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AceQuorthon, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update

“Excellent Fallout series”

lol feck off

TheDarksteel94,

Do you think it’s bad? I’ve only heard good things about it 🤔

ThatWeirdGuy1001,
@ThatWeirdGuy1001@lemmy.world avatar

It changed a few small details like how becoming a ghoul works but other than that it’s really good.

Zahille7,

Nah, it’s good. Don’t listen to the salty “fanboys.”

There are literally like two discrepancies, but it’s really not a huge deal imo.

theonyltruemupf,

It’s as excellent as a live action adaptation can be.

AceQuorthon,

The Fallout fandom can be divided into two camps, Fallout fans and Bethesda fans. I don’t like Bethesda Fallout and from the little I watched of the show it wasn’t anything for me. 5/10 at best. I don’t care about ”the lore” or any discrepancies, I just thought it wasn’t very good.

Zahille7,

Lol shut up.

TheDarksteel94,

Ah, so it’s more like the vibe of it for you, I guess? I kinda get that.

helenslunch, (edited ) do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update
@helenslunch@feddit.nl avatar

I should be surprised that a bunch of nerds are fixing game-breaking updates in their spare time that were created by a multi-billion dollar corporation, but I’m not, at all.

Carighan,
@Carighan@lemmy.world avatar

Plus, this is Bethesda, and in particular their open world games. They have always been shit the fans had to fix if they wanted to play it, as the foundation was solid but the company didn’t do any actual development.

ICastFist,
@ICastFist@programming.dev avatar

When Bethesda began re-releasing Skyrim without ever fixing any of the many, many, MANY bugs, was when I realized they really don’t give a shit about quality. Unofficial Skyrim Patch has over a thousand bugs that haven’t been fixed by Bethesda, some as old as the original release.

ZombiFrancis,

This has been the gaming industry since the internet.

Back when gaming was still considered a niche pastime or just toys for kids, and the developers weren’t multi-billion corporations, the dynamic was one of a mutual love of the product.

That was like, barely a generation ago.

JVT038, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update
@JVT038@feddit.nl avatar

I’m on PC and I haven’t noticed anything changed. Literally. I don’t notice any bugs nor have I noticed a sudden improvement of my graphics. It seems to me that the 15gb that Steam downloaded, was just full of 0’s and don’t do anything.

Edit: Nevermind, apparently the new quests and items are part of the update, so in that case I have definitely noticed something lol.

changingfmh,

The primary issue on PC is that it broken F4SE, breaking a large number of mods and delaying Fallout London, a mod they poached developers from.

That, and loading times in some areas are suddenly a minute long.

Fredy1422,

yep, and im still waiting for the dev to update it (tediously painful he says.)

VindictiveJudge,
@VindictiveJudge@lemmy.world avatar

Every update breaks F4SE. Same with SKSE. Just wait a few days and it’ll be fine.

erwan, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update

What’s wrong, only that it breaks mods or does it break even for regular usage?

JakJak98,

Really it breaks f4se which is the script extender for mods.

And it takes me sometimes 45 seconds to a minute to load when returning to the Commonwealth or large buildings like the library or institute.

LodeMike, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update

Everything I hear about AAA games is just straight garbage

RaoulDook,

Mine works fine without mods on the next-gen update. It’s looking much better than before on my widescreen monitor. I used to need mods to make it work in 21:9 and unlocked framerate, and now it’s all supported by the stock game so I’m pleased with it.

I did have a crash to desktop bug until I disabled the Weapon Debris graphics setting though. That was my one lame hassle that happened with it.

UsernameIsTooLon,

You living under a rock? Ghost of Tsushima, Spider-Man, Elden Ring, God of War, Doom Eternal, RE8, and Tears of the Kingdom are awesome AAAs of just the past 5 years to name a few.

It’s just that bad games tend to get more publicity cuz the mob likes to shit on them. Tbh, Cyberpunk wasn’t even a terrible game, it just dropped with performance issues that took over a year to mostly fix.

I’ll give you that all recent Ubisoft titles have sucked though.

LodeMike,

Perhaps

derpgon,

I started to wait a year or two before I try them, that usually means they a) they got most bugfixes, b) additional content and c) they are on sale.

Omega_Haxors,

Because there’s a good experience buried under a mountain of extremely bad decisions. If the games lacked potential people wouldn’t care.

