• OsrsNeedsF2P@lemmy.ml
    link
    fedilink
    arrow-up
    48
    arrow-down
    1
    ·
    edit-2
    1 年前

    It also doesn’t work. I know that’s what the parent comment said, but it’s a total scam at the company level too.

    “Oh, server networking is hard to do right. Let’s do it client side”

    “Oh, people are cheating. Let’s add anticheat”

    Ensue 3 years of fixing network consistency bugs and playing whackamole with cheaters

    I’ve developed games where the client is the source of truth, and games where it’s the server. It is almost always better to do anything that will be developed for more than a few weeks serverside.

    • Aniki 🌱🌿@lemm.eeBanned
      link
      fedilink
      English
      arrow-up
      21
      ·
      1 年前

      Also from an engineering perspective it makes LOADS more sense as you can apply patches to the servers instantly vs. requiring the users patch the game themselves.

      • ikidd@lemmy.world
        link
        fedilink
        English
        arrow-up
        4
        ·
        1 年前

        Also, you can control the variables of the system it’s running on.

        Of course, it means when you fuck up, it affects everyone at once.

        • Aniki 🌱🌿@lemm.eeBanned
          link
          fedilink
          English
          arrow-up
          4
          arrow-down
          1
          ·
          1 年前

          But with journaling file systems and kubernettes orchestration it’s SO easy to revert changes with modern day Linux.

          • ikidd@lemmy.world
            link
            fedilink
            English
            arrow-up
            4
            ·
            1 年前

            Oh, absolutely. I can’t believe we deployed web apps on IIS for instance. What a shitshow that was. If you can run the important bits on something predictable like linux with all the serverside tools that gives you, why wouldn’t you.