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The authority on these is validation against a server for verification when it comes to currency/purchasing and important events like leveling. You might be ab
by drawkbox 9y ago
The authority on these is validation against a server for verification when it comes to currency/purchasing and important events like leveling. You might be able to fake one and get one through (though difficult without understanding the system due to crypto/signatures/timestamps/one-time use) but it will be reversed in most good online systems after verification or not allowed due to that. The server/data is still the authority on the simulation and progress of all actors.
- cortesoft 9y agoRight, but you can do a lot just by adding variable delays. For example, delaying packets sent to a certain client while allowing others to go at full speed.
- drawkbox 9y agoDefinitely, a networking system today should expect that. Cheat detections can look for speed changes, origin changes, patterns of previous matches and more for helping this. The system running on the client or p2p or later verified part (physics/local client) might be better here as it can correct without too much degradation via smart interpolation and extrapolation. Well designed systems also are compact and could run even on older tech making slowing/spamming (sometimes causing verification or error overloading to slow everything down as well) techniques less impactful. In terms of large player bases, game design and level design can also help this, making sure everything is in smaller areas. Large scale games like Planetside 1/2 probably did the best at this early on, even big maps are designed in a way that you interact with less people depending on where you are. PvP cheating is still a big issue but there are lots of protections including social i.e. disconnect counts high, people don't play you.