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RSBDavid

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Posts posted by RSBDavid

  1. In response to a question in the original post - to write a review about a *company* on glassdoor, you have to have an @*company*.com email address.

     

    I wrote a review for Verizon Wireless without a Verizon email. I just had to send in a blacked out check-stub which just showed my name and their logo. It wouldn't be too hard to obtain a Jagex check stub and just photoshop information in.

  2. Considering most of those reviews are from player support employees, no wonder why the ratings are low. I have been in their shoes with an even bigger company. All you hear is mostly negative comments all day. As my supervisor once said, "No one calls customer support because they want to thank <company>, they usually call because they have an issue". This is applicable and confirmed by a couple of the reviews. Some of the reviews are sort of sketchy as well. It sounds as if a couple of people were lazy and never got promoted and decided to rant about it. I would love to see content developers, website developers, and some other groups post.

    • Like 5
  3. Powerfishing and powermining are moderately faster due to dropping via the action bar. You also have more lifepoints as well as hit higher. There are no more special attacks. I would visit the RS front page and scroll through the first few pages of news posts for videos.

  4. Today I rewrote part of a rendering engine I started a few years ago. I saw many noobie mistakes and poor conventions from when I originally started it when I was new with C++. It was easier to rewrite it from scratch. Basically, it is a tri-brid rendering engine which allows you to render using software, OpenGL, or DirectX, from Java using JNI/JAWT. It is inspired from RuneScape's engine. I have the software portions and OpenGL portions nearly complete. I can only render basic geometry with the directX portion. It is incredibly easy to low level interfaces for Java.

     

     

    Along side that, I am doing research on possibly working for the games industry. I am debating between customer service and Q&A. I have experience in both managerial experience in customer support and I know how to break things in video games.

  5. After playing around with the ability bar since both the beta and live versions of the EoC, I feel it needs some improvements. Below will contain a lot of technical terms and basic explanations for those who do not understand certain aspects.

     

    For Jagex: I know your current engine will need updates to make the upcomming suggestions work, but they would be trivial to implement. The only thing you would need to add is XML file loading and parsing via DOM or some other built-in library.

     

    Suggestion 1: Increase Bar Count

    I feel 5 ability bars is not enough for high-end gameplay. I have a normal melee, normal range, normal magic, mining/crafting, and dungoneering melee bar setup now. I could probably name 10 other setups I would use on a common basis. For example, dungoneering magic, dungoneering range, slayer range, slayer melee, fishing, boss melee, boss mage, pvp melee, pvp mage, etc.

     

    I feel 10-15 bars would be an adaquet amount. Now since bars are currently stored server-side, this will require additional resources on Jagex's part. This also brings me into suggestion number 2.

     

    Suggestion 2: Client-Side Ability Bars Via XML

     

    As previously mentioned, ability bars are stored on Jagex's servers with our character profiles. This is great for players who use different machines, but it also takes up space on Jagex's servers. What I would love to see is a client-side folder where you could drop an XML or some sort of definition file where you could design your own ability bars without being in-game. For those who do not understand XML, just skip to suggestion three.

     

    Here is an example of an XML format which can be used.

    sHGET.png

     

     

    Within the abilities tag, you will see a bar element, with a slot sub-element.

    A bar would have attributes such as an ID number for which bar it is, a locked boolean value for whether it is locked or not, and, something which I will explain in the next suggestion, modifier keys. Each slot element will have an ID number representing which position it is on the bar, the key used to activate it, and the associated action with sub-action, which will be explained in suggestion 3. This is both an efficient format for reading into an application as well as a readable format for custom modification.

     

    This will also open up the ability for fan sites to host ability bar designer front-end interfaces and then exporting the XML file or providing the code for copy pasting.

     

    Suggestion 3 - Modifier Keys and Sub-Action Customibility

     

    In this portion, I will cover what modifier keys and sub-actions are as well as explain why they should be added.

     

    A modifier key will be either no key, the Shift key, the Alt key, or the Ctrl key on your keyboard. The purpose of the modifier key would be to allow more than one action per key per action bar. If you scroll back up to the XML image I posted above, you will notice I added a modifier attribute as well as provided the same ID number for both bars. This was intentional. By pressing the specified modifier, it will allow you to quickly switch between set actions on a single action bar. This could be used to create a dungoneering bar which gives me 4 possibilities of actions per slot (No modifier, shift modifier, alt modifier, and ctrl modifier). Using the above XML file as an example, if I press "1" on my keyboard, it would use the momentum ability if possible. If I press "Shift+1", it would cast the high alchemy spell.

