Quote Originally Posted by Ceol View Post
Wouldn't that just let people make programs that tell the server a player avoided an AoE no matter where they are? There has to be some server-side validation.
That's why 99% of big-budget multi-player games use predictive netcode with rollback.
http://www.gabrielgambetta.com/fpm1.html

How a game like this exists in this day and age is beyond me...

To see rollback netcode in action, take a look at any FPS or a fighting game with GGPO-style netcode (this is P2P, but the concept is the same).

eg. http://www.youtube.com/watch?v=q0TZdY9_XHo

One client "thinks" the opponent opponent died so the "KO" sound plays. However, the opponent did actually manage to block in time so the match "rolls back" to a previous state and continues.