Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
11-29-2010, 04:21 PM
Quote:
Originally Posted by mistformsquirrel
Could we eventually get this ability?

I ask because, with a limited number of projects, I'm seriously concerned what's going to happen if say... I have 2 projects ready to go, but I want to build more so I can rotate them in later? I don't want to lose my work on the first 2 just so I can work on another.
The reason they are doing this is to prevent code hacking (which was possible with the City of Heroes Mission Architect because many of the MA script files were stpred locally on the players PC; and honestly thie script was pretty easy to follow and figure out if you had any scripting or programing knowledge. The fact they are keeping strict control over the files by storing them server side (thus controlling unathorized access) actually gives me hope that the Foundry WILL NOT become the exploited cesspool the COx MA devolved into.

But, because of this design decision, I don't thinl local Foundry file storage is on their 'future feature list' - and again, I appluad that decision.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12 indeed
11-29-2010, 04:41 PM
I realized right away that allowing the storage of any of the foundry data to be stored on the client computer then re-uploaded to the servers was a recipe for hackage. One of the primary rules in designing MMOs is that anything stored on the client is the enemy. While most players will play by the rules, some would inevitably exploit.

I do see some problems with how much they'll let you store because I can see lots of people wanting to work on more than one mission at a time, and using character slots and limits on the map storage will hamper some would be mission developers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
11-29-2010, 06:54 PM
Quote:
Originally Posted by Armsman View Post
The reason they are doing this is to prevent code hacking (which was possible with the City of Heroes Mission Architect because many of the MA script files were stpred locally on the players PC; and honestly thie script was pretty easy to follow and figure out if you had any scripting or programing knowledge. The fact they are keeping strict control over the files by storing them server side (thus controlling unathorized access) actually gives me hope that the Foundry WILL NOT become the exploited cesspool the COx MA devolved into.

But, because of this design decision, I don't thinl local Foundry file storage is on their 'future feature list' - and again, I appluad that decision.
Uhm... where did you hear this exactly? Because in all my time playing COH, including working on Architect stuff, I never once heard of this happening. Especially since I have edited missions in text-file format before; and every single time I've done so if even one tiny thing were out of place: Bam, mission would not load.

As I recall, exploits in Architect were almost entirely of the "I built a map with nothing but easy to kill high/XP mobs" types - which were easy to create even with just the regular GUI; no need for text editing or hacking of any sort.

I'm not saying it's impossible, but given the amount of time I've played that game, I find this claim rather... questionable.

Which isn't to say they don't have a good reason to store data on their servers; but again, the original point stands that I want to be able to work on more missions than just the publishable limit; as if I've only got the limited slots I would need to delete old work to make room for new; which is just flat out a bad idea. Like needing to delete a character to create a new one. (Obviously the problem is alleviated if we can buy extra slots, but we have no confirmation on that capability, and even then it'd be nice to have a stable of work we can do that's larger than just what's published.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
11-30-2010, 11:58 AM
Quote:
Originally Posted by Armsman View Post
The reason they are doing this is to prevent code hacking (which was possible with the City of Heroes Mission Architect because many of the MA script files were stpred locally on the players PC; and honestly thie script was pretty easy to follow and figure out if you had any scripting or programing knowledge. The fact they are keeping strict control over the files by storing them server side (thus controlling unathorized access) actually gives me hope that the Foundry WILL NOT become the exploited cesspool the COx MA devolved into.

But, because of this design decision, I don't thinl local Foundry file storage is on their 'future feature list' - and again, I appluad that decision.
If it can be loaded into memory, it can be hacked.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
11-30-2010, 12:46 PM
Quote:
Originally Posted by HeathenStorm View Post
If it can be loaded into memory, it can be hacked.
Obviously, but system security always was a question of setting up enough deterrents to overcome the hacker's motivation. That's why some MMO's keep their client programs stupid and calculate everything server-side...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
11-30-2010, 12:57 PM
Quote:
Originally Posted by LordOfPit View Post
Obviously, but system security always was a question of setting up enough deterrents to overcome the hacker's motivation. That's why some MMO's keep their client programs stupid and calculate everything server-side...
I'm looking at this from a 'sharing our creations' perspective. Exporting NPCs, Maps, and everything else into separate files. Then uploading them to the SBUGC Wiki and elsewhere for others to bootstrap their own creations. Sharing a library of interesting characters and common locations.

If this facility isn't available as part of the Foundry, that's going to be one heck of an itch that needs scratching.

Enriching the community is motivation enough, in my book.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
11-30-2010, 02:00 PM
Quote:
Originally Posted by HeathenStorm View Post
I'm looking at this from a 'sharing our creations' perspective. Exporting NPCs, Maps, and everything else into separate files. Then uploading them to the SBUGC Wiki and elsewhere for others to bootstrap their own creations. Sharing a library of interesting characters and common locations....
I wouldn't be surprised if the Foundry will in fact include such sharing tools and enable us to export/import assets from one project to another. It still remains to be seen of course, but I'm definitely certain that Cryptic can create such tools in the Foundry, and thus remove the need for external asset sharing and cataloging sites.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
11-30-2010, 08:14 PM
There are ways to store the info without allowing it to be hackable.

I'm assuming most non-narrative things will work on a slider system. These sliders will undoubtedly have mins and max's. Save these settings to a text file, and if the text file is edited outside the parameters allowed to us, then it wont load.

It's pretty simple. I don't think anyone is asking them to save actual models and data files to our HD. We just want to keep our settings, in the same way we can already save clothing settings.The only exploits they could possibly have doing it this way could just as easily be exploited through the GUI.
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