Default_Defect, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update
@Default_Defect@midwest.social avatar

Consider Tale of Two Wastelands if you have the Fallout and modding itches. I’ve got lifetime nexus premium back in the day so I loaded up a wabbajack playlist and was good to go in less than an hour. Otherwise, it just takes more time to follow a guide.

MonkderDritte, (edited )

Does wabbajack now work on linux?

Nobody wants to make a Linux build?

Default_Defect,
@Default_Defect@midwest.social avatar

I have heard of people making it work, but I can’t confirm for sure.

SquirtleHermit, (edited )

It does not. A bit of intense work arounds can kind of make it happen, but many lists just fail.

Best bet it to use a VM of Windows, (or dual boot or whatever). But if you use Virtualbox, dont try to use a shared folder to make moving the mods easy, it just crashes the whole VM. My lazy work around was to use sftp to move the mods after.

Ragnarok314159,

Be careful with your lifetime. Mine was “cancelled” after trying to do an account restore, and they gave me a few months free to compensate. Wish there was someplace else for mods that wasn’t run by scum.

drbluefall,
@drbluefall@toast.ooo avatar

Fallout really needs its own version of Minecraft’s Modrinth.

SquirtleHermit,

Capital punishment or Begin Again?

Default_Defect,
@Default_Defect@midwest.social avatar

Begin Again

AllonzeeLV, (edited ) do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update

The base game is prettier and more stable in my few playthrough hours with the update.

I miss mods, but this was a significant improvement to the base game imho, especially base visuals, and mods will come.

Honestly the last time I launched the game in an unmodded, un-community patched state, a couple years ago to be fair, it crashed every half hour or so for me from runtime errors, so this feels like a more stable bedrock on which to build.

Just one Bethesda fan’s perspective.

breadsmasher,
@breadsmasher@lemmy.world avatar

Not to come across as defending bethesdas awful history; having multiple mods can be precarious, especially if you dont manage the load order

fjordbasa,

My anecdotal experience- update looks and works great on my original steam deck. Of course, my limited experience doesn’t make it a good patch!

paultimate14,

I’ve seen several articles whining about this patch over the past several weeks. They all have the same vague complaints, but the only real tangible and provable one seems to be that some mods break, and Fallout: London was delayed.

I’ve seen claims of crashes and FPS drops, but no actual data or testing to back that up. It seems like a classic case of the Internet circling around and making something into a much bigger deal than reality.

Everyone I’ve seen commenting who has actually tried it themselves seems to have positive feedback. I installed it briefly on the Deck myself to try it out and it seems fine, although I don’t care enough to put in hours of proper testing.

Zahille7,

Sounds like normal gamer bullshit to me, lol.

Carry on with our days.

njm1314,

Really? Cuz I’ve had multiple issues since the patch. Crashes seem pretty much the same pre and post patch, but I’m having way more issues with freezes on loads and fast travel.

TheDemonBuer, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update
@TheDemonBuer@lemmy.world avatar

I wish I hadn’t installed the update. I was hoping it would make the game run better on the steam deck, but it’s actually worse. I think they’ve increased the graphical fidelity, but it’s come at the expense of the battery. I found a work around to get the game launcher to come up so I could lower the graphics settings to improve battery life, but that doesn’t fix the bugs. They seem to have gotten worse with the update. Never change, Bethesda. Never change.

herrcaptain, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update

Bethesda has so far stayed quiet about the update’s reception, so there’s no clue as to whether an official fix or even an option to rollback may be forthcoming.

My bet is they “fix” it in 6 months once most mods have been patched, this breaking them all over again.

njm1314, (edited )

Will they be patched? It’s not like it’s a current game. Came out like 9 years ago. I imagine a lot of these mods have been abandoned

herrcaptain,

Good call - that could be it for a good chunk of them.

FlihpFlorp,

I played Skyrim on and off (mostly off) starting about eeeh idk 4 years ago. Around November and a few months before that I got into the game again and decided to expand my mod list and go deeper into that rabbit hole. I’ve always played modded but it was pretty light stuff and nothing that required the script extender

Then they updated it and broke mods and just kept updating, so i bought oldrim and started again cus i only like to mod games that have stopped being updated for this exact reason

Klear,

I only play Skyrim in VR now and there’s zero chance they ever update that.

