Custom event: Instance trash mob requirement for quest completion - events

I'm scripting custom event where main requirement is to kill bosses in certain time and I need to prevent potential cheaters from using teleport hack inside of instance. Is there any way how I can add the trash mobs requirement in effective way ? I was thinking if there is any grouped identifier for those mobs which I can add into quest req.
Also I thought about invisible triggers which players would need to pass to progress in quest.
Another much simpler idea is just to add specific loot in trash loot and make player loot it but that is very inefficient and not comfy for players so that would be very last solution.
I also liked the idea of gathering souls like in shadowmourne quest line but there is a need to apply debuff from players to mobs so they trigger count on mob kill. It seems most advanced and would fit the idea perfectly but I'm not sure if it is doable in some effective way.
Thanks for any replies

Allright so after some trial-error I managed to modify mod-autobalance so I apply aura effect on NPC stats update.
Fairly simple and now it allows me to add this aura to any mob I want for quest completion. And as quest completion requirement is set this NPC.

Related

When to use Event-tracking and when to use Page-view tracking on AJAX-calls

Well, my question is, which I should use when?
For example I use AJAX calls for all my form submissions - both user creations, advertisements creations, editing advertisements and so on.
Is there any golden rule about when to use event-tracking and when to add a page-view manually? :)
Is there any disadvantages in one of them regarding to e.g. goal tracking and so on? :)
Thansk in advance!
The important thing is that you can't have funnels with event based goals, so if you want to track at which point people drop out of a multi-step process you would need virtual pageviews.
Other than that there are only "best practices" which are somewhat open to interpretation - I use virtual pageviews when I update significant parts of the content, but your idea of what is significant might be different than mine. So you need to get everyone who uses your tracking implementation on board - they need to be aware what parts of the site are tracked in which way, especially if they try to compare your site with another - and you should have extensive, regularly updated documentation.
There is more than one way to do it, so it's important that your way is well documemted and reproducible.

html form post/get data security

Okay, this question isnt exactly very clear, because i cant write it as a single question.
I have a game that i am designing using javascript, and it is basically a multiplayer game.
So say there is two players, player darklord and angel
angel shoots darklord
so darklord loses 1 life.
Now what happens is that i use ajax to submit the number of life that darklord loses.
And the request is GET /shootout.php?shooter=darklord&life=-1
so this allows me to store the new life of darklord.
Now the problem is say angel knows about computer, and he starts requesting /shootout.php?shooter=darklord&life=-3
Thus darklord loses more life then he should have. So angel cheated in the game.
No i want to prevent this kind of requests, and i am trying to get a way so that my requests can be hidden. I mean i know i can encrypt the url. So say i encrypted it such that the request should be GET /enc.php?e=934ufj30jf for darklord to lose a life, and different values of e for angel to lose a life, or gain a point. However for this to work i will need to send the data to the client, as in tell the javascript to request this url.
Now the user can easily go around reading the source of the file in order to find out what are the new requests for doing things,
I have found and thought of many other ways, but they all limit the amount of cheating or effect the game-play etc.. None of them eliminate this security completely.
So now my question is how do i make sure that users dont send data that is not real. How do i stop them from cheating?
I have thought of the best way being that i use server side scripts to actually calculate the possibility of someone shooting someone else and then matching it with the client input, but that will effect execution time by a LOT, so i am trying to find other ways, some public key encryptions?? (problem is the user can put the data as they want and then encrypt it) tokens? (problem is the user can put the data as they want and then put the current token)
so any other ideas anyone??
This isn't about hiding requests, it's about implementing proper access controls. Your example is referred to as an insecure direct object reference in that manipulating values in the querystring relating to direct DB objects causes an unintended outcome (have a look at OWASP Top 10 for .NET developers part 4: Insecure direct object reference).
There are a couple of things you can do but the most important is implementing proper access controls. You must authenticate the caller of the service and authorise them to perform the requested activity (and this all has to happen on the server). In this case, angle should not be able to perform an action on behalf of darklord.
The other thing you can do is use an indirect object reference map (refer to the link above), which obfuscates the IDs of the player with cryptographically strong, user-specific alternatives. You probably don't need this in addition to the access controls but it does give you more unpredictability.
Finally, think about the flip-side as well - if darklord is able to pass the amount of damage as a parameter, what's to stop him from re-issuing the request manually with "life=-100"? It will depend on the specifics of how the attack action is performed, but you're going to want to avoid people gaming this action too.
You have to assume that the user is completely in control of the client JavaScript. The only way to make this secure is to do the check on the server side.
You should not send result of action. You should send action.
i.e angel shoot darkangel from point (7,15) with angle 36 degree
than server checks is it correct shoot and decrease lifes of darklord
There was an excellent answer given on this subject a couple of years ago. It actually refers to Flash rather than JavaScript, but the security concerns and techniques are going to be applicable to this situation too.
What is the best way to stop people hacking the PHP-based highscore table of a Flash game
You should never have the client tell the server what changes to make in player state (eg. remove X amount of health) because the client could always be cheating. Instead only have the client tell the server what input the player has made and then the server determines what happens as a result of that input.
Although this doesn't remove the possibility of cheating by writing a bot that plays the game automatically (and is better at the game than any human player) you at least remove overt cheating of the "I did 10,000 damage, trust me" variety.
Detecting bots is best done by tracking behavioral data and doing data mining to find cheaters. And if there is no behavioral difference between bots and human players, then who cares about the bots.

