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Feb 1, 2012 at 16:23 comment added Valmond Noctrine actually has the explanation for that one: it is not a multiplayer game so cheating isn't so important. I know of no persistent multiplayer game (with players that is ;-) who have trusted the clients with important decisions and actually got away with it. I have heard a Lot of stories about those who tried and failed though (encrypting stuff, anti cheat schemes, pleading the community not to cheat and so on).
Feb 1, 2012 at 12:31 comment added Noob Game Developer "dont trust the client" is what I was thinking every one do but I got surprise when I saw the game has client-side loot generation.
Feb 1, 2012 at 8:31 history answered Valmond CC BY-SA 3.0