<story><title>Just Cause 2 Multiplayer: Behind the scenes with gaming&apos;s greatest hack</title><url>http://www.redbull.co.uk/cs/Satellite/en_UK/Article/Just-Cause-2-Multiplayer-Behind-the-scenes-with-021243257915642</url><text></text></story><parent_chain><item><author>incant</author><text>About that 1800 players number.  Based on posts by one of the developers, their server doesn&apos;t do any sort of calculation:&lt;p&gt;&amp;#62; Our server is basically &apos;dumb&apos;, it doesn&apos;t do anything in the sorts of processing bullet trajectory, player line of sight or any hit detection at all.&lt;p&gt;&lt;a href=&quot;http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html#msg4783&quot; rel=&quot;nofollow&quot;&gt;http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html...&lt;/a&gt;&lt;p&gt;Unlike other games which run a full simulation on the server-side, their server (I presume) mostly routes messages between players.  This means that the server trusts the client, which is rather poor design for a competitive multiplayer game.  Once this is released, players will probably prefer a cheat-free game to a large-scale one.&lt;p&gt;This is, nevertheless, a fantastic mod.  But these people have not yet solved the c10k-equivalent problem for massively multiplayer games.</text></item></parent_chain><comment><author>mediocregopher</author><text>&amp;#62;which is rather poor design for a competitive multiplayer game&lt;p&gt;Watching that video, I would guess the environment isn&apos;t so much competitive (even single player JC2 is very no-particular-goals-in-mind-just-blow-shit-up oriented) as it is mass chaos. It looked like what would happen if /b/ bought an island. So cheating is probably only a minor concern at this point.</text></comment>
<story><title>Just Cause 2 Multiplayer: Behind the scenes with gaming&apos;s greatest hack</title><url>http://www.redbull.co.uk/cs/Satellite/en_UK/Article/Just-Cause-2-Multiplayer-Behind-the-scenes-with-021243257915642</url><text></text></story><parent_chain><item><author>incant</author><text>About that 1800 players number.  Based on posts by one of the developers, their server doesn&apos;t do any sort of calculation:&lt;p&gt;&amp;#62; Our server is basically &apos;dumb&apos;, it doesn&apos;t do anything in the sorts of processing bullet trajectory, player line of sight or any hit detection at all.&lt;p&gt;&lt;a href=&quot;http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html#msg4783&quot; rel=&quot;nofollow&quot;&gt;http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html...&lt;/a&gt;&lt;p&gt;Unlike other games which run a full simulation on the server-side, their server (I presume) mostly routes messages between players.  This means that the server trusts the client, which is rather poor design for a competitive multiplayer game.  Once this is released, players will probably prefer a cheat-free game to a large-scale one.&lt;p&gt;This is, nevertheless, a fantastic mod.  But these people have not yet solved the c10k-equivalent problem for massively multiplayer games.</text></item></parent_chain><comment><author>tete</author><text>On the other hand it&apos;s not like usual FPS have everything calculated on the server side, which is why there is a difference between most MMOs and FPSs and why there are still cheaters. There are various countermeasures. There are even a lot of MMOs that do a big part on the client side.&lt;p&gt;Maybe clients could also verify each other. There has been some thought on this topic, but I don&apos;t how far the research went.</text></comment>