     

    A sub-action is any menu action which is not default when you left-click on something. For example, the default option on a maple log is "craft", when right clicking the log, I get several other options. These are what I am referring to.

     

    I believe you should be able to customize what sub-action you wish to toggle for an item on the ability bar. To set the sub-action in game, you would simply shift+right click on the item and then click the desired sub-action. In the XML file, I denote this by using a colon( :) seperator between the action.

     

    This is a WIP post. I plan on doing a video with modified screenshots to better demonstrate what I am talking about. I also have a couple of more ideas which will be appended later on. I just want to get feedback on these suggestions first as the may relate to the 4th. The next two ideas are expandable bars (more than one visible at a time if you have modifier keys set) and ability sequences (Pressing a key multiple times to do various abilities).

     

    -GreenXen

  6. Honestly, I think a lot of it boils down to one simple thing: the payout for making bots is greater then the payout for breaking bots. Thus the bot makers, as a collective whole, can spend more time and money making bots then Jagex can fighting them.

     

    This is very true.

    Though hopefully as botwatch learns and grows and other bot-fighting factors come in it will tip the scales in Jagex's favour in terms of bot making on a commercial level being worthwhile.

     

    The swap to html5 engine they mention will probably do a lot of good on this matter as I believe many of the exploits bots can use in java are more secure in html5.

     

    Bots will just switch to OpenGL interception methods which there are already a couple of clients which do this. The only way to seriously reduce bots is external monitoring software which actively searches for bot client signs. If it were possible to do so without, Blizzard wouldn't have Warden running along WoW**.

     

    **This does in no way indicate I believe Runescape is like WoW. I am using WoW as part of this example due to the similar problems it had with botting .

     

    I'm probably naive on this matter but how exactly does which graphical render is being used give the bots any extra interception power? I mean opengl, directx hardware or w/e else is rendering the graphics the backend doing the work that matters, the bit that you need to trick and fool to make a good bot is still going to be the same.

     

    You can pull, or intercept, the rendering data being sent to the graphics card by replacing the system OpenGL library with a modified version. This data can be used to gather face counts, vertex counts, normal counts, and more information and be compared against data from known models in game. Once they have this information, they can use basic trig to determine the location on screen/in the game world and then perform actions based on that. Also, these bots use advanced color and text recognition algorithms.

  7. Honestly, I think a lot of it boils down to one simple thing: the payout for making bots is greater then the payout for breaking bots. Thus the bot makers, as a collective whole, can spend more time and money making bots then Jagex can fighting them.

     

    This is very true.

    Though hopefully as botwatch learns and grows and other bot-fighting factors come in it will tip the scales in Jagex's favour in terms of bot making on a commercial level being worthwhile.

     

    The swap to html5 engine they mention will probably do a lot of good on this matter as I believe many of the exploits bots can use in java are more secure in html5.

     

    Bots will just switch to OpenGL interception methods which there are already a couple of clients which do this. The only way to seriously reduce bots is external monitoring software which actively searches for bot client signs. If it were possible to do so without, Blizzard wouldn't have Warden running along WoW**.

     

    **This does in no way indicate I believe Runescape is like WoW. I am using WoW as part of this example due to the similar problems it had with botting .

  8. Is that implying you would be able to do better?

    Then please, do apply for Jagex.

     

    They have Jacmob (He was the leader of RSBuddy and had a working bot client two weeks after nuke 1, who was hired by Jagex) and still have a problem. Jagex have ways of detecting modified classes built into the client, but the bot clients null that subroutine out. They have yet to try an external application which monitors the system like Punkbuster or Warden does. Perhaps that would be a possible option?

  9. There is almost always a day or so of bot downtime after an update. This is normal and has been happening the past 3 years at least, probably since injection bots began

     

     

    Certain bot sites already had a client working in the Beta and were all ready set to go for when the game was live. They just had to run an application to update the game hooks and back to business. Combat bots will be in less quantities until they are updated. Most likely you will see combat bots sitting on momentum.

  10. It's a bit misleading to say that you could use 1GB data in 7days because thats assuming someone plays 24/7. It's almost 188 hours of play for that amount of data and at even 6 hours of play a day you would'nt go over 1GB in a month (if most the stuff was in your cache at least).

    Saying that though, I play RuneScape with my partner so ever hour of play is twice the data so if more people are playing the faster the data bandwidth is used.

     

     

    Those time values mean you are sitting there during the whole duration. If you play a few hours a day, you would easily last a month with 1GB of data.
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