Randomized recipies for each character

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Zathurus
Alpha Tester
 
Posts: 250
Joined: 15 Apr 2014, 01:28

Randomized recipies for each character

Post by Zathurus » 17 Sep 2014, 02:21

I read this on steam

"The wikipedia and your friends won’t be able to help you because all the recipes are randomized for each character and the only way to learn them all is by experimentation. "


Brilliant, Completely Brilliant, solves the problem of posting methods to power level.

And I didn't think of that! I never thought of doing it that way, and yet a simple way to fix the problem. A why didn't I think of that moment, since I been trying to think of ways to create that effect.

Make sure you secure the random seed and algos that uses it to create formulas, if it leaks someone may create a recipe hack, although since it is not a time critical event, I am sure you put it all on the server and none of it is on the client.

Note, in the case of such a cheat, all 'current learned' recipes on any character could be locked as 'learned', and a new seed and new formula could be added to disable any hack of that system. Also rotating seeds and algos to find formulas could also be used where 'learned' formulas are locked, and the seeds and formulas can be changed if a situation occurs where the encryption of seed to formula is hacked.


Added » 17 Sep 2014, 04:30

Since some players get the version that includes them setting up a server (YO). You might want to use the same mechanism, where each 'server' gets its 'own random seed' that is combined with a player seed in all those cases.


That way a person with a server can not reverse engineer the algo by looking at the server code they got, and then creating a hack that detects the algo or seed and using it for other servers.

Make the algo process on each server a little different, and that difference would be either a 'seed' that creates the algo, (different for each server YO), or an 'algo' downloaded for each version of YO that is slightly different for each server.

A get_unique_algo function for the process of individual formulas, for the YO server would be a nice function to have. and by using 'seeds' in the algo generation it could be auto generated.


Added » 17 Sep 2014, 04:58

Even easier, when starting a YO server, that others can join, an option to set or get a random seed for your recipes on your server.


So then all recopies are calculated on servers, and use that 'server' random seed and the player random seed.

That way even if you have a player seed to create recipes, they are different on each server(because of the server setting its server random seed for recipes), and the algo is secured on each server for that server.

Although locked learned and ability to change server seed, in case where someone publishes a hack for a server where they got the server seed number (by brute force or intrusion) would be nice, and would remove the situation where a server loses that functionality due to a invasion or hack.
Last edited by Arrakis on 17 Sep 2014, 11:06, edited 1 time in total.
Reason: Merging multi-posts


Getherer
Alpha Tester
 
Posts: 36
Joined: 08 Sep 2014, 04:00
Location: UK

Re: Randomized recipies for each character

Post by Getherer » 17 Sep 2014, 12:12

Zathurus wrote:I read this on steam

"The wikipedia and your friends won’t be able to help you because all the recipes are randomized for each character and the only way to learn them all is by experimentation. "


Brilliant, Completely Brilliant, solves the problem of posting methods to power level.

And I didn't think of that! I never thought of doing it that way, and yet a simple way to fix the problem. A why didn't I think of that moment, since I been trying to think of ways to create that effect.

Make sure you secure the random seed and algos that uses it to create formulas, if it leaks someone may create a recipe hack, although since it is not a time critical event, I am sure you put it all on the server and none of it is on the client.

Note, in the case of such a cheat, all 'current learned' recipes on any character could be locked as 'learned', and a new seed and new formula could be added to disable any hack of that system. Also rotating seeds and algos to find formulas could also be used where 'learned' formulas are locked, and the seeds and formulas can be changed if a situation occurs where the encryption of seed to formula is hacked.


Added » 17 Sep 2014, 04:30

Since some players get the version that includes them setting up a server (YO). You might want to use the same mechanism, where each 'server' gets its 'own random seed' that is combined with a player seed in all those cases.


That way a person with a server can not reverse engineer the algo by looking at the server code they got, and then creating a hack that detects the algo or seed and using it for other servers.

Make the algo process on each server a little different, and that difference would be either a 'seed' that creates the algo, (different for each server YO), or an 'algo' downloaded for each version of YO that is slightly different for each server.

A get_unique_algo function for the process of individual formulas, for the YO server would be a nice function to have. and by using 'seeds' in the algo generation it could be auto generated.


Added » 17 Sep 2014, 04:58

Even easier, when starting a YO server, that others can join, an option to set or get a random seed for your recipes on your server.


So then all recopies are calculated on servers, and use that 'server' random seed and the player random seed.

That way even if you have a player seed to create recipes, they are different on each server(because of the server setting its server random seed for recipes), and the algo is secured on each server for that server.

Although locked learned and ability to change server seed, in case where someone publishes a hack for a server where they got the server seed number (by brute force or intrusion) would be nice, and would remove the situation where a server loses that functionality due to a invasion or hack.



Hey it all sounds great and such a simple idea could have changed many games with potential like rust, where this would be mostly needed, so from the very start of the public opening, having this implemented I think it will drastically reduce a chance of solid hacks to form, especially if we are looking at routine of updates following. I also hope the code isnt weak enough to edit files in steam folder in order to access forbidden stuff, just like it was with Rust where you opened one of the cfg files, where there was a command for wall visibility, you modified a word by replacing 'L' from word wall with '1' and all walls were non existant, allowing cheaters to place a sleeping bag inside your house, loot you, and leave without any traces the same way he came. obviously claiming system protects us from that as well as lack of solid doors atm, but still, an idea can remain but technique differ.

Overall Im looking positively into future of this game :)
"I was born original; thy shall not die a copy"

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