Wait, seriously though? They don't filter that kind of behavior server-side at all? This shouldn't be possible on multiplayer games because as a server designer you need to always assume the client is compromised. Nintendo needs a slap on the wrist for this one.https://twitter.com/Morukutsu/status/1000743600127279105 …
AKA game designers have bigger things and deadlines to worry about than doing the entire game and netcode design around the assumption that every client may be malicious and break the rules. I'm not aware of any typical console game designed like this.
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At *best* one of the players is the "server" and mostly takes input from the others, which reduces the potential for hacks like this... unless you're the server, and then all the hackers need to do is get themselves to be the server.
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Honestly now part of me wants to try bug-bountying potentially remote-exploitable splatoon issues, because tbh the idea of remote bricking using unverified inputs worries me a lot.
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That's upsetting, I'm not going to lie. I shouldn't be surprised, but honestly I am. I don't want to stop expecting better, because that means giving up on fixing this kind of thing. Idk, these companies have the cash to devote to server security teams.
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If online gaming worked by having a server run the game and be the ultimate source of truth then this could work, but this is rarely the case these days. MMORPGs and games like Minecraft and CS aside (with dedicated server options), stuff is P2P. Servers just do matchmaking.
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