I would turn "world boss" into a "guild boss", so players can keep their guild free from cheaters and simply work together to get the boss down. Indeed it is somewhat concerning if these cheaters keep appearing when new multiplayer content comes out. I am not sure what the next move will be from the developer. It requires a certain expertise to say the least. Also security and performance becomes really important. You can imagine when the server has to calculate the game for you and thousands of other players, that the developer needs a beefy server and network to handle all the data, calculations and amount of connections, and possibly different locations across the world for low latency. And with a certain interval the server might push out data to you to make sure the server and client is in sync, or create a log up to 5 or 10 seconds into the future where the server calculates when and which heroes attack which enemy and vice versa, including gold drops and damage numbers, and the client will simply play that log. So you end up having a constant WebSocket connection to their server (just like chat right now), and whenever you do something in the game, you send data to the server, the server processes your data and optionally sends a response back to you and others when you are in the same pool (chatroom for example). Only way to fully prevent cheaters is to store player data and manage everything server side. The developers do try tho, and they manually check for cheaters when they receive a report and then disable them from accessing these multiplayer features if the player indeed cheated. But as savefile / progress is stored locally, it can be altered in many different ways and that cannot be fully prevented sadly. This way you can play the game without an internet connection. The problem exists because savefile / progress is stored locally.
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