Quote: " there is going to be a better approach than checking against an NTP Server as that can easily just be hacked out."
I agree that the server idea is not perfect, because if it is third party hosting, then you have no control over it anyway.
If the game is intended for offline play and you just want to connect to validate the date and time, then what happens when the connection cannot be made?
Sure, that is not an issue if the game requires a connection to play, but for offline play it would not be useful.
What is the better approach?
Would you keep a log of the time the game has been played, so you can quickly detect the change if it is reverted?
It seems that any method is subject to be hacked, but the thought that hacking the server would be harder than hacking their own system, would lend me to believe that the server method would be good enough for gaming.
It's not like we are writing a program for a financial institution or anything, so is it really critical to attempt to avoid all user hacking?
Protecting a user's personal information from being shared is one thing, but avoiding a user cheating in a game is not really something requiring an abundance of time dealing with it, when that time can be better spent on developing the game itself.
It goes back to the old philosophy of anti-piracy that your time is better spent on the majority of users that do play by the rules, than by the few people that want to hack your game regardless of the measures you have taken to prevent it.
Of course, if the cheaters are ruining the experience for the valid players, then kick/boot/suspend/ban their accounts after the fact (like the legal system works) rather than building a wall to prevent would be intruders based on suspicions of things that may not happen.
Point is.. nothing is perfect, so anything can be hacked, and you can spend forever and a day trying to stop hackers, or you can use a simple and sound method to thwart the majority of them and use the rest of the time focusing on your game and making it better for honest players.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1