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Turns out New World has an absolute host of bugs and exploits, from temporary invincibility to gold duping to just makng the minimap icons stupid sizes, it’s just, not good.
New World is fun, on the surface, but dig a little deeper, you’ll find a very rotten core.
Thank you to the Patreons and Twitch subs who keep the channel going
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I see Oblivion icon on the desktop, and I demand a full long playthrough of this game by you!
Oh no!
Anyway…
There is a lot of laziness going on in the code. I don't even think it's all necessarily incompetence.
As just a small, inexperienced js plugin developer, I can tell you that the problem isn't even the client-side calculations, because based on implementation, that can easier or more difficult to address.
It's the fundamental lack of understanding these bugs reveal on the side of the developers. The issue with the icons getting larger when hovering comes because they don't use an absolute calculation that tracks things like hover-time and then produces a reliable result, it's because the dev that coded that used the previous size as a variable in the calculation of the new size.
It's an unfathomable mistake to make and difficult to explain just how elementary a mistake this is. That's what I did 3 months into javascript and I never looked back and repeated it.
It means they do not know how to create reliable calculations for anything, they don't understand how to be in control of their math.
This is the sort of mistake you make early on in programming when you don't even have a career and you realize: gee, I should make sure I know what goes into my calculations so I can make sure of what comes out of them.
Even if you absolutely feel you need to use a calculation that uses its own past state (for fluctuating things most of the time not a good idea) you can still clamp the final outcome value between a min & max value in any language. But even that wasn't done.
So the biggest problem aren't any of those mistakes. It's all the countless other mistakes that just haven't revealed themselves yet, because the developers have somehow managed to create a maelstorm of beginner mistakes in a Triple A MMO.
It means the entire architecture of the building is riddled with mistakes. That's just not a home to live in.
So instead of solving the problem they take away a symptom … and to be honest I always play games in borderless window mode so I can move my mouse to my secondary monitor without having to tab out of games … this "fix" will be annoying …
Death of a Game: New World
They should ask the dreamworld team what to do to fix this.
What's with the mug in all your videos? Makes you look weird
Stupid question – is it the way it is, client-wise, because of the combat system? It seemed like they were trying reallly hard to mimic true “hit box” gameplay like single player ARPGs and that seems difficult to truly do in the way most mmos work where it’s usually “fake” ala BDO and actually uses a heavily disguised target based system? TERA was also like this, as was WildStar iirc.
Shoddy work.
Looks like I am now max level, rich asf and max weapon levels lol. Imma get to writing some nice ass code
Hahahahaha, this game is just hilarious! New World; a whole new world of bugs, glitches and exploits!!!
I dunno… seems fine to me! I haven't found any bugs.
The small Indi company is struggling I see.
This is incredible. Genuine laughter from me and one of the biggest MMO fuckups in a while from Amazon.
New World goes from Hyper Deflation to Hyper Inflation……. Is joe biden running this games economy?
Wish they would just communicate about the issue in the first place.
The only way to fix a broken economy in a game is some kind of season based servers.
As long as they can not prevent and can not find every duper and delete every dupe, it's simply fkd.
And no, i don't want season based stuff in New World, i hate that cashgrabbing bs, but i don't see any other way at all.
I can smell a Spiff vid incoming
Well, that lasted a long time.😂
*and boring. Over hyped 3d runescape, zero content. zero reason for playing. Also no mounts= fuck off.
Well it lasted a month. I missed out on the journey as I had doubts.
I am not hiding behind a pseudonym for this comment. I am more than an "armchair coder," and anyone can Google to check.
Firstly: one of the most basic concepts of coding, high-school level programming, is big-O notation. It indicates how much computational power you need to run an algorithm, given a number of "things" that need to participate in that algorithm. Naïve collision detection in games is O(N^2). Checking if 2 things are colliding requires 4 operations, checking if 3 things are colliding requires 8, etc. You want to check if to players are colliding? They are added to N. You want to check if a projectile is colliding with an enemy, that goes into N. You want to check if players are in an AOE? That gets added to N. There comes a point where hardware powerful enough to do this in real-time simply does not exist, as the rubber band parties in GW2 and ESO attest to. You can push the problem further out by running the simulation on GPUs (which Camelot Unchained does), but even GPUs will reach their limit. The simplest hack is "kill aura" – 'lie' to the server that the player is doing damage to everyone. How do you prevent that? Run the simulation on the server, and turn your game into a laggy mess. Preventing even the most basic of hacks lies outside of the realm of possibility.
Secondly: the speed of light, and routing. With pure server-authoritative, every action would be run on the server, meaning the client would have to wait for the server to acknowledge the action. Put simply, the latency of your internet connection (and distance to server, i.e. speed of light) would be introduced to the time between pressing W, and seeing your character move. You want to see players quit in droves? Put that shit into the game. Of course, latency hiding exists (your character appears to start moving before they really do), but that would mean the player has to account for latency when performing time-sensitive actions (e.g. dodging attacks).
The truth is that most multiplayer games are a hybrid of client-authoritative and server-authoritative: server-validated. Lumberyard has its origins in CryEngine, which was server-validated. Assuming that Amazon have simply re-used CryNet, they may have just done a shoddy job at it. Proof of that is found in this redditor's doomsaying "they would have to rewrite the entire network stack to fix this bug," well, 1.0.3 does include a fix for temporary invulnerability.
Finally, and this is an appeal to authority, this is all based on the word of some random redditor. The New World team likely have hundred of thousands of person-years of experience in AAA game development, assuming that they are completely incompetent is a very steep ask.
11:22 – Rust fans rn be like "WYM THATS A FEATURE!?!"
Literally Dreamworld tier design screw up, because they literally did it in Dreamworld