It would require the developers to host vast arrays of servers to store and process all inventory transactions made by all players. the way Bitcoin works), but data propagation and validation for those protocols is very slow and completely unsuitable for a performance-sensitive application such as a video game.Ī central server architecture is fundamentally different from peer-hosted architecture. There are theoretical and very complex protocols that combine peer-to-peer storage with peer-to-peer validation to prevent duping (e.g. But the minute you step from storing and computing entirely server-side, to trusting the client machine to do the storage or computation, hacking comes back. the Diablo II item duping), but modern centralized MMOs have mostly been pretty good at securing data against hacking. most MMOs) have been storing data on central servers owned by the developers. And even if you eventually identify an item as hacked, what do you do if it already belongs to someone else? Is it fair to remove an item from player B's inventory, if player A bought it from player B (who earlier got it from hacker C), and neither player A nor player B knew it was hacked? What do you do if someone already consumed hacked items to gain a level, but also consumed legitimate stuff? How to you decide how to "undo" the damage? You can easily see how this goes out of control.Īll games that have managed to secure inventory (e.g. A single huge batch of duped items can flood the entire world economy. speedhacks, or wallhacks) - these hackers only get advantage as long as their hacks run, and eventually detecting and banning them is usually good enough.īut this doesn't work for something like inventory duping, because hacking it just once is enough to cause permanent damage - the hacked items can be used, sold, bought, and spread among players to the point where detecting and identifying each item as "hacked" is impossible. This works fine for "transient" hacking, meaning hacking that needs to keep happening for the hacker to gain advantage (e.g. ![]() "Anti-Cheat" client-side solutions such as VAC or PunkBuster do not aim to eliminate hacking, but to make it difficult enough to not be worthwhile. ![]() No matter how much "anti-cheat" safeguards you have, eventually someone will figure a way around it, because they have physical access to the storage. ![]() The basic rule of control over game inventory, is: " If you have access to the machine that stores the data, you can hack it". On the plus side if people were to have admin commands during beta and they do give themselves all the good stuff then they are gonna understand how important them items are once there gone after release I would say for the purpose of beta it should be there for everyone to use my reason behind this :ġ.) If there is any bugs related to items and you lose something important then it makes sense to get said item back.and report the bug as well if you can re-create it.Ģ.) Some players especially casual players or people that don't have a lot of time on there hands may find that spawning the odd item in to progress through the tiers is beneficial for the use of beta testing all the tiers.ģ.) Why the hell not.I mean we all want to explore all the content that's in beta anyway before release and it speeds up the process.Īfter beta then yes i agree it should be removed completely from the game and you should be made to play the game as intended even if you are a server owner, but for beta then i don't think it hurts too much to let people have a little free reign on what they do i mean we have all waited long enough to just play the game so for beta just let people have access to all the commands so they can play how they want to till release and let them explore everything so they get a good feel for the game.
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