It's very difficult to talk about squashing cheating when you can modify the source to the game and thus disable any sort of checking we put in to the savegame loading/saving functions. It's difficult when someone can just look at the code and see what we are doing, then create a separate utility that simply mimics it and allows users to take a savegame, load it in their fake game and modify values and write a new one then load that one in the real game.MC707 wrote:Limits? Cheat/trainer? Infinite ammo/code/feature/[money]? Finally something we agree on. First, before taking SPEC or wormholes (which I don't see as abuse mechanisms anyway since even with those, it takes ages to get to the AI cores run which then I do see as abusive), we must take out the save file hacking. I - personally - stopped playing VS after I decided to hack the save file because it took me months to get money just for a mule. After that, it became an overkill. I had every single ship money could buy, and ceased playing after a little while. I've said it in other posts, save file hacking definitely cuts a good deal of time play, and I am pretty sure many people that come here and learn how to hack a save file, do so and stop playing after awhile. And just like you said, the game no longer becomes fun. After taking that overkill out, we then can change the current system of travel, which as I said I won't discuss any more .safemode wrote:Limits and restrictions are even more necessary in such a dynamic and flexible system as without them you'll quickly lose any resemblance of a believable and thus immersive reality. Players always tend to want less restrictions, less limits, as you can see with just about every cheat/trainer having an infinite ammo or infinite energy code/feature etc. When i see SPEC or wormholes and what not, I see it as a chip away at the realistic limits set within the game. If you can do that, then what stops you from doing this. And if that's this powerful, then That needs to be even more powerful to balance and back and forth, with no limitation because if you can have the power to do spec or wormholes then it makes sense you'd have enough power to continue the balancing of ever powerful weapons and defenses. There would be no end besides something arbitrarily set. The game no longer becomes fun.
So when someone suggests that wormhole travel or SPEC is just as good or should be kept and used then I would have to demand that a justification that sets limits to an appropriate level is made so as to stop and limit what we're saying players are capable of doing.
But in reality, i dont suspect this idea to get beyond this thread. None of the higher ups are interested in changing the story or tech behind it, at all it seems. And on the game side of things, well, you know how limited we are when it comes to development time. It's not a high priority. The back and forth discussion is what was intended here. The intention was to harden the theory and specifications for the Nexus system by defending it and pointing out failures in the other current systems. It's worked as what i first suggested has definitely evolved over the course of the thread to a more workable and what would be a more believable system.
You can stop casual cheating by simply compressing the savegame files and munging up the header such that it's not readable by external compressor/decompressor programs. I dont think anything we do can stop a cheater willing to go the extra mile to figure out either A, what they need to hex edit to fix the header or B, edit the compressor/decompressor to handle the munged header. It's an uphill battle we would never be able to win.
I think basically, you do that, and you stop pretty much all the people you're going to hope to stop. Anyone else who still cheats via the savegame, will still be cheating no matter how convoluted you make the checking in-game of the validity of the savegame.