Game Discussions Star Citizen Discussion Thread v12

"Star Citizen might not recover from this"

Rather dramatic.
'Recover'?

That presumes that all was well before, surely?

As an aside, I wonder what percentage of effort is wasted in putting out these incrementally variable releases and patches, and patches to patches. From my experience gearing up for a release was no small thing, albeit ours worked, delivered new features as well as fixes.
 
Great news! Trains and elevators being fixed:

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Ooooh!...The drama! PvP'ers accusing each other of cheating... :eek:

Never been done before

I'll have to pop round to the island shop to buy some fresh f***'s, I seem to have run out 😑
I know it's unnecessary drama, but it shows that SC engine still has full client authority - which makes those cheats possible. This means it's still the same old CE from 2008 or so and CiG has done absolutely nothing on it to make it properly multiplayer (other than the original LAN party use case for this engine).
 
One thing i've seen from the faithful regarding the cheating video is that once SC is ready for release everything will be checked server side, it will be fully server side authoritative.

Now, one thing they don't seem to consider is the more validation you push server side, the more network traffic you generate, and as we know, SC already suffers from a high network/server overhead, so it would be dumping more load on that, potentially leading to lower server tick rates and therefore more lag and bugs.

There are solutions out there, although some of them are not liked (eg: Denuvo) and bring their own problems to the table, but to give them credit, they know what they are doing and work hard at stopping cheaters based on years of experience. CIG would have to replicate that knowledge and experience and create something on a par... which i think we all know they won't be able to do.

Furthermore, even they can be got around by clever programmers or by holes in the defenses left by developers. Even protected games suffer from hacks, especially if the game is popular or... has a playerbase with a lot of disposable income, making it worth the while of hackers.

Hackers vs devs is a constant game of cat and mouse.

Sometimes the devs do score a win though...

Source: https://www.reddit.com/r/pcgaming/comments/118hqqh/valve_today_we_permanently_banned_over_40000/
 
One thing i've seen from the faithful regarding the cheating video is that once SC is ready for release everything will be checked server side, it will be fully server side authoritative.

Now, one thing they don't seem to consider is the more validation you push server side, the more network traffic you generate, and as we know, SC already suffers from a high network/server overhead, so it would be dumping more load on that, potentially leading to lower server tick rates and therefore more lag and bugs.

There are solutions out there, although some of them are not liked (eg: Denuvo) and bring their own problems to the table, but to give them credit, they know what they are doing and work hard at stopping cheaters based on years of experience. CIG would have to replicate that knowledge and experience and create something on a par... which i think we all know they won't be able to do.

Furthermore, even they can be got around by clever programmers or by holes in the defenses left by developers. Even protected games suffer from hacks, especially if the game is popular or... has a playerbase with a lot of disposable income, making it worth the while of hackers.

Hackers vs devs is a constant game of cat and mouse.

Sometimes the devs do score a win though...

Source: https://www.reddit.com/r/pcgaming/comments/118hqqh/valve_today_we_permanently_banned_over_40000/
That's just the haters throwing sand in your eyes. In fact the data transmitted today already contains all the necessary info to authorise the server to anything.
 
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