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Community Developer |
Server Side Patch to Address Cheating in Theater of War
In an attempt to curb cheating in the online Theater of War (TOW) mode, the dev team has implemented a number of server-side changes to the TOW rules (changes are for both PS3 and X360 versions of EndWar): 1.Matches that last less than 3 minutes will no longer be counted in the TOW. This is to prevent people from logging into the game and losing on purpose. 2.The Theater of War status will have a 30-minute delay before being displayed at www.endwargame.com/tow and on the in-game TOW browser. 3.The XML TOW feed will now display percentages instead of the exact score in territories. (With 30-minute delay) 4.The victory bar in the in-game TOW browser will no longer be locked at 50/50 and will display accurate percentages on each territory. (Also with a 30-minute delay.) This sever side patch will also revise victory conditions in TOW and make it so that one faction only needs to secure 2 capitols and 30 territories to win. *Please note that for now the victory condition changes made in this server side patch will not be visible in–game yet. (The changes on the Xbox 360 version of EndWar will take effect once the first title update is available for download. For the PS3 these changes will take effect on a later date.) |
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sounds great!
------------------------------ RIP xxxleninxxx XBL GT: unchained ak47 "Rule number one: you're no good to me dead. Rule two:... ah, what difference does it make? You'll probably all end up dead anyway." -Sgt. Frank McCullen, COD3 |
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Will these victory conditions be permanent or is it just a short fix for the second war? Just curious.
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Well, if it works and makes the ToW better, then I am sure it would become permanent. The Dev team wants the ToW mode to be great, so changes will happen. |
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I'm hoping this 3 minute rule will not affect unit losses. This will change everything if there is a grace period for a whole 3 minutes. Lets keep this game hardcore. Having a window of strategy experimentation with the option of no consequence makes the cliffhanger of a game experience seem like stepping off a curb.
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Thanks, I was just wondering if they had anything else in store, but yes, noone knows how well it will work until its tested out.
I think the game will work as normal, just that if somebody quits the game or evacs their units before 3 minutes is up, the win won't be counted on ToW. I think its a very good step, my ony concern is if someone fails on a rush at the beginning of a game and the player who defended against that rush gains an advantage over the rusher, that they quit or evac and therefore avoiding a probable loss. Though I'm not sure if that could all happen within 3 minutes. Perhaps on smaller maps it might be an issue? |
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I highly doubt this 3 minute thing changes any gameplay. It sounds like it will only change if the faction gets a victory or not.
Unfortunately, I don't think all possible situations can be covered. This might happen but I do think that 3 minutes is a pretty small window for someone to decide they don't want to play a match because they lost units. In fact, maybe people will leave hoping they were still under 3 minutes and they actually weren't. GT: Fuego Remix |
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now i do appreciate your attempts to curb cheating but there are a two problems that i see.
problem 1: victory conditions i know that it slowed down the pace of the war but i really like that you need all three capitals, having to take all three as difficult but it made sense and was a goal to strive for. (i stead you should make it easer to be able to attack, the having to surround paris that requires for territores that are attacked every turn from paris is what should have been changed. problem 2: the delay, now this is less of a problem and more of "i dont understand why" would it be possible to explain the reasoning behind these changes, i mean all it does then is just change the (oh crap we are lossing this place) rush to try and retake the territory occuring 30 min afterward. 8 Assault Into the Fight PSN: morag |
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I can understand doing it for the FirstWar but why for the second. If your going to do this could you at least up the territory requirement to 33. Using the FirstWar as an example for the EFEC to fulfill the 30 territory they only had to take a third of our territory (4) to win and that doesn't make much sense to me and generally ****es me off. I could understand if it was half our territory (would prefer 7 but 6 but counts as well) because it means they have had pretty good go at us and we would have had chances at a counter-attack , 4 can be taken quickly if we have bad luck with attacks so it only really requires them succeed in one or two turn. Something else you could do is give us a DefCon turn. Not like the current ones which are just warnings but a turn after a faction hits the victory conditions where essentially an all out assault takes place. Every battlefield that can be opened by an attack from the losing factions opening up, losing factions getting access to WMDs 5 minutes into the game and other things like that to make the winning faction really deserves it. Essentially I'm just asking for a system that doesn't make it so that one faction failing isn't going to make another lose simply because of one bad day. |
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Yea, if it is only two capitals, they should make the total territories higher then. 30 isn't enough...