FlihpFlorp,

I would love to play Skyrim vr but my laptop is an absolute powerhouse and doesn’t have the right ports for my vive pro and I use a family desktop that my family uses for sports simulators for VR

the desktop is pretty good but it’s a potato for vr. Capable of running if I turn the settings low enough and long load times :(

I’ve tried adapters that didn’t work and a wireless attachment requires me to open up the laptop and there’s probably no room in there cus laptop

Klear,

Well, hope you can get it sorted at some point. I played through it on a 1660 with Quest 2 and it was amazing. The base game is a super lazy VR port, but a couple of mods can make it into one of the best VR games around.

FlihpFlorp,

Oh nice

But when I get a new computer (probably not for a good couple of years) I was gonna try to keep in mind the ports

I used to play vr on my vive but the slow loading times on the computer kinda made it slowly fall off

Plus all the games that currently have my attention are in pancake mode

dfecht,

I’d kind of been itching to revisit Skyrim after all these years; VR could be the way to go. Mind sharing what you’d consider the best VR mods?

Klear,

The big three are VRIK to have a body, HIGGS for proper hand interactions and PLANCK for physics. And you’ll want something for magic selection. I got used to the glyph-writing system of MageVR, but there are some selection-wheel based mods that are highly praised if you want a more simple, if gamey, system.

For more I’d have to look into my modlist but these are the must-haves IIRC. Maybe there’s something new too. The modding scene was fairly active last time I checked.

Unless there’s been a breakthrough, it’s best to stay away from melee combat, as that’s more than a little jank. I went with a lightning mage and had a ton of fun. Stealth archer is of course always an option, but I couldn’t be arsed to keep crouching IRL all the time

MonkderDritte,

Buy oldies on GoG, so you get control over versions.

Ragnarok314159,

The unpatched version of Fallout Tactics is incredibly fun. There are so many cool bugs that make the game more fun.

Blizzard,

It’s the modders who need to adjust the mods.

herrcaptain,

I mean, technically yeah - the criticism here is just that Bethesda chose the worst possible time to drop an unnecessary patch considering the influx of new players from the TV show’s success.

Zron,

Game came out 8 years ago

How many mod authors are gonna come back years after the last patch to fix their mods?

Bethesda screwed over the modding community

Blizzard,

It wasn’t unnecessary, it was definitely necessary and many people, including me, waited for it. It’s also the best time to drop the patch now that there’s the hype from the show. It’s unlikely to affect new players because it’s an issue with mods, not the actual game. Can’t image many players start a game for the first time and install mods but if anyone does that, there’s a warning. You can’t expect Bethesda to test the compatibility of their game with all the mods out there, that’s up to the respective modders.

herrcaptain,

You make a valid point, I just personally disagree that this was good timing on their part (and for the record I’m not downvoting you or anything). A better time would have been before the show dropped - granted, they likely didn’t anticipate its overwhelming positive reception.

I know I’m in the minority here, but I bought FO4 after watching the show and immediately installed the highest-rated mod pack on Nexus, assuming with a game this old it’d work great. I’ve been playing their games since Daggerfall and believe that modern Bethesda games are best played modded - at the very least with the unofficial patches that fix issues with the base game. I only found out a few days after starting my run that there was an incoming patch that’d ruin my fun.

Anyway - it’s not the end of the world. I’m used to patches breaking mods and having to replace them or wait months for them all to get updated. Just having some fun slagging on a publisher that, in my opinion, timed this badly. I don’t regret the 10 bucks I spent on the game, as I’ll eventually get back to it.

ICastFist,
@ICastFist@programming.dev avatar

The very least I’d expect is a patch note that fixes some long standing bugs that are yet to be addressed officially, but have been fixed in the Unofficial Patch. Here’s their changelog, afkmods.com/Unofficial Fallout 4 Patch Version Hi… , there’s one fix that was superseded by an official patch.

SquirtleHermit,

Yeah, its a good thing Bethesda games aren’t really known for having a vibrant modding community. Otherwise a bunch of headlines saying “new update breaks mods” might turn away a bunch of players who had originally played it on console and would have bought it on PC to try those mods.

Sarcasm aside, the amount of potential new players who changed their minds due to broken mods are far greater than the amount of new players who wouldn’t have gotten it if not for the update. If Bethesda dropped the update even a couple months ago, they could have had the best of both world. It was poorly timed, and definitely cost them sales.

amio,

Yes - unexpectedly, on a game that's pretty much a decade old. Modders are not expected to maintain stuff that long, because when does that ever happen?

