Original Post — Direct link

Can we finally hope to get an architecture, where maphack would be impossible?

Fully serverside map where client can't be exploited in any way.

Was there any info about that, considering a competitive nature of the game?

External link →
over 1 year ago - /u/Frost_monk - Direct link

Originally posted by sh1RoKen

Moba is an RTS where you usually control less units. It is literally how it got created.

You can launch dota, spawn 200 broodmother's spiders and the game will work just fine without being exposed to maphack.

Calling something nonsense, "games are different" and "you don't know what are you talking about" are not arguments.

If you can present an actual technical limitation instead of insulting me or calling games "different", I will listen.

Neither the client-server network model that MOBAS, RPGs, and FPS generally use nor the lockstep model that RTSs (and some sports games) generally use is inferior to the other. They're just two different tools to solve different problems in the same way you'd use a hammer for a nail and a screwdriver for a screw. Every game chooses a network model that suits them the best.
As many have mentioned in this thread, the number of units in an RTS is the limiting factor, and while we did some early experiments with client-server, we found it to be unviable for large-scale RTS games that can potentially have thousands of units. If I recall correctly, in our crude tests, 300 was around the magic number, though I'm sure we could have minorly improved it with some optimizations. If we used client-server, with modern internet speeds, games would begin to become unplayable at around that number of units.
Lockstep networking is actually one of the primary reasons multiplayer RTS games are so difficult and expensive to make, as the vast majority of games use client-server, and that's what comes out of the box with most off-the-shelf game engines.