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Replay system promotes the healthy development of game ecology

IceSwordIceSword Member Posts: 29

As of August 2021, the following problems still exist in the game:

1.It is difficult to learn tactics from the game. Novices need to go through many events, at least hundreds of hours, to grow into veterans. It is difficult for non tribal member teams to learn from the experience of tribal member teams because they do not have replay resources for tactical replay.

2.A large number of cheaters and difficult to find. Due to the lack of playback system, it is impossible for more people to take the initiative to find cheating players.

Comments

  • IceSwordIceSword Member Posts: 29

    At present, the ecology in the game is somewhat unhealthy.

    Considering the limited development resources of the OWI team, it is recommended to spend more resources to solve this problem, which will be much more important than developing new maps and factions.


    Suggestions for improvement are as follows:

    1.It is recommended to turn on the automatic recording option, and the client will automatically download and playback after the game is over.

    2.It is recommended to add the playback menu of the day in the service browser interface to facilitate download and playback.

  • MooneefMooneef Member Posts: 2 Civilian

    Agreed. A replay system will let the average player create content and remember memorable moments, let newer players reflect on what they did wrong and what the enemy did right, and help us detect any cheaters easier. The current system can be abused so servers have it turned off. A easy solution (on paper) is to give us the recording after the game, like most other video games do.

  • IceSwordIceSword Member Posts: 29

    Any reply?

  • IceSwordIceSword Member Posts: 29

    Hope to get a reply from the developer.

  • IceSwordIceSword Member Posts: 29
  • sneakylikeasneksneakylikeasnek Member Posts: 89 ★★

    Don't expect a reply, things have been beyond silent here for a while. I don't know what happened to the last promise of "increased communication"

  • IceSwordIceSword Member Posts: 29

    Any replay?

  • IceSwordIceSword Member Posts: 29

    We need a usable replay system !!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • EcchiRevengeEcchiRevenge Member Posts: 487 ★★

    They should have made replays available from gameplay server's POV and upload that to a public-accessible server for download.

    UE4 has that function built-in for game broadcasts and such.


    But that would mean investing in a new server for OWI and that's clearly too expensive.

  • IceSwordIceSword Member Posts: 29
    edited March 29

    They can use cryptography to encrypt replays in player's local PCs, and decrypt while game end.

    It will not occupy a lot of network traffic.

  • EcchiRevengeEcchiRevenge Member Posts: 487 ★★

    Still not good because iirc it only has what the player client has "seen."

  • IceSwordIceSword Member Posts: 29

    It is a problem, but it already can be used for player.

  • IceSwordIceSword Member Posts: 29
    edited April 1

    We need a usable replay system.

    OWI can use key(download from remote server) to encrypt the local stream replays, and decrypt replays while game end.


    fortnite.fando.com/wiki/Replay_Client

    docs.unrealengine.com/4.27/en-US/TestingAndOptimization/ReplaySystem/Streamers/

  • IceSwordIceSword Member Posts: 29

    +1+1+1

  • IceSwordIceSword Member Posts: 29

    The server generates a temporary certificate and key at the beginning of each round, and broadcasts the certificate to the client of the player in the server.

    The client can use the key to encrypt the local replay, and after the game ends, request the server for the key to decrypt the replay.

  • IceSwordIceSword Member Posts: 29

    www.reddit.com/r/joinsquad/comments/uazsbj/we_need_a_usable_replay_system/

  • IceSwordIceSword Member Posts: 29

    Client can use certificate to encrypt the local stream replays, and use key to decrypt replays while game end:

    1.The server generates a temporary certificate and key at the beginning of each round, and broadcasts the certificate to the client of the player in the server.

    2.The client can use the certificate to encrypt the local replay, and after the game ends, request the server for the key to decrypt the replay.

    3.The server can decide whether the client has permission to get the key according to the game state of the round.

  • IceSwordIceSword Member Posts: 29

    This is a very urgent issue to be solved. If don't fix it, this feature will be useless. Hope that it will be fixed in the 3.0 update.

  • IceSwordIceSword Member Posts: 29

    Consider that one day the game stops updating, and this feature has not been fixed, then the game will soon be replaced by other games with a working replay system.

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