Anti-cheating with the WorldServer (reconn post)
Quote:
In a MORPG context it's not restrictive, it's normal. How can you imagine different versions for server that run in the same persistant world ?
Well, the game I've been tooling around with the design for would have persistant player information, but not a persistant world. It would operate like current online shooters, only your avatar would improve in skill, and could obtain new equipment as it advanced. Maps would just be mission based objectives for which the player was rewarded, but not a persistant world to move around in.
So if the servers were required to authorize themselves, it would limit the places to play.
As for your security system, it's impressive. I can think of a few ways that with that and some simple secuirty (semi-intelligent point rewarding mainly.. knowing when the server is empty or local, etc) designed into the game dll that the whole system could be made fairly secure (for my game idea at least)