Ask the user or try not to bother him?

I have an application that might receive a net request for data from another computer. The data can be grouped into several categories so that filtering can be made upon it.
In this situation two things can happen:
I give the user the ability to filter the information he wants to send (thus reducing bandwidth and providing the user with a powerful feature)
Try not to bother the user with this so that the use of the application remains as simple as possible and decide beforehand what information will be send.
Basically is the old debate between Google UI and "your app UI". The second option is too simple but it limits the user ability to decide exactly the data he wants to send, the second introduce a complexity to the user that might be unneeded.
What alternative do you thing is better?
I think the best is if you can to do the default thing without asking the user, but provide an options menu or similar somewhere so that an interested user can go in and optimize if she wishes. If it makes sense in your situation, it might be an idea to notify the user in a subtle way that there are options that can be configured when they start the operation, without requiring them to take any action.
Without a lot more detail it is hard to say. It depends on the sort of users you will be getting and how skillful they are.
You might be able to do some sort of compromise, where it is simple by default, but has an advanced button for advanced users.
It always depends on the situations. You can assume the default inputs wherever possible and ask the user for more. But in my opinion simplicity is the best. If you need lot on user interventions, you can try wizard kind-of-interfaces.
It depends on how much time you want to put into polishing.
I would say if its a feature you are thinking of adding, its probably a good feature. However, if you have concerns of overwhelming the novice user, have a basic feature and simply add a link like "advanced" next to it.

UI hints that prevent user errors [closed]

