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msy

Is it true that more parts are going to be dealt with at client side rather than server side?

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Some of my friends are always complaining the cheating in DAYZ (SA not mod) and they tell me that looting, location of other player and zombie attacking are all processed at client side therefor it is very easy to make loots magnet,show other's potision and make yourself zombie proof, and what's more is there will be more and more parts operated at client side.

Are they right? I always thought all of these are handled by server side.

Now I read confirmed upcoming features for dayz again. I hope even this anti-cheating work may delay the later game version, please get this work fine first. Cheating ruins everything.

Edited by msy

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Some of my friends are always complaining the cheating in DAYZ (SA not mod) and they tell me that looting, location of other player and zombie attacking are all processed at client side therefor it is very easy to make loots magnet,show other's potision and make yourself zombie proof, and what's more is there will be more and more parts operated at client side.

Are they right? I always thought all of these are handled by server side.

Now I read confirmed upcoming features for dayz again. I hope even this anti-cheating work may delay the later game version, please get this work fine first. Cheating ruins everything.

 

The complain about cheating, but seem to know everything about it......

 

is it just me who thinks something else?

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The complain about cheating, but seem to know everything about it......

 

is it just me who thinks something else

I've never cheated in any multiplayer game and could walk you through how cheats work at the code level in many games that rely heavily on a scripted language. Just because someone is smart and curious about how things work doesn't really mean anything. I've written Arma missions that were thousands of lines of code and contain a ton of things that could be used to cheat.

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I've never cheated in any multiplayer game and could walk you through how cheats work at the code level in many games that rely heavily on a scripted language. Just because someone is smart and curious about how things work doesn't really mean anything. I've written Arma missions that were thousands of lines of code and contain a ton of things that could be used to cheat.

That man said to me: As an FPS game, the location of players stored at the server side all sync to the local client side, therefor cheaters can acquire other players' position without strain by extracting the ring0 permission to read the memory data of dayz client exe. file. Eventhough you set the server data encrypted the cheater still can find players' position due to those data will be sent to client side then cheaters can read them from his memory data directly. At last he said all the game has no way to avoid wall hack.

Is he convincable?

Edited by msy

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Is there any black fog conception in the game or if it it posible to add black fog into the game? Will this reduce cheating like wall hack and loot magnet?

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