Palworld studio admits it can't "keep up" with cheaters, says anti-cheat solution on the way
Palworld studio admits it can't "keep up" with cheaters, says anti-cheat solution on the way

Palworld studio admits it can't "keep up" with cheaters, says anti-cheat solution on the way

I always find it interesting how many people are welcoming kernel-level anti-cheat software. I dislike cheaters as well, but granting a part of a game essentially full access to my system isn't worth it at all in my opinion.
Also, I didn't even realize that people commonly play this game on a public server. I thought this was more like a co-op experience on a private server/invite basis, or solo.
You can rent a server with 32 slots and keep your progression playing with buddies. Better than the joining players having to restart their progression to play in co-op
Yup, I'm actually hosting a Palworld server for friends on my root server. I think the invite-based multiplayer is limited to 4 players.
Imo it really depends on the game, and how much cheating can actually effect things, and as time goes on and technology develops, it will only become more relevant. I remember a headline a while back about a monitor that used machine learning to track the enemy team in league of legends by "watching" the map, and marking whenever an enemy is crossing a ward.
If the code used to cheat runs outside of the machine the game is running on - as in your example - kernel level anti-cheat won't even do anything. What's next then? Allowing the game (we are talking about games, I want to make that very clear) to whitelist/blacklist attached peripherals? "Ah, sorry, you can only play this game with Razer or Corsair mice, because your noname mouse might be injecting inputs from cheat software."
Client-side anti-cheat is like validating payloads on the client side in web apps. It won't stop people who really want to break your game. Stop running shitty software on my computer. Anti-cheat needs to be server side, with (probably "AI" based) pattern recognition. If a cheater is found with some degree of certainty, let a human review the footage. Yes, these human employees cost money, but this is just the cost of running a (competitive) multiplayer game.
Instead, game developers/publishers add a crappy anti-cheat software. It's cheaper, but it's also worse in terms of actually stopping cheating and in terms of security for the computer running the game.
I’m not certain how what you said debates the other comment at all. Like I get that Chester will get more advanced or whatever, but allowing kernel level garbage is not ok to me. No matter the circumstances.
Yeah cheating is a lot worse for competitive games than for casual games. For example, it doesn't matter how well you make a fps game, if every game has one cheater in it, no one will play your game. Cheating affects more casual games as well though, although it usually only affects the economy (eg. If someone gets infinite resources with cheats then the price of that resource will plummet).
I don't get the appeal of multi player in this game. Combat isn't hard. Is it just base building with friends?