This deeply saddens me and I won't be using this exploit but it needs to be brought into the light. If you've ever lost, maybe you were cheated. This simple hack also works with more than just exploring.
External link →This deeply saddens me and I won't be using this exploit but it needs to be brought into the light. If you've ever lost, maybe you were cheated. This simple hack also works with more than just exploring.
External link →It's a feature, not a bug.
We all know already.
Nah, dev here, it's a bug, not a feature.
Please don't cheat.
Meh you think it's a bug, but that means your requirement is not correctly implemented for years now? So I disagree, it's a feature.
If it was a bug you would have fixed it ages ago.
We've tried.
So, if we could, we would, and do actively look into solutions when refactoring code in order to fix this in the future.
The problem is more about trying to find a balance between 'client-side' and 'server-side' operations.
While we'd like to have everything server-side, where the game checks with the server after every action, doing so would require numerous server calls, which might cause issues for players on weaker internet connections.
So, we consider it a bug and will patch it out whenever we can find a way to keep latency down. A fully server-side game isn't entirely out of the picture.
That's what I thought, it's an architectural problem. Fixing it creates other issues somewhere else. So it's a trade off between two evils.
As a suggestion, maybe add one extra server check after the first clouds have been revealed. That adds not much bandwidth right?
Perhaps. I know the team is looking into it, we've just got bigger fish to fry. Getting the spaghetti code to do stuff isnt always the easiest.