I like delay weapons and hate hitscans ones... so do whatever you want


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animus wrote:Good to hear. Still, there are other solutions. The most obvious alternative would be a GUID system. Id (and Even Balance) tied Q3's to a purchased CD key, but it could also be based on e.g. forum registration or even a dedicated GUID registration system.
Once you have that, then you could do all sorts of other things... Servers restricted to players with an "established" GUID only, temporarily closed registration with player invites, etc. I'm aware of the privacy implications (e.g. some people even set up Punkbuster GUID databases, streamed to by server admins), but it might be better than not having it at all.
divVerent wrote:To make aimbots useless, one could for example _add_ a homing instant-kill weapon, and make that weapon similarily accessible as the Nex. Then the Nex aimbotter won't be able to easily control the game.
Another idea would be introducing random short shot delays, of maybe up to 0.2 seconds. Aimbots won't know when the shot actually happens, so they would be required to center the crosshair over the enemy for quite a long time, which would be very easy to spot in a demo. Of course, this would make sense only for the Nex, not for the MG.
divVerent wrote:So a cheater would just register a new ID in the forum and be able to cheat again. A certain individual already registered about ten times in this forum after getting banned over and over again.
I know perfectly how to do this, but the methods for this I know are covered by patents in the USA and thus cannot be used.
animus wrote:Q3 client -> auth server: Here's my key.
KadaverJack wrote:animus wrote:Q3 client -> auth server: Here's my key.
That's wrong, in 2 ways:
1) The point about zero-knowledge proofs is, that the client will never give it's secret key to anyone. (see http://en.wikipedia.org/wiki/Zero-knowledge_proof )
2) divVerent's method doesn't require an auth server. It only requires some kind of registration server, that will give you a personal keyfile. Neither the gameserver nor the client need to connect to an auth server. The gameserver just need the registration server's public key (which would be included in the main download, so registered nicknames can also be checked in LAN games, when the server has no internet connection).
obi_wan wrote:Well... i know what i'll say won't help... but does anyone know why people cheat ??
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