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What UI/GUI guidelines should be followed that subtly (or not so subtly) direct users so they don't shoot themselves in the foot.
For instance, you might want to give power users the ability to "clean" a database of infrequently used records, but you don't want a new user to try out that option if they've just spent hours entering new records - they may lose them all because they're 'infrequently used'. Please don't address this specific issue - it's just here to clarify the question.
While one could code a bunch of business logic in place to prevent some issues, you can't account for everything a user might do.
What are some common techniques, tips, and tricks that prevent improper usage?
ie, How should I design the interface to alert users that a function or action is to be taken with care
What should I design in that limits risk and exposure if a poor action is taken?
-Adam
Everything can be undone. Don't erase - deactivate. Back up before every destructive operation, and give the user a way to restore.
That's the path. It's hard to follow it all the way, but it's what you're aiming for.
Make it possible to undo dangerous actions.
If it's a reasonably big application or system, require separate admin access for dangerous operations as well.
Don't Make Me Think
And you can, in fact you HAVE to account for everything they might do. Because you (as the designer) as the one who gives them the ability to do all those things.
Before putting ANY item on a gui as yourself "Can this be misused?" and if it can, you might want to go with a lower level of customizability.
Example hierarchy
Button - Can be clicked.
T/F Radio Button (mandatory) - Only two options.
Combo Box - Many options, possibly "no option". more confusing.
Text field - Myriad of wildly inconsistent options. More confusing for user, more dangerous for coder.
Basically, if the user doesn't need extra options, then don't give them extra options. You'll only confuse them.
This is an old article, but it's still a great one:
Microsoft Inductive User Interface Guidelines
Never rely on anything that says "Are you sure?" The user is ALWAYS sure and that's if they even bothered to read it before dismissing.
Partition your users and have fine-grained permissions.
Define some power-user permissions that enable the "more dangerous" operations.
Power user permission is not given out lightly -- only to actual power users -- and revoked readily.
I'm of the school of thought that, in case of inclarities or ambiguousity, the user is rarely wrong, and the UI is always to blame. So, when you say "punch the user in the face", tagged with "pebkac", I'm thinking that you would do good with a slap in the face.
Unfortunately, I'm unable to give any good UX-advice, since I'm a mere programmer, and therefore more or less by definition disqualify as a good UI-designer. I'd like just to point out the possibility, that you actually could be the one who needs to get a clue, and try to be more humble towards the users.
Edit for Adam:
The little I know about UX is how little I know about it. It's an entire career path. I know for a fact that there's very little anyone can learn by asking a single make-me-good-at-this question at Stack Overflow. It's like me asking "help me write better code", with the body text formulated as a story of how my colleagues ridicule me of my code.
We, programmers, are engineers. We like order and reason and logical decisions. But the average user is not a programmer, not an engineer and, in many cases, not interested in computers themselves the very least bit.
I'm glad that people are giving you nuggets of good advice, and I'm glad that you, contrary to my first impression (I'm sorry about that), are eager to take those bits and understand the needs of the user.
But the point remains: You need to buy books (Don't Make Me Think is a great place to start, as already recommended). You need to watch how people use your software. You need to observe where they stumble, and jig things around until your UIs seem natural.
I'm sorry I still can't give you an answer. Because I don't have it. And even if I would have it, I would probably have to charge you 50EUR an hour, for years into the future.
Make the results of the user's action visible and offer a way to undo those changes.
When the changes are visible, then the user gets feedback of whether the results were what he intended to do, and if they are not, then the possibility to undo will let the user to try again to reach his goal. If possible, make the results of the action visible before the user invokes the action (for example, when dragging some element, show what would happen if the user would release the mouse button, for example visualize addition of the element where it will be moved to and visualize the removal of the element from where it was moved from).
There are a couple of types of undo. The most simple is a single-step undo (as in Notepad), but it is often not enough. Better is a multi-step undo (as in Word), which covers most of the cases, but does not allow undoing a specific action without undoing all the actions that have been done after it. That can be solved by object-specific undo, for example in a form with many fields (or cells in a grid like in Excel), right-clicking the field would show a list of previous values in that field. For deleted data you could have a store of deleted data, from where the user can restore things after deleting them (for example if the user deletes a slide in Powerpoint). And finally you could have a full version history of every change, for example as Local History works in IntelliJ IDEA - make a history entry every time the file is saved (and save everything automatically after a couple seconds of inactivity).
Confirmation dialogs don't help. The user might read it the first time, but soon after that clicking "OK" in the dialog becomes an automated process, and the user will press Enter before the dialog even shows up. Then the confirmation dialog has become just a source of unnecessary mechanical work. The user is always sure about doing some action, even when he is wrong - otherwise he would not have done that action.
Well there are a few different ways that I can/do go about these types of things.
User documentation - first and foremost give them some documentation to work with, and make the systems easy for them to use. Just general usability and descriptive names/actions for everything.
Provide confirmation screens with warnings. Full disclosure of what the action is going to do, with the warnings inside of a yellow box. It draws attention to it and helps prevent the need for the other items.
Have a roll-back plan. For large risky operations you can either simply set "deleted" flags, or offload the data to a temporary "recycle bin" of sorts should they accidentally remove/modify data that was unintended.
Require multiple approvals, for data purge operations especially go to a two-tiered approach, requiring approval from separate users.
These are just a few of the ideas that I have.
Two things immediately come to mind.
The first is the notion of progressive disclosure, i.e., only show users what they need in order to accomplish the task at hand. How many UIs have we seen that have hundreds of controls on a single dialog? Divide the controls into their respective tasks and only allow the user to do a single task at a time. An Advanced button on a dialog is one way to implement this, and this concept has the added benefit of separating the power users from the run-of-the-mill users. Run-of-the-mill users are less likely to attempt a task that is likely to be beyond their skill level.
The second is to leverage the wizard concept for complicated tasks. I know wizards have fallen out of style, but if a task is truly complicated, users usually appreciate having their hands held the first few times. A good example of this is the WinZip wizard interface. If you've never zipped a file before, this wizard uses a logical progression to walk you through the process. And then, once you've grown comfortable with it, you can switch to the classic interface to zip files more quickly.
Of course to do all of this requires a committment not only by the developers, but by management. And that, sadly, is where many of these usability battles are lost.

Is it a good idea to have the same feature available from two different menus?

