Elvith Ma'for

Former Reddfugee, found a new home on feddit.de. Server errors made me switch to discuss.tchncs.de. Now finally @ home on feddit.org.

Likes music, tech, programming, board games and video games. Oh… and coffee, lots of coffee!

I � Unicode!

  • 7 Posts
  • 636 Comments
Joined 1 year ago
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Cake day: June 21st, 2024

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  • I get the idea, and in general I love it - especially since they eliminate phishing in theory. BUT making my device my “password” now shifts the single point of failure from me forgetting my password to me protecting my devices from any kind of error/damage/data loss/… Collecting all passkeys in your Google Account is probably also not the best idea, considering how little chance you have to get your account back if it ever gets locked by a random event you may or may not have participated in.

    Having them device independent (e.g. in a password safe) is nice, though. But then, if I use my password safe right, I should already be somewhat protected from phishing, as my auto fill won’t trigger on a random phishing site.





  • Ich hab vor kurzem auch ein coming Out mitbekommen - ich bin in einem Chor und plötzlich kam eine Mail rum mit sinngemäß dem Inhalt “Hallo, bitte nicht erschrecken, ich wollte euch nur bescheid sagen, dass ich nicht mehr euer Pianist bin, sondern eure Pianistin! Viele Grüße $Frauenname”

    Hat jeder gut aufgenommen und gratuliert. Wir sind aber auch eher ein woker Haufen. Ein paar Kommentare wie “ich hatte da ja schon so einen Verdacht”, oder “ach vermutlich war er sie deswegen immer…” Kamen schon, aber (als “Außenstehender”) wirkte nichts davon böse gemeint oder verletzend. Alle haben sofort den neuen Namen akzeptiert und es war “kein Thema”.

    Von daher, drück dir die Daumen, dass es ähnlich läuft. Ü


  • Mine didn’t want to migrate and I had to build them a new PC with Win11 (their old one was barely able to run win 10 and had already some hardware problems, so a new one was on my bucket list for a while) - but… yeah the most time was spent tracking down all these passwords and accounts they were constantly using without knowing which email address and which password was used for the account…






  • Some things are harder, but for starters a few ideas:

    • Either check that the reported positions of players, their movement speed, etc are consistent to what the game would allow you to do (don’t fly, don’t go faster, don’t go through walls,…) or only accept player input, process it server side and then send positions etc back to the client. (You can do some local interpolation, but the server wins, when there’s a miss match). That should get rid of flying, no clip, teleportation, evasion of projectiles, … You can also analyze the inputs for abnormal behavior like the precision with which you aim for the (center of) the head, aiming through walls, etc.

    • Do all hitscan and projectiles etc. server side. Never let clients report that they’re hitting other players. This is calculated on the server.

    • Do only report other player positions when they’re on screen or almost on screen. If the client doesn’t know where the enemies are, wallhacks are impossible or harder (note that some information may be transferred to the client for the sake of spatial audio etc!)

    And so on. Do not, never ever, rely on client side data or validation. If a cheat program can alter the client, it can alter the data it sends. How do you ensure, that the client is actually official and “your code”, when it can tell you anything it wants to tell you? You can only make it harder for others to impersonate your client, but never impossible. Especially on PC, when you can execute just about any code you want?


  • Yes, it’s turn based. But for every attack there is one (or more) indicated QTE to buff the attack, if you hit it. This one is consistent in timings (per chosen attack) and well telegraphed by a consistent animation for the button, so it is basically a little rhythm game. This one is not hard and easy to pull off. After a bit, you should be able to hit them perfectly without even looking at the screen.

    Then there’s dodge and parry. Those are not obviously indicated by a consistent animation but the timing varies per enemy AND attack. Also the timings of the enemy animations are randomized a bit, so that this one needs reactions instead of a consistent rhythm. Dodge has the most lenient timing, parry is tighter (equals to perfect dodges) and a counter requires you to parry every single hit (hardest).

    You can use story mode, which dials the need to parry/counter way down and also makes you tankier, I think.

    It’s still fun to experiment with the fighting mechanics and building OP combos. I accidentally one shot the final (story) boss as I expected a way harder fight and missed out on that cinematic fight…