Originally posted by Vengeance
What acraig is pointing out is that only by managing the inputs and outputs to the client can compromised clients be prevented, detected and handled.
- Venge
Hehe I know, he just replied 1\' more quickly than me, I wasn\'t referring to that . Even Tangerine\'s post wasn\'t already there, so now I sound like a distant echo :rolleyes:
*deleting all his ramblings*
Yes, minimal information is good, reducing CPU overload on the server, bandwidth and cheating opportunities at the same time. That way, a radar-like device would have a somewhat limited range (in the ideal case, everything in the range of eye vision).
Originally posted by zaphar
The Devs restated much more clearly what I was saying. Minimal Client data handling will do a lot to reduce cheating. The only other cheat hole I can conceive is automation scripts on the client side to automate practicing certain skills like mining or smithing and such like. I am not sure how you could fix that other than monitoring abnomal activity like allnight repetion of an act with no response to chats and so on.
That\'s the bot part I was talking about. I can only think of pattern analysis to detect that, satistics is a powerful tool though it can be hard to tune. But once you get it right, it can be amazing. It can be used to identify people only according to their movement, among other things. So maybe it\'s beyond the scope of our PS universe, it\'s not as if real money was involved like in *caugh* another game
Originally posted by [RSA]Top-Dogg[UK2]*
think acraig already mentioned it, but it would be a gd idea to not send information about objects to clients that r behing a wall from it. also an idea is for admins to join the game in ghosting mode so they dont get a character, but can see from other players eye\'s so if some1 runs around looking thrue walls alot that can be easily spotted
No information when behind a wall ? It would be nice to be able to do that. In reality, it is probably too complex to compute on the server side. Though, isn\'t there in CS a kind of dynamic PVS feature ? But then wouldn\'t it produce artifacts like items appearing too late due to the ping time and server latency ?
Seeing from the player\'s eyes with data from the server side will not show what the player really sees on the client side. Simply because he could modify the code and use the information another way. Like the transparency feature : it is turned off in the original client code, but if someone change the code to turn it on (that was what Asus allowed to do in some of their former drivers - without code tweaking !), no one will know. Except once again, by looking at his behaviour (I\'m definitely just an echo, I think it\'s aging process

).
*looking suspiciously around him before sending the post*
Hey, anyway, a game is made to be fun, let\'s not have nightmares about all that
