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 …
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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mmmm, idk. If devs included an extra "player" in each match that monitored these kinds of behaviors, it would not be hard at all to catch these kinds of things. I can think of 3 or 4 different ways to resolve this exact problem off the top of my head.
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Sure, and they all involve either more/significant server resources (you need a trusted machine running the entire game simulation to figure out bad behavior) or a complicated distributed consensus algorithm that game devs are never going to have time/go for.
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