4 ms·
I understood why code was run server side around the year 2000, but even then cheating destroyed certain genres of games. Still game designers would not adjust
by eska 6y ago
I understood why code was run server side around the year 2000, but even then cheating destroyed certain genres of games. Still game designers would not adjust their game design to make cheating less disruptive for other players.
The "P2P" games mentioned in the article are also not really P2P. Instead, one player gets to host the game, and a lot of logic runs on each client, as if it were an offline game session with trusted peers.. In a real P2P architecture players would cross validate each other.
And it's hilarous how game developers have shared conferences, but still haven't created an anti cheating association to share technology and banned player information for heuristics. Glad to see that Valve is offering its service to others at least.