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Bir çeviri sorunu bildirin
As a developer you can make it harder for people to cheat, you can incorporate better cheat detection and prevention into your game but you will never ever "fix" cheating, that is just not possible neither in The Division or any other online game.
Anyone believing otherwise is just being delusional.
Last time I played wow the popular thing for chinese farmers was glitching under the ground and then using speed hacks to teleport around the zones instantly collecting resource nodes.
D3 is just as easily hackable.
True, but you can also make it a lot easier for cheaters, and that apparently has happened with The Division. I don't know whether the DZ-pvp was a last minute decision maybe, or something else funky happened (e.g. have the trainee design what gets managed by client and server), but it's a fact that you can Google yourself a hack within seconds and apparently run it at no risk in no time.
Reading on Reddit that caught cheaters are only banned for 3 days (and are NOT perma-banned even if caught a second or third time), gives me the impression that Upsisoft and Massive care more about other topics, e.g. bringing us Incursions.
I for my part still go to DZ (until I have other content), but as soon as I see clear evidence of a cheater (teleporting, no-clip-warping, 3000 RPM on an M44, etc.). I immediately switch servers. Sad thing is that some gaming sessions I spend more time switching servers than actually playing the game.
Lets just act as if Diablo 3 didn't have a massive cheater problem on the PS4 and look into that kind of thing.
The only way to make a game absolutely and 100% save from cheating would be storing absolutely all and every data that is even remotely important on the server side and yes for some games that is a possibility.
It does however also come with a huge amount of technical problems especially for multiplayer games like The Division ultimately is. And that doesn't even account for the huge cost fully server sided data and calculations come with, something that devlopers regardless of small or big generally aren't very fond of.
All true what you are saying, but then I ask:
* Why would you EVER save e.g. player health client side in a multiplayer online game?
* Why wouldn't you occasionally do reasonability checks on player position changes?
* Why wouldn't you include industry standard anti-cheat packages from the start, packages that already detect most aimbots out there?
* Why would you save RPM and ammunition data client-side? RPM changes only occasionally when you switch mods. Yet, it was one of the first stats that would be regularly hacked using the "standard tools".
* Why would you ban people clearly using cheat software only for 3 days?
* Why wouldn't you perma-ban people who got caught more than one time?
* Why would you take 2 weeks to fix an obvious exploit probably ~50% of all players were grinding all day?
* Why wouldn't you fix e.g. the bugged Reckless talent (where you literally only have to change a plus to a minus) since at least 3 patches?
* Why wouldn't you fix the Rehabilitated talent that allows Rogues (cheaters or not) to hit somebody and simply run straight north until they get the XP for free, not having to worry about roaming NPC at all?
* .... and I could continue the list, but I guess I made my point.
The problem is not that everything needs to be put server side, but when The Divsion puts things like ammo and hp client side, that's pretty dumb. That is on a level of not even trying. There are other things, like GMs and live admins. Generally, one massive thing that could be done, would be enforcing remote ini/cfg files. Pretty, much there is no really good reason to have settings files not remotely stored. Ye sure, it would cost a bit more for the devs, but it would almost annihilate cheating in 99% of games. If you don't believe me go look in to this.
Point is, cheating isn't super hard to stop, it's just cheating tends not to effect sales very much, so why would a publisher/dev care to invest money into tackling it?