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Game host: The machine hosting the game Host server: An application which manages connections and transfer of data between clients Client: A copy of your game participating in the multiplayer game If you wanted to do it yourself, you'd need to write a host server which is bundled with your game. When one of the clients selects 'host game' (or similar) ...


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I don't understand why you use server client model, if your server has 0 authority and lacks capability to enforce rules. Your server have to know the map. How else could it stop player from walking through walls. You say "client side is unmodifiable", I say you are misinformed. There is no such thing as "unmodifiable client". You are trusting too much on ...


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It's no real hardware or software limitation. Cross-platform gameplay is possible, if implemented. Final Fantasy XIV - A Realm Reborn is a perfect example, featuring cross-play between consoles and PC. If a game is released on multiple consoles and/or as a PC game in parallel, non-cross-platform multiplayer is most likely a design decision either due to ...


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There are a lot of things that you need to consider. First of all, where are you hosting your servers? UDP works great if your hosting your own hardware, but if you're using something like AWS then you'll end up spending a lot of time trying to get a good reliable solution. UDP traffic can not be load balanced using the default load balancer, so you'll have ...


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The server contains the actual running model of the game (the only source of truth). Each player sends commands to be executed in the server's model, and when they see those actions take place, it's a result of the server accepting that command and echoing back the effect of it. This echo is also broadcast to all other players in tandem. If Player A is ...


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For a multiplayer game I'm creating I use a simple port system. Specific ports are used for specific traffic. So in my game I use ports 20551, 20552, 20553, 20554 etc, and each one serves a different purpose. For example, port 20551 waits to receive update packets from a player containing their current position, rotation, etc. It takes this and distributes ...


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I would use the same method of communication that you will be using once the game begins. You're only delaying the inevitable by using these other methods. I don't know what you'll be using during the game, but now is the time to find out.


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Can you? Yes. You would need to capture all the packets sent from a client, and the return packets expected from the server. This is a super long and tedious process to decipher packets, if encrypted packets, you need to decrypt. You would then need to write the entire server logic to interface with your newly understood packets. The process usually ...


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Especially for paid games, a single-player mode is beneficial since your players will always have the opportunity for bang when they open up your game. If a player can't find an online match, he can play the single-player mode for a bit then try again later, maintaining your player base. Another strategy is to promote players bringing their friends. This ...


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Have you considered making bots an integral part of the game? It's hard for bots to ruin the game for everyone else if everyone is encouraged to create them. Add support for scripting and all of a sudden the dynamics of the game changes from manual resource management strategies to bot design strategies.


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I don't neccessarily disagree with the soft-science answers but there are technical things you can do to detect botters and some things that just make life harder for them. Grade accounts by how much you suspect they're using a bot. This will feed into several other techniques and protect legitimate users from your wrath. Rotating the session cookie key. ...


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If people want to bot, I don't think you can really stop them. You can of course implement many measures that make botting more or less of a pain. But you can only do so much before your codebase turns into a gigantic mess that's hell to maintain, error prone, and annoys legitimate users. Meanwhile the botters will always find a way to defeat your ...


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Embrace the botter. You've built a restful API, perfect for a coder to experiment with automation of your game. Design your gameplay so that the bot doesn't gain an advantage over a human player due to being automated - eliminate the advantages of speed of execution etc that a machine has; design your game so the bot provides the same revenue as a human ...


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Create a separate bot only server. Look at the data this generates. Ban users from normal severs whose behaviour profile looks like that of a bot.


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The best and only effective defense against bots is to design your game in a way that players don't feel the need to automatize in the first place. When your players automatize simple tasks which do not actually require skill, it is a sign that your user interface is lacking and they are substituting an UI feature they are missing. Does your game include ...


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Whatever you do, remember to NOT make it more annoying for the real player! A lot of the responses I've seen (slower page results, not allowing multiple pages open to facilitate faster input, etc) would also prevent legitimate players from doing things fast, which will just needlessly frustrate them. imho the easiest approach may be to apply social ...


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Don't make your game so vulnerable to johnny-on-the-spot effort First, make sure that players who only play your game for twenty minutes or an hour a day in a single sitting aren't at a huge disadvantage to players who leave it open at work and play 16 hours a day. This may require a change in your game mechanics - for instance a move allotment that fills ...


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You can't stop them. But you can make their lifes miserable, as they have to spend lots of time writing their bots, and updating them. You have to use whatever you have to verify if user is valid. Check for request headers, and reject requests with invalid values. Either set custom headeror check for existing like user-agent. Sure it's easy to overcome, ...


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In general, distinguishing between bots and humans fully automatically is hard, some form of human-assisted decision process works best. What I would do: define some heuristics that hint the user is probably a bot - doing a lot of actions, doing stuff 24/7, ... Then if these heuristics get over a certain threshold, do an invasive check. You can manually ...



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