Also, now that anything below 3 min doesn't count for wins, will the person who tries to cheat and quits out early still get a loss? Winner of the Endwar TeamCompete Tournament! |
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Sounds great to me . . . Especially that the winning percentage is now also visible in-game (4.).
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That's a killer idea templar, nice work. Make enough noise and maybe we can see something like that in Endwar 2. |
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Another anti cheating measure would be lock players into the faction that they pick for that war or at least a 2 week waiting period or somthing to prevent faction hoping
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1) I really don't see people that were devoted enough to create a fake account to give wins to their team to be persuaded from sitting in a match 3 more minutes before evacing, it would slow it down maybe.
2) If it's all 30 minutes off then the cheating will just be done 30 minutes out of sync, I don't understand how this would curb cheating. 3)Precentages...can we atleast get the battle numbers at the end of the day to see the results? Some battles are blowouts and some are won by 7 points..percentages can't tell you that.
...hmm? |
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ive been thinking that from a macro-tatical level that fact that you only show percentages is very deciving and difficult to make sound judgments. for example (although extrem) 100:50 is the same as 1000:500, but notic that taking hte lead from being only 50 behind is much easier than taking the lead when your 500 behind. your precentages make it immposable to figure out when a map is lost or still being contened.
i vote that you turn the XML feed back to the actual points so that we can at least have some control over the macro-stratagy rather than let the ai general determin that its better to say in western europe than it is to utilize the airbase in russia that we commendeared. 8 Assault Into the Fight PSN: morag |
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Also u say a 3min timer is going to prevent cheating how about when a player gets beat bad a few times by another player then is like im not playing him anymore but u get matched with him again so now all u have to do is leave and it wont count as a lose for your faction seems like it will open up a new world of cheating not prevent it
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3 minute timer = good
2 capitols 30 territories = good percentages = good I'm happy with these changes. The first war would never have ended without the victory condition changes, and that some of the SGB players are upset about this doesn't mitigate the fact that all JSF players were upset about potentially sitting in DC for another week just so the SGB could try and push the game back to a stalemate. All in all, touche dev team, thanks for listening. I can't guarantee you that we'll stop bit**ing, but I can promise you I'm a lot happier with the implemented changes, regardless of what consequences they bring with them. Field Marshal of the EFEC Commander of the 15th Armored Battlegroup http://forums.ubi.com/eve/foru...1019745/m/2841030317 Learn to play piano - http://www.hdpiano.com/ |
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There hasn't been a problem with people switching sides so would everyone who keeps suggesting it because they played Chromehounds and that's how it was done please shut up. |
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This doesn't seem like cheating, it seems like giving people the option to run away. It sucks to get beat by someone (badkarma) then end up in the next game with him only to get whalloped again. Cheating would be something that tilts the game in favor of one side or the other, not returns it to status quo. Besides, in 2v2 matches, if people are going to get dropped out of the game it usually happens early. their partner shouldn't have to fight on without them, even if it does give me boku kills. This will help encourage people who's partners get dropped to not shut off their xbox, potentially freezing the other team and causing them to lose deploying units. STOP TURNING OFF YOUR XBOXES MIDGAME. Field Marshal of the EFEC Commander of the 15th Armored Battlegroup http://forums.ubi.com/eve/foru...1019745/m/2841030317 Learn to play piano - http://www.hdpiano.com/ |
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If the JSF didn't want to stay one one map then maybe they shouldn't have lost their Capital. The fact that they are stuck on one map should not matter because they had every opportunity to get out of it if they could just get their act together. Russia as we proved quite quickly seized it's chance to regain loss ground as soon as we were given the chance. Honestly I'm going to quit if my factions efforts are rendered void again because another faction can't seem to win. FirstWar i can understand because their still trying to get the ToW to work with the amount of people on. What i can't understand is why they bothered putting 3 factions in if they plan on making it so that because one faction failed the other ones efforts are rendered void . The current plan of making it 2 capitols and 30 territory's is going to do exactly that again. There have been plenty of suggestions that would have fixed the JSF problem but instead they go with the one that affects both factions rather then one. I'm partial to the suggestion about moving their targets around every turn. |
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