4 ms·
I doubt that the developer's didn't know not to trust the client - they likely made a business decision. I (used to a lot more) play Elite: Dangerous. A space
by bdavisx 10y ago
I doubt that the developer's didn't know not to trust the client - they likely made a business decision.
I (used to a lot more) play Elite: Dangerous. A space sim that has multi-player. They made the decision to use (mostly) p2p/client networking to save money - they wouldn't need nearly as many servers. This has caused other issues in addition to cheating - a low limit on the number of players in the same "instance" of the universe for example.
But it was a business decision - imo the wrong one, but what do I matter?
- mentos 10y agoYea and I'll go out on a limb and say it was the correct one. The shelf life of a popular game like this is probably shorter than most people think so it makes sense to offer an amazing experience that you couldn't necessarily achieve with an authoritative server model and then by the time hackers have defeated the game players have probably moved on to the next.
- garrettgrimsley 10y agoInitial Release Date: March 8, 2016
- floodyberry- 10y agoGuaranteeing your multiplayer blockbuster game designed to have "infinite gameplay" will be dead in the water the instant hackers discover its highly flawed networking model doesn't sound like a "correct business decision".
- mentos 10y agoIt was marketed to have infinite gameplay. What game do you know that honestly has achieved that?