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 …
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It doesn't need to be that complicated, in the case of fire rate for example its no more complicated to calculate each players fire rate than it is to render their movement and behaviors etc in near-real-time. The game is already handling each movement and each shot of each playr
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Yes, so they might bolt this on as a "hax detect" for other clients, reporting the problem user. And then all the hacker needs to do is switch to less blatant methods, like auto-aim and scripted movement.
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