Limited beta like that is only a way to bring more hype and advertise the game. They don't care bout their server stability.
If they were truly confident in the stability of the release, they would have had more than a small 4 day closed beta. And with only six weeks to go, there is no way they could fix much anyway.
wrlifeboil wrote: »Why would Cyrodiil for console players be any different than Cyrodiil for PC players? I doubt that it's any different server side.
wrlifeboil wrote: »Why would Cyrodiil for console players be any different than Cyrodiil for PC players? I doubt that it's any different server side.
wrlifeboil wrote: »Why would Cyrodiil for console players be any different than Cyrodiil for PC players? I doubt that it's any different server side.
There never used to be the PvP lag there is now and it's possible it was caused by one of the patches moving things that were being done on the client (but being abused by botters) , over to the server.
It is possible with the consoles being more secure (bots wise anyway) that more could be done on the console rather than the server.
Not saying that is the case, just thinking out loud.
stefan.gustavsonb16_ESO wrote: »wrlifeboil wrote: »Why would Cyrodiil for console players be any different than Cyrodiil for PC players? I doubt that it's any different server side.
It is very different. The locked-down nature of consoles (requiring all code to be signed to run it) and the trusted connection through the console maker's "official" network makes it a non-issue to safeguard against hacked clients. This makes it possible for them to use the approach they had at launch, where the client was trusted with doing a lot of the computations that have since been pushed to the server side.
It's perfectly possible that this difference alone is enough to make Cyrodiil an enjoyable experience on consoles, much like it was on the PC/Mac platform just after launch.
wrlifeboil wrote: »Why would Cyrodiil for console players be any different than Cyrodiil for PC players? I doubt that it's any different server side.
There never used to be the PvP lag there is now and it's possible it was caused by one of the patches moving things that were being done on the client (but being abused by botters) , over to the server.
It is possible with the consoles being more secure (bots wise anyway) that more could be done on the console rather than the server.
Not saying that is the case, just thinking out loud.
I'm interested in the differences in security on Xbox vs PC platforms....my understanding (from another thread that complained about the size of the game) is that Xbox has 3 USB ports that external harddrives can be connected. PS has a hard drive that can be easily removed and replaced. This leads me to believe that since the hard drives are easily accessible it would be just as easy to install the Xbox game to an external along with a bot and write a script to allow access from a modified PC bot?
Now i dunno much about this stuff but I don't see where they can lessen the security on Xbox compared to PC. If someone can clarify that would be awesome.
I mean can't signatures be forged? I mean that's just copy and paste once you know what to copy and paste? What else is locked down? Are the lockdowns device side?
I know I played dungeon defenders and there are hacks a plenty in that game, huge weapons with crazy stats etc...(now that was on 360 not xb1). I really don't see a difference between console and PC security wise though.
stefan.gustavsonb16_ESO wrote: »I mean can't signatures be forged? I mean that's just copy and paste once you know what to copy and paste? What else is locked down? Are the lockdowns device side?
I know I played dungeon defenders and there are hacks a plenty in that game, huge weapons with crazy stats etc...(now that was on 360 not xb1). I really don't see a difference between console and PC security wise though.
PCs and consoles are a world apart in terms of security and openness.
While some games may be designed in a way that allows you to alter game data by accessing the files through other means, it is a rather simple matter to have the server sign the data files in a secure manner based on a checksum, which would make them invalid if you changed their content in any way.
The executable files are cryptographically protected in a way that is intended to make them impossible to change unless you have access to a signing process, and for that you need to be a trusted game publisher. Sure, there have been security breaches of such systems, but they require a lot more work than just "copy and paste", and with the constant online nature of today's consoles, keys that are compromised can be invalidated.
A digital signature is considerably more complex than just a chunk of data that can be copied. If you want to read more on the subject of modern digital signatures, the general term is "asymmetric cryptography" or "public key cryptography".
But how is this different then implementing the same systems on a PC? I mean ya anyone can open a txt file and write code...but game companies could just as easily implement their own signature system (copy and paste from an existing one, or bu y a license to Microsoft's one...) Then implement it on their game ...
/throws hands up in the air
Welp anyways if this is correct that consoles are more secure then it would be awesome to see some junk code removed