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The bigger servers are well administered.
A couple of things moved from client to server side but the "open" nature of the game means that any attempts at anti-cheat is usually easily worked around.
We're not going to start a race we ultimately can't win.
There will be a couple things here and there, and we will check out how feasible a third party anti-cheat implementation would be, but in the end it will always come down to administrators keeping their players in check and one eye on the logs.
Maybe i'm wrong then, maybe multiplayer isn't as infested with cheaters as I thought. I'm just a very cynical person I guess, so when I see a game that is easily exploitable I just assume theres a lot of cheaters.
I don't know why you think i'm bragging here, why would I brag about doing something so easy that anyone could do it? Normally people who want to cheat on multiplayer games have to know how to reverse engineer and code (or get them from someone who does). Here though it's just like, basic logic using a memory editor, scanning for addresses, and changing their values. Very simple, nothing to brag about here.
I don't know why you feel the need to try and discredit me rather than address the actual point that i'm bringing up. Just in case you somehow missed the point, the game is highly exploitable.
I can only assume that cheating is a problem considering how exploitable the game is. A lot of people are saying that cheating isn't actually a problem, but this just makes me think that most of them aren't being caught.
The thing... project zomboid is quite a niche game... so it might not be attractive or that engaging to cheat type of game. There is really little to gain from cheating unless the loot respawn is off but those servers are not public in the first place.