Quote Originally Posted by TheDustyOne View Post
I know, I used those examples as things we have because those are the areas where the server trusts the client. The wall they haven't broken is the server, so moving server-side programming to the client now gives a paper wall they can break down easier. Your solution would make the cheating worse, not better.
Game netcode never authenticates every action the client makes. It would be a completely laggy mess with unresponsiveness and desync/rubber banding. The netcode has to make a compromise between what the server should authenticate and what the client handles for a comfortable experience. This also has less to do with the server tickrate, and more with latency to the server. There's a reason why many korean mmos that get ported to the west have terrible pvp or multiplayer experience, and it's because the game was designed in Korea or Japan where the ping is <20ms because their regions are small and the internet infrastructure is very developed. This is why a game that plays smoothly in those regions plays like trash in NA because of excessive server checks with bad ping. I agree that FFXIV needs more server checks in many areas, but given that they're too cheap to even invest time/money in a higher server tickrate, that seems unlikely. The real solution is to implement client-side anticheat so that the client is protected from memory manipulation, like literally every other live game service in existence. For some reason, the ffixiv community is up and arms about it to a point that it weirds me out. Something something root access something something my parsers and mods. *shrug* Also, you talked about certain addons like visual mods being fine. The problem with that, other than opening a ugly can of worms for squeenix to maintain and check what mods are whitelisted, is that from an anticheat perspective it doesn't really distinguish between them, to my knowledge, bc I'm not very familiar with this area.