Then it's just... badly executed at that.

Blizzard,

Modders are not expected to do anything, there are also not a factor here as it’s not their game and the developers don’t need to check up with them. The update however has been 2 years in the making so hardly anyone can be surprised, especially modders.

KingThrillgore, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update
@KingThrillgore@lemmy.ml avatar

Oh man the Starfield modding scene is going to be a fucking ghost town.

kbin_space_program,

It already is. Check it out on Nexusmods. I did so late last week and they couldnt even fill 1 row of new mods this week. Even Morrowind still gets that done.

FenrirIII,
@FenrirIII@lemmy.world avatar

Have they released a creation kit for Starfield yet?

Default_Defect,
@Default_Defect@midwest.social avatar

Nope.

p5yk0t1km1r4ge,
@p5yk0t1km1r4ge@lemmy.world avatar

“Soon”. That’s all we got to go on. It’s coming “soon”.

FenrirIII, (edited )
@FenrirIII@lemmy.world avatar

Soon ^^TM

kbin_space_program,

That never stopped any previous Bethesda title from being modded.

TheControlled, do games w The Divinity: Original Sin board game took 6 years to make because Larian was determined to do right by the series

Larian is the new CDProjectktRed. And by that I mean they are projected to be a perfect, infallible, manifestation of developer perfection that gamers will worship and praise blindly until Larian proves themselves to be mere mortals by making a mistake.

ILikeBoobies,

Except the Witcher games consistently failed to live up to expectations

I think they are the next cdpr in the sense that they are AA

UndercoverUlrikHD,

In what bizzaro world did the witcher series fail to live up to expectations? The first one was a masterclass of atmosphere and had zero expectations, the second were just fine and the third one still is the gold standard for quest design in open world games.

ILikeBoobies,

Third had a pretty buggy launch

1-2 were just buggy and full of jank

UndercoverUlrikHD,

Buggy like most ambitious open world games, but still perfectly playable. It certainly lived up to expectations, it was one of the most praised games of its time, more than what I’ve seen about BG3. Granted I don’t follow the industry as closely as I did back then.

Just because you didn’t like 1 and 2 doesn’t mean they didn’t live up to expectations. CDPR was nobody before witcher 1 and a small studio before 2, so I really don’t get how they didn’t live up to expectations for those two games.

p5yk0t1km1r4ge,
@p5yk0t1km1r4ge@lemmy.world avatar

Not a good precedent.

aStonedSanta,

Thankfully I’ve loved them for like a decade now so. It’s okay if they topple I saw them rise 😆

Kecessa,

This is true if you ignore that their history starts in the 90s with some pretty average games, not in 2017…

TheControlled,

You’re thinking too literally.

rustydrd,
@rustydrd@sh.itjust.works avatar

Their future mistakes notwithstanding, I can still appreciate the good work they’re doing now.

CosmoNova,

I‘m starting to get the impression people build them up precisely to watch them fall and kick them down. It‘s in our DNA, I‘m afraid. I mean the praise they get for the most mundane claims (and often they are just that) is ridiculous to the point they‘re becoming the developer version of the life of Brian. And deep down we‘re already anticipating to watch them bleed out at a cross.

Cheems,
@Cheems@lemmy.world avatar

“by making a mistake”

Is a bit of a understatement I’d say.

toxicbubble,

same with naughty dog 😂 I’m waiting for Insomniac to screw up next (hopefully not)

Cowbee, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update
@Cowbee@lemmy.ml avatar

Happens every time, especially if it has been years since the last update.

MonkderDritte, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update

Damn and the next one for Dragon’s Dogma 2.

Those flickering shadows you get whenever a light source moves—like, you know, the sun

🤦‍♂️

FluorideMind, do gaming w Fallout 4's most popular mods are now ones that remove Bethesda's disastrous 'next gen' update

Killed abandoned mods for money.

Naz, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

Yeah honestly, I bought Tarkov second-hand for $8 and even then I felt like I was getting ripped off.

It’s probably not news to anyone but the game has extremely lax anti-cheat controls.

As for why people would cheat in an online game, it always seems obvious from a psychological standpoint, but the cheats for Tarkov are so egregious they’re like full blown developer offline DEBUG TOOLS.

