Online games are *never* designed this way. Seriously. Everyone trusts the client. When the client gets compromised, people try to implement bolted-on attestation and cheat detection mechanisms. I'm surprised you're surprised. This is *entirely* expected.
I'm not saying game devs couldn't try, I'm saying in practice they never do. It's always this story. Of course they could do a much better anti-hack job, but they don't. That takes time and money and slows down the schedule.
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Out of curiosity, I vaguely remember hearing that Overwatch does full server-side replication. Any idea on whether this is true?
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I mean, I think especially for a company with Blizzard's level of funding, that is the optimal approach, so I wouldn't be surprised. They're invested heavily in trying to build competitive play, hard to do that when you can't gurantee the same rules for all players.
End of conversation
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