3 ms·
I wonder why similar methods haven't been employed in MMO servers to help curb botting/cheating there. The impact of jitter and loss of smoothness in a tab-targ
by cosmic_cheese 3mo ago
I wonder why similar methods haven't been employed in MMO servers to help curb botting/cheating there. The impact of jitter and loss of smoothness in a tab-target game like WoW would be minimal (even in PvP), because it's always had a noticable level of artifacts like rubberbanding.
- foota 3mo agoHow would it help? MMOs generally don't need to know where things are right now since it's mostly static, no?
- cherryteastain 3mo agoWoW has a lot of mechanics involving line of sight (eg a spell you begin casting when the target was in LOS will fail when the casting time finishes if the target moves out of LOS) and positioning (AOE spells, spell ranges, NPCs/objects you can interact with only within a certain range, among many others)
- dvt 3mo agoWell, if you cheat in WoW, Blizzard might just sue you[1], so that tends to be quite effective :) [1] https://en.wikipedia.org/wiki/MDY_Industries,_LLC_v._Blizzard_Entertainment,_Inc https://en.wikipedia.org/wiki/MDY_Industries,_LLC_v._Blizzar....
- drdexebtjl 3mo agoI haven't played WoW, but I played other third-person MMORPGs, and usually by design you can freely rotate the camera and see behind walls. The "fog of war" is simply a distance around the player. So they do implement this, it's just not nearly as complicated to implement as in an FPS.
- ExpertAdvisor01 3mo agoHas been implemented in mobas such as lol
- dietr1ch 3mo agoI don't know how it'd be a huge advantage in MMOs, but in Ragnarok the bots used a re-implementation of the client and custom servers tested for differences and culling of entities by the original game client to ban bots (as they'd try to interact with entities that should've been culled)