I don’t mean “oh no, aim assistance, and they can see you through walls” – the cheat tools are hooking into features of the GAME ENGINE ITSELF, allowing players to see:


<span style="color:#323232;">PlayerName, Current HP, Current Level, Full inventory contents, currently equipped weapon, position, heading, estimated value of inventory, estimated value of your account, age of account creation, and so on.
</span>

They can also: Teleport, FLY, increase or decrease their run speed, jump height, and so on.

The cheaters are basically running around with admin privileges in the game, and the developers don’t give a flying fuck. It’s like GTA5 levels of cheating.

Why would anyone play such a game, much less pay $150 to be abused by people? You can slam your dick in a car door for a lot less.

semperverus,
@semperverus@lemmy.world avatar

Whats sad is that people keep wanting more client-side anticheat to fix this, when the real answer is server-side anticheat and changing the engine to stop being so leaky with that much information.

huginn,

It’s easy to just handwaive and say “Server side will fix it” but here’s a major issue:

You have to render people in before they appear. How do you do that without the client knowing where people are?

thantik,

You do something called raycasting to determine visibility beforehand, and don’t render anything not visible.

misterdoctor,

lol raycasting isn’t optimized for server side deployment, it would increase the poly count of the mesh tenfold, which would in turn increase average ping and fps. Couple that with the client side rendering problem and I don’t know anything about development just kidding

huginn,

Your suggesting the server maintain a real time render for every single player and somehow manage to get the data back to them in less than 17ms so that they don’t have empty frames that suddenly become people?

Because that’s a ludicrous requirement in terms of latency (ping is totally reasonable at any value under 100ms) and server capacity.

Because your solution sounds like it would cause popping constantly and be a major burden on the server, which is already the largest overhead on a released game.

30p87,

By rendering people, as in sending data about an object that should be rendered, in a few pixels before they would be visible. And not at all on distances, without a scope (as they would not be visible). Footsteps etc. could be represented by two noise levels precalculated by the servers very roughly, so you can tell someone is there behind you, but a cheat could not determine where exactly.

huginn,

You want a server to determine if a player should be visible (ie render each player’s perspective) and then get that back to them right before someone walks around the corner? With latency you’d need to render people in at least 200ms before they appear… Which is still plenty of time for a hacker to flick to them and kill them.

30p87,

True that, but I imagine such sudden flicking to seemingly random positions to be much more obvious than if the hacker had 10 seconds to see the player, tactically preaiming a corner pretending to hold an angle to then be lucky and hit a shot. Would be harder on games with smaller maps, CS like, as holding angles would be much more common than in open worlds - eg. Tarkov.

huginn,

My point was that you’re multiplying server costs several times to do that complex rendering and still not solving the problem.

ProgrammingSocks,

If the trajectory and speed says either the client or another player will cross a wall soon where the player sees them THEN it could send the data to the client. You need some tolerance for ping up to maybe 200ms but that’s it. Wallhacks could give you at most a flash of a couple specific people.

huginn,

You need to account for every gap in the wall, nook and cranny and peephole for these sightlines. You’d have to bake so much detail into every calculation server side that it would effectively be rendering the entire map to host a single game.

ProgrammingSocks,

It could be a client-side check with verification on the server. Basically transmitting which places are in view. Ray casting like the other person said. Not raytracing which is much more computationally intensive. A server side check basically so that the client can’t just say they’re looking around every corner at once.

huginn,

But then you’re adding extra latency to all visual calculations.

Your client needs to know if something is visible within the framerate of their PC.

You cannot do that fast enough.

ProgrammingSocks,

Why not? More computationally intensive things are done to calculate lighting in a lot of modern games as I alluded to. Yes it would increase the load on your CPU but that’s less of a problem nowadays with higher core counts and clock speeds and it’s not like modern anticheats don’t steal some CPU cycles already. I think you underestimate the power of modern computers. I’m not trying to be condescending here but it is worth remembering that gigahertz means BILLIONS of calculations per second.

We’re only talking in theoreticals right now anyways, it is entirely possible that a game studio has tried this and it hasn’t worked, I just don’t put a lot of faith in modern game companies.

huginn,

You cannot break the speed of light with computational effort.

You’re saying that you want to have a round trip from client to server and back happen in-between frames.

