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crzydroid
6 years agoHero (Retired)
So if I follow this correctly...you are having some random person's phone run battle simulations for other users every single time any user finishes a battle? That seems a million times less practical and efficient than running it server side, not to mention really sketchy. You would also have to send the data on the the gear levels, etc of the team used, since each client is usually synced up to that player's own data.
Also, it's based on the assumption that running an active simulation is the way they detect cheating. I would think there are less computationally intense metrics they could compare the result to.
Also, it's based on the assumption that running an active simulation is the way they detect cheating. I would think there are less computationally intense metrics they could compare the result to.
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