It happens sometimes that one feature seems to belong to more than one place.
Trivial example, let's say I've got the following menus :
File
Pending orders
Accepted orders
Tools
Help
I've got a search feature, and the same search window work for both pending and accepted orders (it's just an 'order status' combo you can change)
Where does this search feature belongs?
The Tools menu seems to be a good choice, but I'm afraid the users may expect the search accepted orders to be in the accepted orders menu, which would make sense
Duplicating the menu entry in both pending and accepted order seems wrong to me.
What would you do? (And let's pretend we cannot merge the two orders menu into one single menu)
I think the problem you've run into is that you're thinking like a programmer. (code duplication bad). I'm not faulting you for it, I do the same thing. Multiple paths to the same screen, or multiple ways to handle the same process can actually be extremely beneficial. I would guess that more than one person is going to use your program and each probably have slightly different job functions. In essence, they have different needs for the application and will approach using it different ways. If you stick to the all items have one way of being accessed, some people will find the application beneficial and others won't. Sure all people can learn to do a task a certain way, but it won't make sense to some users. It's not intuitive (read familiar) to they way they are used to processing information, which means the application will ultimately be less beneficial to them. When people find a process (program etc.) frustrating, they won't adopt it. They find reasons why the process will need to be changed or abandoned.
An excellent example of the multiple approaches to a problem is with Adobe Photoshop. Normally there are at least 2 different ways to access a function. Most users only know of one, because that's all they are concerned with, but most users are really comfortable with using one, because it makes the most sense to them. With a little extra work, Adobe scored a huge win, because more people find their product intuitive.
Having a feature in multiple locations is not a bad thing. Consider the overall workflow for viewing both pending orders and accepted orders, and think of your new feature as a component, rather than a one-off entity.
After you map out exactly what tasks a user completes in the pending and accepted order viewing process, see where having the ability to search would provide value (by shortening the workflow or otherwise). This is where your search component belongs.
The main thing to remember about UI is that all that really matters in the end is whether your design makes using your application or site a better experience for your users.
In the search example you list above you'll commonly see apps take two approaches:
Put the search feature in a single location and allow the user to filter the search by selecting pending or accepted, or
Put the search feature in both menus, already configured for the type of search to be done based on the menu it was launched from.
If you repeat the above choice for a number of factors you'll see a much more advanced (aka 'complicated') search interface for number one, and a much simpler (aka 'restrictive') search interface for number two.
Which one is best completely depends on your users. This is why many general applications have a simple search by default and a link to a more advanced search for those that want or need the additional capabilities; they're attempting to make everyone happy. There is absolutely nothing wrong with that if you're writing for a wide variety of people with different needs. If you're writing for a set of users with a restricted set of needs however, you can make some better choices.
In my experience your best bet is to work with one or two of your primary users and map out all of the steps they need to take to get each of the tasks the application will be helping them with accomplished. If there aren't a lot of branching points in that sequence of steps there shouldn't be a lot of choices or settings to make in the application; otherwise the users may feel that the app is harder to work with than it needs to be.
For the search example above, if the user has already navigated into the Pending Orders menu, the likelihood that they'll want to launch a search for Accepted Orders is very small and having to make that choice, or go elsewhere to do the search, will be an extra decision or action they'll need to take. Basic principle is if your user has already made a decision, use it; don't make them tell you again.
Use the UI you come up with as a first cut. Let your users, or a subset of them, try it out and make suggestions. If you have the option, watch them use it. You'll learn far more about how to improve the interface by seeing how they work with it than you will from what they tell you.
Generally you do not want the same menu item appearing in different menus. It adds complexity and clutter to the menu, and users will wonder if the two menu items are really the same or not. When it appears that a menu item belongs in two places, then you may have a more basic problem with your menu organization.
For instance, your example shows a menu bar that is organized by the class or attribute of the object the commands within act on. In general, the menu bar should be organized by category of action not type of object. For example, you could have a Retrieval menu for commands like Search and other means of displaying orders, and a Modify menu for processing the orders (e.g., updating, accepting, forwarding). Both menus would have menu items that apply to both types of objects, although some commands may apply to only one.
Organizing commands by object type is actually a good idea but it is better accomplished with a context menu (right click) than the menu bar.
I would try the search in both the Accepted Orders and Pending Orders menus. However, user testing will show if this is a good idea or not. But it also depends on your user base.
You are doing user testing right?
...you may already know this, but this is a good place to use the command\action pattern IMHO.
So to answer your question: IMO, yes, it is ok :) This situation is definitely warranted.
Just put it under both menus and have it open your search window, pre-configured for the order type who's menu it was launched from. Name them accordingly and voila they're actually two different actions - even though they use the same code/component.
Keep the user-selectable "status combo you can change" in the search window active though so the user still can adjust the settings without relaunching it from the other menu... and then perhaps rethink the structure, see some of the great answers in here for ideas ^^

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