You cannot do that. Period. You will not ever have latencies that low.

Even if you frame lock it at 60fps that means you’re calculating views, sending the data up the tube, checking it on the server, responding back with all the data about the new character that should appear and then rendering the new guy within 17ms.

That is physically impossible.

ProgrammingSocks,

That’s why I already proposed tolerance for ~200ms with trajectory projections

huginn,

So you’re going to take all the places a character could be in the next 200ms, do Ray casting on all of them and send that data to the server to check every 17ms?

While the server also does that for 15 other players at the same time.

Do you know what algorithmic complexity is? Big O notation? If so - that’s a n³ * 15m³ problem space that you’re expanding out across 200ms every 17ms, where n is player locations possible in x/y/z and m is the other players locations. Physics collisions are usually the biggest drain on a computer’s cycles in game and in the worst case that’s n² complexity.

You’re talking insanely taxing here.

ProgrammingSocks,

It’s mainly client side not server side. I’m not typing out an essay for you about a random ass idea I had one day on a forum.

huginn,

I’m just baffled by the idea. No need to defend it though, this is all arbitrary anyways. It’s not like anyone is going to do this.

ProgrammingSocks,

True, I’m of the belief that gaming companies aren’t too fussed about cheaters if they’re bringing money in some way.

ColonelPanic,

There are many ways of doing this. I know the source engine uses visboxes, which are calculated once at map compile time. It takes a while to compile, but it means that clients can use the pre-compiled data to calculate parts of the map that are visible and the server can use them to determine what the player can see at a given time. I’m not sure whether it does that or not, but it would make sense to use that data.

jjjalljs,

I don’t know game development but uh do you? What are you rendering when the player can’t see them? I might legitimately just not get what you mean

huginn,

You constantly have to render people in when they can’t be seen but will soon be seen. Which also means instead of keeping track of just locations the server needs to render the scene in sufficient detail as to determine sightlines.

Usually games just do this by sending info to clients of where everyone is and letting the clients render people in when the client determines that the sightline isn’t interrupted.

Some games will just not send the positions until they’re within a certain range of each other, but I’m a realistic game like tark you’d need several kilometers of info in case someone scoped in.

If you don’t do this correctly it leads to characters popping into existence from thin air

ShortN0te,

You could use things like ray tracing to determine if one player can be seen by another on the serverside and only send packages when they can see.

But to resource heavy to do that.

Edit: Thinking about it, you simply have to render the whole map with all players server side and based on that determine which players can see each other and based on that send the information to the clients.

huginn,

You do see why that’s a serious issue right? Before the Server did nothing more than maintain a list of x,y,z coordinates of player positions. Now it’s rendering the entire game space and doing 3d calculations.

That’s several orders of magnitude more complex and costly.

ShortN0te,

That’s exactly what i said.

Still no reason to put a root kit on the customers PC.

huginn,

There’s no way in hell you’ll ever get a game company to agree to that. You’re talking 100x the expense of running a server at a minimum.

Crackhappy,
@Crackhappy@lemmy.world avatar

Hell. I have enough trouble knowing where I am much less predicting where other people will appear.

cbarrick,

Cheating is such a hard problem.

Like, this is what leads to invasive client-side anti-cheat. Which also happens to be one of the main blockers for OS portability.

But if you make it so that the server has to constantly validate the game state, you get terrible lag.

You really have to design your game well to deter cheaters. And you have to empower server moderators to ban cheaters. This sorta implies releasing the servers so that communities can run their own instances, because these studios don’t have the resources to handle moderation themselves.

bountygiver,

the validation shouldn’t cause too much lag since game needs to sync up the game states anyways, which is an operation that is inherently way more expensive than any validation anyways (since each frame of the following game states need to adhere to the game rules anyways, there’s already inherently some form of validation). It’s more about not trusting everything the client says the game state should be.

Jorgelino,

I mean, i’d argue that a car costs a bit more than $150, but i see your point.

themusicman,

Call an Uber

Crackhappy,
@Crackhappy@lemmy.world avatar

I’d rather pay someone else to slam my dick in a car door for 150 clams.

helios, (edited )
@helios@social.ggbox.fr avatar

Cheaters are a big problem in this game. To experience the cool parts of the game without all the bulshit, there is still SPT-AKI for playing solo and also the SIT mod for PvE multiplayer coop.

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