Ranger Archive
Thread: invisible on radar
JBMat wrote:I was in combat with players, PvE. I was maskscented, so I "hid" in a nest of Rancors. (I had been made overt by a stupid probot and two overt Imps had spotted me) I knelt there blazing away while the two Imps had to contend with my shots and the 3 Rancors who aggro'd their butts once they wandered in. I had TN and maskscent on my side, they were sorta hosed, silly them. I was still alive, they got dead, and then when they whined, got ignored.
I'm going to have to remember that one! Nice move, if I may be allowed to say so.
JBMat wrote:
The big deal with invisibility is this - 3d party programs called packet sniffers which can be used to "find" invisible people. Without going into the technical side (and I can, and trust me, it's boring) these programs basically find "invisible" people. Not only that, they tend to lag the game for other people as well as the player using one.
JB I hate to disagree with you on this one, but I'd be happy if I never heard anyone mention packet sniffers in regards to radar invisibility again. It's really easy, the server doesn't send the location data to those players that don't have the skill to spot an effectively camo'd Ranger. Unless you have another player on your home LAN that can detect said Ranger, and the non-detecting personis then running a packet sniffer that can decode and make usable that information inrapid fashion, there's no way your average hacker can find out where that Ranger would be.
We've even seen evidence of this in the past when a group crosses a server boundary and someone drops off the group list and a few people can't see them. A packet sniffer can't track that because your system isn't recieving that data from the new server that you've crossed over to.
Thereal reasons for not having radar invisibility is twofold. 1, the developers haven't tried it, and 2, someone thinks it would potentiallylead to griefing.
And lastly, I suppose I need a little help figuring out your last statement in the first paragraph. How does a packet sniffer lag other players?
JBMat wrote:
Lag first. I sorta did not explain myself well there, I was using a shortcut. Packer sniffers, mainly the old old old ones, take up server time. The more people using them, the more "server time" taken up, and it can potentially lag the game for those people with the minimum RAM. (yeah, I am making this simple, like I said the whole tech dealie is boring beyond tears.)
I'm still not getting how running a packet sniffer on your client can take up server time? A packet sniffer is a program that reads raw data coming acrossthe network on your side of your Modem or your DSL/cablebridge. I'd give you a link but it's a little late for me to be up. The only way it would take up server time is if your packet sniffer was installed on the server, and then with all the data they send out you'd never be able to filter out what you were looking for. I'd be surprised if there was more than 10 players in the game who had the technical capability to hack SOE that effectively, and still if the server software didn't transmit the player location the packet sniffer wouldn't be able to read it because it would have never made it into a packet in the first place.
And this programmer prefer's warm pizza, and cold Diet Pepsi. I don't think I'm the devil, but I don't have a frame of reference to compare,andI can assure you I definately do have 3 arms. ![]()
SickSix wrote:
well i just recently posted "Going Prone... and Off the Scope" In the GCW forum. I wasn't saying we could go off radar, i was Proposing the idea. And then it was brought up that you can't because of server technicalities... So then i came back and said that camo/conceal should turn our dot yellow to all players.
Of course having radar is just stoopid to begin with. someone said that our radar is another first for MMORPGs...... what a surprise /shakeshead
Our radar is not a first for MMORPG's... UO had it years ago and it was very similar to what we have.