Gnizmo said:
NJ5 said:
I've never done any firefight with units in a fog of war. If anything, sending data for less units would decrease lag. I really don't see any benefit of receiving data for units which are so far away that you can't possibly see them.
Unfortunately it's probably possible to make a more advanced cheat which doesn't show when the player is looking at foggy places.
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Actually I think this works slightly better for cheating-ish. If the fog of war hid units from you then when being attacked from an attacker you couldn't see the client would just have to "trust" that the information is legitimate. I could see this leading to a cheat that would phantom up attacks from areas the defending player couldn't see since it has no way to verify that the units are really there. If it can verify then the cheats we have now would work just as well.
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That information could be revealed at the end of the game for verification (i.e. for you to see in the replay, if you or any anti-cheat algorithms suspected cheating). It doesn't need to be sent during the game, and certainly shouldn't be sent in order to avoid these maphacks or whatever they're called.
I really expected better from Starcraft 2's anti-cheating measures. If the software is designed so that you always need to receive all the data, sooner or later there can be undetectable map hacks, which are among the worst kinds of cheating.