling which is what Blackwake is based on.Įdit: Apparently formatting doesn't work on an iPad. After hearing all of this, this would be too casual for me especially after playing some Blackwake. Based on the last bullet point, it also really seemed like they don't have a clear vision of what they want the game to be yet. This seems to be a much more open world RPG pirate game especially with a questing system. Sounds like they want the beta to get ideas from players of what to do next and see how they play the game.Īs you can see those are the major differences so far but it's still early for them as well. They mentioned a beta a couple of times but there is no dates. That last response prompted a question about a reputation system or leaderboard to show where you ranked as a pirate. They said no and wanted the players to become their own pirate and become someone like Blackbeard if they wanted. Interviewers asked if famous pirates would be in the game. Mythical creatures will be added (The kraken was in their trailer). No details on the quest rewards, which means the details on progression is unclear. This includes searching for treasures, checking out caves or simply drink at a tavern. Player cap for one boat is looking to be 3-6. They are still in the early stages so these could change, but this is what they said. The developer didn't give much info, but enough to see the differences. I just watched an interview from "The Know" with one of the developers.
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