• MudMan@fedia.io
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      1 day ago

      Most games I know about do both, but my understanding is it’s hard to stop some of the client-side stuff server-side.

      Look, we’ve been here before. I’m not super invested in multiplayer stuff, so I don’t care that much, but I am old enough to remember when gamedevs would not even try crossplay and just let the PC be the wild west when it comes to cheating.

      I didn’t necessarily hate it. I lived in a world of dedicated servers where moderation and security came down to some kid in his underpants being pretty sure he didn’t like you and kicking you out. I’m guessing there’s a bit too much money and too much of an expectation of free-form matchmaking for the mass market to go back to that.

      But hey, I’m not a security software engineer and I’m not excessively involved in competitive shooters, which seems to be where most of the problem happens. My interest in this is having enough PC security for crossplay to make matchmaking in fighting games less of a hassle than it used to be in the Street Fighter 4 days. You sweaty FPS nerds can do whatever, as far as I’m concerned.

      • Flyswat@lemmy.dbzer0.com
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        1 hour ago

        Cheating could potentially also include console players. All consoles have been jailbroken and all it takes is sufficient interest to have someone make cheats that could be injected on top of the running game.

      • rockSlayer@lemmy.world
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        1 day ago

        You’re right on all accounts, I oversimplified for humor. Server-side IS more expensive and does exist in limited ways. Rolling matches on dedi servers are highly profitable, unfortunately the old school days of matchmaking are over for everything except indie companies that want to replicate the nostalgia