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by witty_username
3528 days ago
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> Many of the problems with cheating stem from the data passed between client and server. Though many of these design choices have advantages for other client performance/features, they allow cheating to prosper. Could you tell us more? What is one of these design choices? |
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World of Tanks BigWorld on the other hand (python!!!lol, they finally started porting it to C after >6 years ..) only sends location of players that are in your direct cone of view. Combined with low server tick time(10Hz? for comparison Battlefield now has 120Hz servers), parts of client still in python and sub par graphical stack results in enemy tanks popping in the middle of open field, or 1 second after you peek over the corner.
They even had forced delayed spotting because game client didnt cache enemy tank models and displaying it immediately would result in engine stall/fps drop. It only took 6 years to go from terrible to bad:
http://worldoftanks.eu/en/news/pc-browser/46/version-916-spo...