4 ms·
Any sensitive data (i.e. things you can cheat with) is generally server-authoritative. There are lots of tricks you can use for predicting/interpolating data to
by bigfoot675 6y ago
Any sensitive data (i.e. things you can cheat with) is generally server-authoritative. There are lots of tricks you can use for predicting/interpolating data to make up for the latency created by going from client -> server -> client
Edit: As cheschire said, it entirely depends on the type of game and what kind of actions the player is performing
- HenryBemis 6y agoLike with any Risk, the actions are: Prevent, Detect, Correct (and least used Transfer). Rule of thumb that is used in banking, 'sanity check'. Cheap and effective way to see if the gains-number (e.g. xp/coin gain) is making sense. If a top player can make 100k per hour and you get a newbie making 500k/h, you better start reading logs/snooping. The value of equip when a player saves & exits would not be x100000 from the previous time he/she saved and exited (and other similar metrics). It is an ongoing process to make and maintain a useful dashboard. Also (I've seen it happening in some MUDs), you start snooping random players at times (preferably ones with massive gains) and see what is what. Imho the cheapest way is to detect and correct, not prevent cheating. Unless you have an army of devs scouring the internet looking for cheating solutions that can work out preventative methods.