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回報翻譯問題
Play with people you know and tell them not to cheat. Learn how to not care about what others do, with their games and on their servers.
Right now Crate is small studio and cant waste resources and time in all directions.
And let's establish that online-only features are off the table (not that online-only can completely deter cheating anyway).
Modded worlds are meant to be played via Custom Game, where the saves are stored separately. Anything being used right now is hacks, and trying to stop those is a big lesson in futility.
We may, at some point, implement something trivial that would, as you say, deter the low-key cheaters in MP, but there is nothing that can be done about copying local files that would not get in the way of legitimate intents or modding. Anything we implement will be circumvented shortly after release anyway.
Torchlight 2 had a flag that would mark players as cheaters if they edited files or ran mods. That check was cracked within a week of the game's release.
I'm sorry your friend was lying to you, but there is not going to be a patch for weak wills.
At least I'm not demanding ridiculous things from the developers, that ultimately accomplishes nothing whatsoever.
And yes, I do think the issue is how you play the game. Or rather, that you keep playing with someone you can't trust and for some reason believe that you will suddenly be able to trust them if the developers implement anti-cheat.
That's not how that works. He lied to you once - What makes you think he won't do it again, the second he finds a way (Which he will) to circumvent the futile anti-cheat?
Best way to avoid cheaters? Play with people you know. If they cheat anyway and that's an issue for you - Get new friends.
Plus somewhere on here in another thread I made a suggestion that a CRC(that's probably not the right term) of the players saves could be uploaded to say something remote like the steam cloud when exiting to the main screen. When the player loaded their character it would check to see if the character was modified. Players couldn't hack an anti-cheat flag like in torchlight II on their characters, if it wasn't stored locally.
Edit: Preferably anything done should be optional.
Server side file checking is ridiculously futile. Especially if it's optional.
As for your suggestion that your "friend" would stop cheating if it became too complicated... He knows how to google, right? All it takes is google and one guy making a trainer and every effort the developers have made has been for naught and you would be playing with a cheater again and be none the wiser.
There's only one way to "stop" cheating and that's server side data storage and that is a bad thing for longevity. That is, it costs money to keep going, is more prone to failure than local storage (Manual backups are far more reliable and don't require online access to use) and the game might stop functioning entirely once the servers are shut down or if the developer goes out of business.
I'd rather risk cheaters and police my own games than waste the time of developers and end up with completely broken games a few years down the line.
And they were more or less the same size of Crate?
I'm pretty sure I specified that sever side storage was an issue years down the line? Longevity is quite an important aspect for me.
I wouldn't be playing the original Diablo to this day otherwise. Had it handled it's data exclusively server side, then it would have been hopelessly broken and in need of extensive reprogramming to get functional. I don't like that.
Besides, the question is not whether they can afford it. It's why they should even bother in the first place.
Something optional, that if servers were down you could choose to continue anyway at the expense of losing that flag when servers come up. Nothing is perfect.
I think you grossly underestimate how easily things like that are broken. Especially if they're optional.
Case in point:
That's how much use you have of those. 1 week without cheaters - If even that.
Even if it's remotely stored, they would just have a program that stores the "safe" flag separately and match it with the remotely stored one when requested. No system like this is fool proof. The only way it can stop cheating is to check other programs interacting with the game and even that can be circumvented and needs to be updated to remain effective.
It's more effort than it's worth for a game that's not competitive in the slightest.