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If 50% of your clients are cheating, are you really playing a game?


If you can write a little C program that speaks enough of the game's wire protocol to simulate a bot, send nasty packets, and also provide a vote of confidence when other bots ask if those packets are correct--and then run 100000 of them over a few machines--then 99.999% of your clients could be "cheating" while there are still people trying to play a real game.




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