Timeline for How can I stop players from cheating on puzzle levels by finding solutions on the web?
Current License: CC BY-SA 3.0
33 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Apr 29, 2016 at 5:46 | history | notice added | House | Historical significance | |
| S Apr 29, 2016 at 5:46 | history | locked | House | ||
| Oct 26, 2015 at 13:08 | answer | added | Rémi | timeline score: 0 | |
| Oct 26, 2015 at 1:23 | answer | added | BenGoldberg | timeline score: 0 | |
| Oct 25, 2015 at 20:02 | answer | added | TankorSmash | timeline score: 0 | |
| Oct 24, 2015 at 10:58 | comment | added | planetmaker | @Adam Davis. Thanks. Done. I never thought that my comment (which I think is not exactly an answer - though maybe just not what the question giver seeks - might turn out that popular :) | |
| Oct 24, 2015 at 10:57 | answer | added | planetmaker | timeline score: 7 | |
| Oct 23, 2015 at 15:55 | comment | added | Adam Davis | @planetmaker Your comment is more an answer than a comment, and is generating a lot of comments that shouldn't be here. Please consider adding an answer and removing the comment. | |
| Oct 23, 2015 at 15:53 | history | notice added | user1430 | Needs detailed answers | |
| Oct 23, 2015 at 15:52 | comment | added | user1430 | Please refrain from extended discussion in comments; they're for clarification or critique. If you'd like to talk about related issues, please join the Game Development Chat. | |
| Oct 23, 2015 at 15:51 | answer | added | user73767 | timeline score: -1 | |
| Oct 23, 2015 at 12:10 | answer | added | A.L | timeline score: 1 | |
| Oct 23, 2015 at 11:58 | comment | added | A.L | How do you calculate the score? | |
| Oct 23, 2015 at 11:43 | answer | added | RyanfaeScotland | timeline score: 2 | |
| Oct 23, 2015 at 9:22 | comment | added | moooeeeep | Maybe you should focus on your players enjoying the time spent playing, not the comparison of scores. Though I have to admit, some players prefer one over the other... | |
| Oct 23, 2015 at 0:26 | answer | added | Xavon_Wrentaile | timeline score: -1 | |
| Oct 22, 2015 at 21:34 | answer | added | steve in san francisco | timeline score: -3 | |
| Oct 22, 2015 at 20:13 | history | tweeted | twitter.com/StackGameDev/status/657288587487105024 | ||
| Oct 22, 2015 at 18:25 | comment | added | Cort Ammon | Planetmaker is right. If your game is designed such that knowledge improves their score, then you must either accept that they will find knowledge elsewhere, or make it so that the knowledge is not available (such as through randomization). Otherwise, the challenge you face is as difficult as "how can I make it so that Bob can decrypt my file, given he knows the password, but someone who knows everything Bob does, including the password, cannot." In cryptography, they literally change the definition of "who someone is" to deal with this, because it is unsolvable. | |
| Oct 22, 2015 at 16:05 | comment | added | corsiKa | I have to admit... someone creating a website devoted to your game is the opposite of a bad thing! | |
| Oct 22, 2015 at 15:01 | answer | added | Dan Bryant | timeline score: 11 | |
| Oct 22, 2015 at 14:00 | comment | added | the_lotus | If people post the solutions on the web, that is free SEO. | |
| Oct 22, 2015 at 13:45 | comment | added | Ali1S232 | @AlexandreVaillancourt they surly can be achieved... like adding additional moves in puzzles that limit number of moves (at some cost) or giving a hint if player is in the right path or not? or even giving sample/partial/complete solution to a level. | |
| Oct 22, 2015 at 11:14 | vote | accept | Pop Flamingo | ||
| Oct 22, 2015 at 11:13 | comment | added | Pop Flamingo | @AlexandreVaillancourt actually, puzzle probably wasn't the best term. I think about games like cut the rope. | |
| Oct 22, 2015 at 11:12 | answer | added | Ali1S232 | timeline score: 48 | |
| Oct 22, 2015 at 11:11 | comment | added | Vaillancourt♦ | Not sure what boosters can achieve in puzzles. About scores, well, some will always try and get the best anyways, whether they find the solution by themselves then replay the level, or find the solution on the web. You can try and find the score that is humanly possible to achieve and block/delete everyone that report a higher score than that. | |
| Oct 22, 2015 at 10:59 | review | Close votes | |||
| Oct 27, 2015 at 3:02 | |||||
| Oct 22, 2015 at 10:44 | history | edited | Anko | CC BY-SA 3.0 | More specific title. Proofread contents. |
| Oct 22, 2015 at 10:37 | comment | added | Pop Flamingo | @planetmaker What if players want to compare their scores ? What if the game uses in app purchases for "boosters" ? | |
| Oct 22, 2015 at 10:26 | comment | added | planetmaker | That actually is a non-issue. You are searching for a technical solution to a social problem - an endeavour which is bound to fail. However what should matter is that your customers, your players are happy. And if someone chooses to seek for a solution guide in the web, that's what s/he needs for happyness that moment. Thus if one chooses to search for a solution, it's a willfull decision which makes him happy. Others may willfully choose to not search for it - and are happy about that, too. Disallowing this by scrambled levels won't necessarily make you customers more happy. | |
| Oct 22, 2015 at 10:25 | comment | added | ratchet freak | Is it worth preventing cheating? When people replay the game they will remember the level (and solution) anyway. | |
| Oct 22, 2015 at 9:47 | history | asked | Pop Flamingo | CC BY-SA 3.0 |