I don't have figures for ED, but an estimation from an article of gaming magazine. According to that you could expect at least one hacker per 64 player server in Battlefield 4. And that is despite the game using an anti-cheat system.Out of curiosity, just how many players do we think are cheating in this game? I find it odd that most people interested in a game like ED would then forfeit their opportunity to play by using cheats. It's not like we're talking about Fortnite here.
There is no subjectiveness to that. FDev makes the rules. "Re-logging" is working as intended, while gaining a G5 roll for G1 mats was not.You draw your line in the sand, I'll draw mine. Habitually instance flipping to gain favourable odds is no different to the 5-for-1 engineering exploit which was punished by removing the affected assets, or mission board flipping, which was closed. It is another loophole that needs to be fixed.
FDev could add random server checks for certain values. To not add any delay to the p2p system, they could use the data to find inconsistencies and take actions "some time" later.In a p2p environment, each client maintains its own state and they somehow synch it together, but you have no control over any client nor what they do with their respective routers, (e.g. are they blocking each other?). from a security perspective this is a nightmare.
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