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19

While ideal, it is practically improbable to validate every single input against the server, both in terms of computational load and latency in input confirmation for the client. Consequently there are usually a handful of things that aren't validated on the server in many MMOs. In some cases this includes certain classes of character movement, which is why ...


9

One of the reasons why there are protections is that reading the game state could allow bots to know the state of the game and act accordingly. For instance, grinding in a MMO: if the "bot" knows what mob is around, it can send commands to the game clients to select the mob, hit it until its life is 0, pick up the loot, rinse and repeat. With this, even if ...


5

Many MMO's are designed with client-side hit prediction. So if there is a hit on the client, it sends that result to the server that there was a hit. In this case the server is not truly authoritative, and thus cheating is possible. To be honest, if I were designing an MMO, I would make the server fully authoritative, with the client only sending clamped ...


1

Would it just be better to jam all card fields into one table, rather than keeping them in three separate tables? That depends on 2 things: How many you have and how different they are. Basically if you don't aim to have more than several thousand items (that's just a random number order I throw, it's system and query dependent), you are probably better of ...


1

Most games are interesting if you can play them with friends. Start simple, go complex. You can make the simplest possible game, and test if your friends like it. I bet they will give you more suggestions. KISS principle: keep is simple, stupid (check TeeWorlds for an example). It is much harder to make simple (to play) games, rather than complex and ...



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