Sounds are core to shooters and very much within the expected abilities of the players to hear them. If anything, I'd incorporate this kind of indicator in the game itself, allowing for deaf people to "hear" footsteps…
After you click, the character will begin to turn, which can take several hundred ms. A delta of couple ms compared to the time it takes to turn is completely negligible and even an inch better positioning of a…
You already know where an enemy is if you hear them behind the wall, you don't need a cheat to tell you that there is noise coming from other side of the wall. The server also doesen't need to tell you they are behind…
I think anything that relies on reflex alone is flawed design. You can design around this, by for example in Dota2 it doesen't matter how fast you click an entity, because the turnrate of your character is limited, so a…
I think the moment you accept data from the client as truth you've lost the battle already, everything else is just damage control. Loads of games have realized this and kept checking game rules on the serverside and…
At least where I live you can hire an accountant from an accounting company for $n/hr so you can ask them >"hey, can I do this?" <"no, you'll need fields from forms X,Y and the price needs to be at least Z with them"…
Quite. I remember one of my first corporate customers who was very suspicious of $2K/week, because nobody could do that for that cheap they said. It was nothing extraordinary, just some integration work, tests etc for…
Not only that, it can be infeasible for a single-passenger as well. There's only the train available here, and I need to be ~400km away every couple months. Most of the time tickets are ~40€, but sometimes they're 200€+…
Sounds are core to shooters and very much within the expected abilities of the players to hear them. If anything, I'd incorporate this kind of indicator in the game itself, allowing for deaf people to "hear" footsteps…
After you click, the character will begin to turn, which can take several hundred ms. A delta of couple ms compared to the time it takes to turn is completely negligible and even an inch better positioning of a…
You already know where an enemy is if you hear them behind the wall, you don't need a cheat to tell you that there is noise coming from other side of the wall. The server also doesen't need to tell you they are behind…
I think anything that relies on reflex alone is flawed design. You can design around this, by for example in Dota2 it doesen't matter how fast you click an entity, because the turnrate of your character is limited, so a…
I think the moment you accept data from the client as truth you've lost the battle already, everything else is just damage control. Loads of games have realized this and kept checking game rules on the serverside and…
At least where I live you can hire an accountant from an accounting company for $n/hr so you can ask them >"hey, can I do this?" <"no, you'll need fields from forms X,Y and the price needs to be at least Z with them"…
Quite. I remember one of my first corporate customers who was very suspicious of $2K/week, because nobody could do that for that cheap they said. It was nothing extraordinary, just some integration work, tests etc for…
Not only that, it can be infeasible for a single-passenger as well. There's only the train available here, and I need to be ~400km away every couple months. Most of the time tickets are ~40€, but sometimes they're 200€+…