Malachi wrote:For example, they don't have to recreate the game to change the packet encoding...
MQ doesn't have to decode anything, the client is nice enough to have the data in memory, and easily accessed.
Malachi wrote:They could easily implement a client side algorithm to hide info about spawns, pc's, etc, that would effectively make MQ useless.
The client would still need to know about them, wouldn't it? I see possible encryption, but that would simply require another offset and a call to their decryption function... along with a few minor rewrites in the code. (I think, coders, correct me if I'm wrong)
Malachi wrote:The moral of the story, is that I think it's really pretty good where it is. The sheer "code" behind the macros is enough to throw off the people who would really ruin things, and those people who will glean the most use from the program catch on pretty quickly and the boards help a lot.
This, I can agree with. If you actually have to work to learn something, then you also learn not to abuse it.