Vlyn
@Vlyn@lemmy.zip
- Comment on Over 10 years later 7 Days to Die is going to leave Early Access 7 months ago:
Unfortunately it’s pretty much just a label change and a price increase, not an actual 1.0 update :-/
- Comment on [deleted] 1 year ago:
If it’s an existing language then it’s not secure.
If you make up your own language you’ll waste a thousand hours and someone might use the notes you used to learn it.
Just use damn encryption, it’s easy and fast. Also has additional benefits. If someone wants to force you to give them/translate your notes you can’t do much (they’ll know when your translation is inconsistent).
With encryption you can hide a volume inside another one. If you enter the weaker password you can put decoy files there, with just your run of the mill notes. While behind a stronger password you hide your actual diary.
- Comment on [deleted] 1 year ago:
That’s stupid, any cypher you can keep in your head is easily cracked.
If you want privacy, look towards encryption. Get a cheap laptop without internet access, install whatever Linux distribution, then keep everything encrypted.
So all you need to keep in your head is your master password.
- Comment on Why is anti-cheat always client-side? 1 year ago:
They usually use both. Client side and server side detection together.
The problem isn’t the check itself usually, but rather latency. If you shoot a player on your screen you want immediate feedback (client side), instead of waiting for a roundtrip to the server until the blood spatters.
There have been shooters where the server decides if a bullet lands. So on your screen you hit the player and then they suddenly survived. So most shooters switched to: If the client thinks it hit, it hit. Which does lead on the receiving end to running behind a wall and still dying. Overall it feels better than the alternative though.
The whole topic is pretty much game networking, it’s a balance between doing it correctly (server side, slow) and faking to get it close enough (client side, immediate, easier to cheat, unfair if the player is laggy).
Of course there are some server checks that are always easy: For example if a player teleports or moves around the map faster than possible? You can flag them for review or if it happens too often kick/ban them. As long as you’re super careful about automatic bans (bugs exist).