Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Only way to fully prevent cheaters is to store player data and manage everything server side. So you end up having a constant WebSocket connection to their server (just like chat right now), and whenever you do something in the game, you send data to the server, the server processes your data and optionally sends a response back to you and others when you are in the same pool (chatroom for example). And with a certain interval the server might push out data to you to make sure the server and client is in sync, or create a log up to 5 or 10 seconds into the future where the server calculates when and which heroes attack which enemy and vice versa, including gold drops and damage numbers, and the client will simply play that log.
You can imagine when the server has to calculate the game for you and thousands of other players, that the developer needs a beefy server and network to handle all the data, calculations and amount of connections, and possibly different locations across the world for low latency. Also security and performance becomes really important. It requires a certain expertise to say the least.
Well so far my knowledge on the matter...
I am not sure what the next move will be from the developer. Indeed it is somewhat concerning if these cheaters keep appearing when new multiplayer content comes out. Especially something like a world boss. I would turn "world boss" into a "guild boss", so players can keep their guild free from cheaters and simply work together to get the boss down. That would be one solution where the players themselves have control to block out cheaters from their game and yet still have this sense of team work with other players to beat the boss. And those are my 2 cents on the matter. :D
Keep in mind that hackers exist in everything, even in Fortnite or World Of Warcraft. We know for sure our capabilities and i cannot say that we will prevent hackers 100%, no game company does, even Steam was down yesterday and all game companies have the same issues.
What i can guarantee to you though is that even if someone bypasses the anti-cheat mechanism that we have, he will get banned from the server side in the features that we work. Also Steam provides the VAT tool. Which means that as soon as we launch these features we will be able to report these players directly to steam and they will get banned from Valve itself.
There is a constant battle between software companies and hackers. We can only do our best and use the tools we have against them.
Playing legitimate will always pay off since the main reason you play the game is because you like it, cheating a game except of being a challenge for someone is not fun at all. That's why a cheater always leaves the game after makes his try. So by any means, in the end you, the legitimate players will be ones that will have fun, not them.
What happen yesterday make me very uncomfortable. The person who hack the game yesterday was challenging the dev and he even ruined the world chat room. Glad that the dev react fast and take care that situation for temporary and I will still be here supporting the game.