Re: for the cheating, the game creators have only themselves to blame
by
fel
08/13/2007, 9:05 AM #
Actually, that's really not true.
The game server is responsible for storing your stats, and it's been that way since Ultima Online, who learned the hard lesson from Diablo 1, which was full of cheaters (I know this because I was one of the coders for a UO emulator). Your stats only touch your computer as an update from the server, and there is no traffic in the reverse direction that would allow you to correct your server's idea of what your stats are supposed to be. I also rather doubt they use ints, as most stats aren't ever going to get above 500, much less above the +/- ~33k a short is going to cover. Really, I would assume they're using a byte-specified struct/union.
At best, the only thing that you can cause is "speed hacks", which involved moving a little faster than normal by exploiting the outer boundaries of how fast the server allows you to move, bondaries that are necessary due to latency considerations... and even that is usually detectable. Anything else is pretty much just exploitations of bugs in the game, which they eventually fix if it's severe.
Gold farming has nothing to do with amount of xp per day or amount of time logged on. It has to do with acquiring massive sums of gold, then selling them offline to people who don't feel like acquiring their own gold. To an extent, yes, it's Blizzard's fault for making high-end items so expensive (epic flying mounts are 5,000 gold, which takes quite a while to come up with, it took me about 2 months to make that legitimately for my first flying mount), but limiting play time or experience made is not going to change anything. If playtime were limited, gold farmers would merely use more accounts, and the price would probably rise slightly to compensate. Experience is entirely inconsequential to gold farming, most gold farmers are 70 and can't make any experience anyway.