Now if only they could more clearly communicate when games are playable offline.

  • Maxxie@lemmy.blahaj.zone
    link
    fedilink
    English
    arrow-up
    2
    ·
    2 days ago

    Don’t tell the client what’s going on outside its vision, I suppose? Add a small buffer to compensate for latency, so wall hack would be more of a “corner hack”.

    • DreamlandLividity@lemmy.world
      link
      fedilink
      English
      arrow-up
      5
      ·
      edit-2
      2 days ago

      I mean sure, that is how some (mostly strategy and tactical) games do it, but for an FPS, figuring out where the buffer should be would be a programmers nightmare. I guess you would have to try to calculate all possible lines of sights a player could have within some buffer time (100-1000ms) and then all players that could in theory enter them… Add physics and it is practically impossible.

      Also, corner hack is useful enough and it does not address aimbot. IMO the answer is some combination of human moderation and ability to play with “friends” instead of randos. E.g. you could ask people to like or dislike a player at the end of a match and try to pair players that liked each other in the past.