It's called an anti-cheat, many MMOs and multiplayer games in general have them.
It's called an anti-cheat, many MMOs and multiplayer games in general have them.
Doesn't it require having a Linux-based router that you can modify the firmware on?
I mean, yes, you could do the same sort of network traffic tweakery at a router level -- thus giving console players the same benefit -- but you need a router you can modify in the first place in order to do so.
And unfortunately, those sort of routers are also in somewhat short supply due to the silicon shortage...
So while technically it might be true that it's a level playing field (inasmuch as console players can also use the tool), from a practical standpoint I'd argue that presently that's not really the case.
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
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So...the game communicated it to your client, you didn't notice as quickly as the plugin did so...it's psychic?
?
Once the game decided what action the boss will do that data is send to all players and is sniffed by said addon to create a warning. If said addon is showing a warning even before any animation happens it's just mean said information was already there but not necessary accessible to anyone without said addon.
Again, the information was given BEFORE the first animation cue. Players, no matter how inhuman their reaction speed, would not yet have had any information from which to glean where to go.
That's the kind of thing that wouldn't happen at this point in WoW, for instance, because they don't send that kind of information as would be player-readable until the moment of actuation (at which point it would just be a matter of a plugin yelling at you what the visual information was already simultaneously telling you).
But as it stands, XIV offers up a significant amount of information to the client that can be read early, just not through in-game tells. That's left policing what should and should not be offered by plugins up to plugin distributors to curate or ban as they see fit.
Cactbot is rather benign in the bigger picture. It does not make bad players good, its just 100% accurate shot-caller with maybe 1s advantage. If it causes less idiots to ruin PFs by repeatedly failing mechs then this is a good thing.Again, the information was given BEFORE the first animation cue. Players, no matter how inhuman their reaction speed, would not yet have had any information from which to glean where to go.
That's the kind of thing that wouldn't happen at this point in WoW, for instance, because they don't send that kind of information as would be player-readable until the moment of actuation (at which point it would just be a matter of a plugin yelling at you what the visual information was already simultaneously telling you).
But as it stands, XIV offers up a significant amount of information to the client that can be read early, just not through in-game tells. That's left policing what should and should not be offered by plugins up to plugin distributors to curate or ban as they see fit.
Problem is, because modding is not officially supported it makes console players second class citizens. Even PS5 players are playing visually inferior game as PC players don't even need Reshade for that, they can use NVidia Geforce Experience filters to spice the visuals up.
you dont even see that information in the battle log, you need 3rd party tools to see the id's, to argue that the rng mechanic is intended not to be rng because you can check the info that way is pretty far stretched lmao
like, you would never know 1 'titan jail aka rockthrow' in uwu is coming from garuda and 2 from titan in the first phase because the battle log never shows it, which makes it easier to create a tool to make a priority system, in the end you can do it in many ways but it is definetly an advantage to have it in early prog when for others its impossible
there is also stuff that isnt in the normal battlelog at all, like spawnpositions
then there is stuff that shows aoemarker for aoe that are not shown
then there are legit wallhacks showing entities behind walls that you are not supposed to see, you can argue widescreen/zoomout hack is something similar as you just easily see the whole arena
the way you argue it sounds like even letting a bot play savage is not cheating because you know the fight anyway because you programmed the bot to do so, so its okay
you have to draw the red line somewhere or ?
Dumbs down any mechanics center around being aware of what the boss is doing.Cactbot is rather benign in the bigger picture. It does not make bad players good, its just 100% accurate shot-caller with maybe 1s advantage. If it causes less idiots to ruin PFs by repeatedly failing mechs then this is a good thing.
Problem is, because modding is not officially supported it makes console players second class citizens. Even PS5 players are playing visually inferior game as PC players don't even need Reshade for that, they can use NVidia Geforce Experience filters to spice the visuals up.
In a way, combat addons like Cactbot (in FFXIV) or DBM/BigWigs (in WoW) are dumb. At the same time, having an additional UI element that pings at you when X bad spell is coming in doesn't really make you a better player. You still have to know what do with mechanics. You still have to know the effective cooldown rotation (say you're getting a timer as a tank because high tank damage is coming in). You still need to know how to effectively deal damage while managing whatever mechanic.
Having a slightly nicer UI that tracks more doesn't break the game so drastically that it needs to be urgently fixed ASAP. We don't exactly see 50% of players bursting through Savage on the first day, do we?
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