"nfidel2k;c-2401745" wrote:
"wharp;c-2401742" wrote:
"nfidel2k;c-2401740" wrote:
"wharp;c-2401737" wrote:
"Ragnarok_COTF;c-2401735" wrote:
Got to GW. For any given node, if you take the same actions, you get the exact same results. At least that was the case ages ago when we had to do those fights manually.
Ahahah, miss these old days, when I started this game, I was always restarting a battle in GW to find the "right" path :smiley:
What I mean, is, if CG don't own the algorithm or it is messy, they can't check against forged datas, so their only ways is to rely on player report.
Have you ever heard of parallel processing?
As far as I understand things, cheaters juice their stats on offense, they don’t alter the RNG.
Never heard of it (going to google now).
I am not saying they are altering RNG, but altering datas sent (sending modified datas to the server, including stats, damage done, ....). You don't event need the app to send forged datas....
They have to manually check the datas, if they can't reproduce the outcome (or do the reverse function).
So the reverse function would merely generate a possible seed from a pseudo-random number. I don’t understand how this checks the data - especially since more than one seed can potentially produce the same value. An easier way to verify a pseudo-RNG sequence would be to independently generate the same sequence and compare them. You can do this merely by calling the same methods within a contained scope.
The RNG should be internal to the server, without any dependence on any client data. Most likely they are using a server timestamp for the seed, generated with the server request for the battle. This is the easiest setup and prevents someone from altering the outcome. I haven’t heard of anyone altering the battle algorithm results; what I have heard is they alter the unit stats those algorithms use to calculate the results.
You are right, it will be easier to compare the RNG sequence and this can be triggered automatically and ban cheater also automatically since the expected outcome should match the actual outcome.
Timestamps is the most common data used to generate the seed but not the only, you can use anything and when I see the drop rate / luck of one of my guild mate, I am wondering if there is something more to add, like ally code / player id, ... (or any account related data) .... but I might be paranoid :smile: .
So if they altering characters stats it should be a lot easier to check since character progression stat table is fixed, and the only way to boost stats, without cheating is datacon/mods that they should own so if the stats doesn't adds up => ban ! >:)