4 ms·
The data has to be decrypted and read, so eventually you reverse engineer the client and figure out how to decrypt on the fly, then they wise up and introduce k
by acters 3y ago
The data has to be decrypted and read, so eventually you reverse engineer the client and figure out how to decrypt on the fly, then they wise up and introduce key based signing, which you eventually try to steal from the client and breaking the encryption again, then anti cheat is implemented... thus, the cat and mouse game is born, lol
- Cpoll 3y agoIt would also help to not send the high-value information to the client until required. Especially loot drops!
- Workaccount2 3y agoBut then you have to pay for more server side compute! Think of the profit margins!
- mewpmewp2 3y agoWon't you have to compute it yourself in the server anyway to be sure that the client is not lying?
- bcrosby95 3y agoSending loot on NPCs to every client costs more, not less. The reason why they probably did it is because NPCs actually used the items. When the froglok King loaded his two handed sword, he was actually using it. And when he didn't load it, he wasn't.
- deleted 3y ago[deleted]
- rtkwe 3y agoOnce the siphoning happens on the same machine your client is running on it's easier to detect through anti-cheats at least. If it can run on a completely separate machine it seems like it'd be essentially impossible to detect except through changes in how a user acts like only going directly to the mobs with the juicy loot and ignoring the trash but that's really tough to detect.
- Log_out_ 3y agoThe final stage beeing the Opt player kill & Bann. Compute a all knowing AI and hold it's behavior against that of players, then cull the closest percentage.
- kqr 3y agoHypothetically the client doesn't really have to know about the juicy loot until it's dropped, right? On a sufficiently fast internet connection, the client doesn't need to know about anything until exactly the time when the player needs to know it, at which point revealing it in a cheating tool is meaningless.
- deleted 3y ago[deleted]
- Verdex 3y agoAt the very least with everquest (iirc) npcs would sometimes use their loot. I recall tanks occasionally letting the rest of the raid know what weapon drop the boss had on them because they were seeing a different damage type (pierce, slash, bludgeon instead of hit) and the boss was known to sometimes drop a certain piercing weapon (for example). That being said, I can totally think of a few ways to get around that. It's like you said, the client doesn't really need to know until the enemy is looted. [Actually, the one exception that I can think of is that rogues can pickpocket certain loot. And while pinging the server to generate loot once the npc is dead feels like it shouldn't be a major problem, having to ping the server to generate loot while the npc is still alive does make the system architect in me feel a bit more nervous ... at the very least for systems as they were when EQ first came out.]
- asmongold_fan 3y agoNPCs also gain stat bonus from their equipment. NPCs wear every slot except only 1 wrist,finger,ear. Big difference between a mage pet in full banded vs naked.
- rtkwe 3y ago