YarPirate wrote:Or perhaps you could have it so after someone logs in to their account and before they are allowed to select their character to play the Client/Server scans all files and code in those files connected to the client/makes up the client such as the classes etc. And if anything is modified against the Default or Base/Dev code then it doesn't allow the player to log their character in. If just one extra space or character ends up in any code for the client then it just doesn't allow people to log in. Simple and effective.
In that case, the modified client could just scan the default client files and send those.
YarPirate wrote:They all do a fine job at catching people modding and changing files and banning them. Even going as far as taking some people to court and of course winning. Right in their EULAs it explains that anyone who attempts to modify the IP after purchasing the license to use the game can be subject to lawsuit.
That is indeed exactly how they do it: not through technical means, but by having whole teams of GMs that police the game for suspicious behavior and try to find cheaters. There's no way Jorb and I can replicate that effort even if we wanted to, which I quite doubt we would. Software like Warden just catches the most inexperienced and naïve modders (which, to be sure, probably makes up a great part of them). The situation would be exacerbated for Haven since it can be such a competitive game and its stakes are so high, also, so we couldn't even afford to miss anyone by use of less-than-perfect heuristics.