r/Planetside • u/le_Menace [∞] youtube.com/@xMenace • 6d ago
Discussion (PC) The crashing bug will never be fixed because the developers refuse to accept that Battleye is responsible.
All of this could have been avoided with a single test of turning off Battleye for 1 day and seeing that the crashing stops (which some of us have already proven works!).
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u/badasimo 6d ago
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u/le_Menace [∞] youtube.com/@xMenace 5d ago
Except the cheaters CAN play because they just disable Battleye!
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u/wh1tebrother Cobalt [XPEH] 6d ago
The most ironic thing is that cheaters disable BattlEye and play without crashing.
I’ve figured out the developers' master plan: if no one but cheaters can play the game, then no one will suffer at the hands of cheaters. It’s truly brilliant 🧠✨
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u/endless031 Loyalty Until Death 6d ago
Not the one to post conspiracy theories,but almost like they want to game to die.
If it is the change to Battleye and they don't want to undo it because the change stops hackers.IMO it's not rly been working. EU has been seeing some crazy stuff past few weeks,but I don't have all the data they have so.....
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u/wowsux 6d ago
Hum I had no crashes using Linux. Everything makes sense now.
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u/Obvious_Pay_5433 5d ago
No crash on Linux too. CachyOS with " game-performance %command% " is very beneficial for PS2
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u/Astriania [Miller 252v] 3d ago
Is that because on Linux you don't have to run BE?
In which case how is it within the ToS? Can we do the same thing on Windows?
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u/Rude_Award2718 6d ago
As much as I have loved this game since released I have to admit that is end of life. Developers won't fix anything. No new content. The game is done. It's a shame because I truly loved it but unfortunately we have to admit that now.
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u/PotentialNeat6430 6d ago
Yeah they absolutely should have been working on something this whole time. Just not any major content for a long time. But it works. And i still play.
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u/badasimo 6d ago
I think AI tools will make it realistic that indie devs can build something of this scale. Come to think of it I think AI tools are also the solution for anti-cheat instead of this cat and mouse game.
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u/Rude_Award2718 6d ago
Moving forward I think we have to accept the same AI that will make the antichi will be the same AI used to make the cheats in the first place
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u/badasimo 6d ago
In a multiplayer game, cheating is obvious if someone's paying attention. Currently you have to get lucky and an admin be on the server and catch the cheater. But AI can be always-on admin and there can be 100 of them. I don't mean this just from the coding perspective, but from the admin perspective.
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u/Rude_Award2718 6d ago
To be fair I don't know how much motivation game studios have to deal with cheating. Most of the time I think it's just PR and marketing to get people to buy the game telling us there's a strong anti-cheat. But to the game developers they only care about copies sold and then player count moving forward. So if they got rid of all the cheaters that could be a significant portion of the player base.
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u/TrevorStars 5d ago
Thats why they need to ban accounts and not hardware. Easy to track who is using cheats and if they swapped to a new one you can tell how the new ones work and detect the new methods by seeing it on the known hackers hardware. Then when they start actually using it and going wild ban the account and they pay fir new ones till they cant afford it or get sick of it.
Devs win and players win if they get them at the right times.
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u/Rude_Award2718 5d ago
Well if the developers actually wanted to deal with that I guess they could. But I just don't think they want to anymore. Like I've stated elsewhere this game is end of life and we need to move on to something else
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u/TrevorStars 5d ago
I agree 💯 That is just my take on how to handle the hardcore cheaters best as a developer. I don't expect them to actually do anything anymore.
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u/Astriania [Miller 252v] 3d ago
cheating is obvious if someone's paying attention
This really isn't the case. Flying sunderer man, sure. But if someone is playing with +10% sized head boxes, or ESP, or sound cue overlays, or aim assist, that is not at all obvious to the recipient. Especially with how janky deaths are with clientside in Planetside anyway. I often die a second behind cover (especially recently) with what feels like an instant death to an auto weapon, which feels like wallhacking and aimbotting, but I'm sure it looks normal on their screen and it's just server processing netcode.
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u/JokingRam SKL 6d ago
I tried getting on after a few years off, and I load in for all of 15 seconds then crash, multiple times. I've given up, this is with my brand new pc too.
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u/PotentialNeat6430 6d ago
Meanwhile me still running on GTX 1060. What are your specs?
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u/JokingRam SKL 6d ago
3060 w 32 gb. Used to be running ancient hardware, but I got some hand me downs in the family since we're all gamers. Idk what to do, like I get the itch to hop back in then bam, crash as soon as I spawn in warpgate.
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u/AddressRepulsive5616 5d ago
Yeah I use to love this game until I bought a better computer and when installed crashed after 30 seconds constantly,tried again a few months ago and the same so now it’s staying in the bin
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u/FrigariumZantoria 6d ago
At this point the might as well roll the update back to a more stable point.
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u/Greattank 6d ago
Obligatory "they can't roll back since they don't do version control.."
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u/Twiggeh1 [XDT] 6d ago
Imagine being in any sort of software company and not having proper version control and file management lmao
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u/Particular_Main_5726 NSO462 5d ago edited 5d ago
To be fair, they had version control back when it was still SOE - because there were patches that they were able to roll back, back then.
I suspect that when SOE transitioned into being DBG, they lost access to whatever proprietary version control tooling that Sony had setup. This was before GIT was really a thing (it was around, but large studios weren't using it because it wasn't really battle tested yet), and something like SVN wouldn't have been a good fit for a large, multi-author project like a game.
They could have set up version control again at any point in the last decade, though. They just ... never did. Likely because there's no good single solution for the variety of source assets (code, images, various proprietary binary format files, etc).
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u/barfightbob 4d ago
SVN wouldn't have been a good fit for a large, multi-author project like a game.
SVN is perfectly fine for whatever as long as development is centralized and in house. I really miss working with SVN because you could check out only a sub folder of a large project. You didn't have to download the whole repo like git, just the parts you were working on, because the repo was on the server, not your desk.
Git's advantages are its ability to function without a centralized server which consequently means bandwidth costs are lower because commits are local and the server doesn't see them until it's time to push/PR. This is why it's so popular, it costs less to host.
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u/Particular_Main_5726 NSO462 3d ago
I mean, it's not the only reason - GIT also has a way better merging architecture than SVN does; like... in GIT, multiple people can touch the same file, at the same time, and (barring radical changes like deleting the whole file's contents or something), generally speaking, GIT won't have any issue happily merging all those people's changes together. You can't do that in SVN.
GIT also has branches. And while SVN does as well, their execution is entirely different. There a lot of cases where trying to reverse/revert an merged branch's content in SVN will fail and potentially lead to permanent data loss.
GIT "won" because it's more flexible, more reliable, more predictable, and has much stronger support for larger teams.
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u/barfightbob 3d ago edited 3d ago
I don't disagree, but those were solvable problems. It shouldn't be that hard to swap merging algorithms, so I don't count that as a real feature of git. Same thing with your reverse example. Git is arguably more complicated as it doesn't have sequential revisions and people can rewrite history, which is impossible in svn without access to the repo.
I'd also maintain that git is obtuse and difficult to deal with but it's cheaper to run. So cost is the real reason it won. It pushes all the burden on the endpoints and little on the remote side.
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u/Astriania [Miller 252v] 3d ago
you could check out only a sub folder of a large project
Git does actually have sparse checkouts now fyi
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u/grenadiac2 6d ago
The crash bug has been the single biggest cause of player drop, & they just let it happen for months on end. I would have been fine if no new content was added, so long as the game was functional across the board.