More option for criminals with bad connections

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: More option for criminals with bad connections

Postby overtyped » Thu May 06, 2021 8:34 pm

MagicManICT wrote:
overtyped wrote:I'm kinda confused. The thread is about auto hearthing when you are not logged in. It does not matter if you dc or not, so I got no idea what nonsense you guys are talking about, lol.

"How to tell when a person has a bad internet connection or deliberately disconnects their system from the network in an online game?" RFC 1234 c1995. This is an issue as old as the Internet and online gaming.

Also: It's a tough balance, and just because you fixed your problem doesn't mean it isn't a valid discussion any more. Think of all the poor pvp kids out there with janky internet before asking it to be closed.

It's their own fault for having bad internet. Look at me, I don't complain about it, or make threads about ways to make it better!

Still confused though, It would be pointless to exploit or abuse due to the fact that if you are logged in, then you can hearth, so I don't get what you are saying. Why would they dc so they can hearth when they can hearth anyways? They gain absolutely nothing from intentionally dcing.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: More option for criminals with bad connections

Postby meus » Fri May 07, 2021 3:03 pm

On the other side of the wormhole - some games have a "grace period" when logging in so that you can actually establish the connection and properly "appear" in the world. For the case of dying on login after disconnecting in deep water - such mechanism could, for example, offer an additional option to spawn at your hearth fire instead, before performing any action, or to log out quickly.

But still, the auto-HS might prove difficult to implement, depending on one more thing: what is the connection protocol that is being used? Let's assume the decision requires an active connection (TCP? or not), and uses e.g. a timeout to decide whether to consider you offline/disconnected unless you explicitly log out. It might prove just as troublesome for people with bad connection to often be auto-hearthed due to the same timeouts, instead of just losing their connection and having to relog back. If the decision is not based on timeouts, then how would the server even know you're disconnected (e.g. you're just sitting there doing nothing)?

In such cases anyone that loses their connection, even temporarily, will be auto-hearthed, leaving e.g. knarrs or whatever behind. It could have both favorable and unfavorable consequences.
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Re: More option for criminals with bad connections

Postby Zampfeo » Fri May 07, 2021 5:16 pm

meus wrote:On the other side of the wormhole - some games have a "grace period" when logging in so that you can actually establish the connection and properly "appear" in the world. For the case of dying on login after disconnecting in deep water - such mechanism could, for example, offer an additional option to spawn at your hearth fire instead, before performing any action, or to log out quickly.

But still, the auto-HS might prove difficult to implement, depending on one more thing: what is the connection protocol that is being used? Let's assume the decision requires an active connection (TCP? or not), and uses e.g. a timeout to decide whether to consider you offline/disconnected unless you explicitly log out. It might prove just as troublesome for people with bad connection to often be auto-hearthed due to the same timeouts, instead of just losing their connection and having to relog back. If the decision is not based on timeouts, then how would the server even know you're disconnected (e.g. you're just sitting there doing nothing)?

In such cases anyone that loses their connection, even temporarily, will be auto-hearthed, leaving e.g. knarrs or whatever behind. It could have both favorable and unfavorable consequences.


The server already logs you out automatically after a dropped connected and it's never been an issue AFAIK. The timeout is like 20s+. It doesn't need to happen right away; knockout protection is longer than the connection timeout period. The idea is even if someone gets DC'd in the middle of a fight, the game will detect this by the time their knock out protection ends and safely hearth them back.

That's the extreme case of course. As someone else mentioned, sometimes your internet or the server goes down while you're outside your village and an outlaw. The game doesn't need to hearth right away; just soon enough so you don't die for a reason outside of your control.

It could be that auto hearth happens after 10min of being disconnected OR immediately after waking up from a KO while DC'd.
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Re: More option for criminals with bad connections

Postby overtyped » Fri May 07, 2021 8:58 pm

Zampfeo wrote:
meus wrote:On the other side of the wormhole - some games have a "grace period" when logging in so that you can actually establish the connection and properly "appear" in the world. For the case of dying on login after disconnecting in deep water - such mechanism could, for example, offer an additional option to spawn at your hearth fire instead, before performing any action, or to log out quickly.

But still, the auto-HS might prove difficult to implement, depending on one more thing: what is the connection protocol that is being used? Let's assume the decision requires an active connection (TCP? or not), and uses e.g. a timeout to decide whether to consider you offline/disconnected unless you explicitly log out. It might prove just as troublesome for people with bad connection to often be auto-hearthed due to the same timeouts, instead of just losing their connection and having to relog back. If the decision is not based on timeouts, then how would the server even know you're disconnected (e.g. you're just sitting there doing nothing)?

In such cases anyone that loses their connection, even temporarily, will be auto-hearthed, leaving e.g. knarrs or whatever behind. It could have both favorable and unfavorable consequences.


The server already logs you out automatically after a dropped connected and it's never been an issue AFAIK. The timeout is like 20s+. It doesn't need to happen right away; knockout protection is longer than the connection timeout period. The idea is even if someone gets DC'd in the middle of a fight, the game will detect this by the time their knock out protection ends and safely hearth them back.

That's the extreme case of course. As someone else mentioned, sometimes your internet or the server goes down while you're outside your village and an outlaw. The game doesn't need to hearth right away; just soon enough so you don't die for a reason outside of your control.

It could be that auto hearth happens after 10min of being disconnected OR immediately after waking up from a KO while DC'd.

Meh, my connections great, I don't think this feature is good.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: More option for criminals with bad connections

Postby SnuggleSnail » Fri May 07, 2021 9:21 pm

kek last fight loftar chain crashed me hard enough I was like 10 seconds away from dying because I couldn't hearth even though I was at my keyboard

Give or take 60-80% of my deaths in this game have been to crashes. It's rly rare for it to be Loftar's fault, but within the context of poorly maintained custom clients, I rly don't know why this has been a thing for like 3+ years
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