Forum Discussion
6 years ago
"Ladislav;c-1938032" wrote:
If we cannot trust data sent from cheating device, there will always be a loop hole.
You must have missed something in the description, but this is the precise problem that you solve by redistributing the check to other clients. You can't trust the local client to validate its own battles, it needs to send the battle data to the server, which then randomly distributes validation of the battle to other clients. Client-side detection is a non-starter unless the client is validating OTHER peoples' battles.
It's also likely not against any sort of app store policies: it's a game that already sucks up an incredible amount of battery with the 3d graphics alone, and you only need to be validating battles while the app itself is open/the user is engaged. These battles don't need to be validated quickly or at any particular time, once you catch a cheater 1 time and suspend the account it's months or years before they get back to doing it again on another account at that same level. Simulation calculations take up only a miniscule amount of battery compared to the 3d graphics and display related to the game.
Featured Places
SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.Latest Activity: 11 minutes agoCommunity Highlights
- CG_Meathead10 months ago
Capital Games Team