Hubert Cater -> RE: What stops Reloaders? (5/27/2020 5:18:59 PM)
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ORIGINAL: Dalwin Well, to say "there is no way" is not right at all actually. Hi Dalwin, Respectfully the question was "what stops reloaders" and unfortunately the answer remains that there is no effective way to stop it as it is a built in rescue feature of the PBEM++ server to allow players to presumably recover turns from a bad connection. Which also unfortunately does happen from time to time as we've seen in the past with PBEM++ server issue tech support threads and so on. Essentially since it is two way traffic, a bad connection can be sometimes on the server side, and sometimes on the player end. A game crash can also require a player to re-download a turn in order to complete it. Long story short, if you take away the ability to re-download a turn then players will never be able to recover a lost turn due to a connection issue, thus the purposeful disconnect and re-download strategy that some players unfortunately take advantage of. In our older games before using the PBEM++ server, we also included a re-load counter that would let players know how many times a turn had been reloaded. However, even here players were able to figure out a way around that by simply deleting the turn and reinstalling the original turn as received by their opponent via email. We also considered hiding the reload data on the PC somewhere less obvious but determined players could also work around that by employing file change tracking software to eventually locate the file, or by using a hex editor to crack open the code and see exactly where the game executable was sending the data. I'm not sure what PBEM method War Between the States uses, if it is email transfer or via the PBEM++ server, but if it is email transfer then it is something that can also be cheated as described above, and if it is via the PBEM++ server I would have to inquire further since as it works to my understanding right now reload data is not provided by the server and in our case it would have to be because otherwise it is also worked around if it is stored locally. I can inquire to see if having reload/redownload data can be added as an accessible bit of data via the PBEM++ server, but even here, in the end it still doesn't stop anyone from downloading the turn multiple times and players will have to still decide between themselves whether a re-download was a legit one or not by their opponent. I would think we also don't want to necessarily have anyone accused of being a cheat if they legitimately had connection issues and had to re-download a turn in order to player it through, e.g. due to a game error, an upload error and so on. This is also likely the reason why the re-download info is not passed from the server to games and why it is only statistically tracked on the server itself, e.g. for internal use and warnings etc. Hope this helps, Hubert
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