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Also i agree with the DRM stuff .
DRM is kind of pointless as well since it will honestly do more harm than good. Especially at this point since the game is already out.
Personally, anti-cheat is more of a temporary measure.
let's go back to the original post and the very first reply which gave an impression of you being "uninformed" as i put it.
your topic was "Discussion on Anticheat and why it is useless ,especially on a kernel level" and on the very first reply, most of it's content was to utilize workarounds or mitigations for the lack of fair play mechanisms.
while these are legit suggestions, they still require some sort of protection to work alongside. which comes back to my point, the easiest and most relevant answer for the devs right now is to utilize what you described as "useless"
i'll list here why it's the most easiest and most relevant answer over what you've suggested below:
pros of "anti cheat" or probably EAC:
1) cost efficient because it is free and integrating it is still much more cost effective over hiring talents/expertise
2) impact of integration is low, can be easily integrated and easily removed
3) good enough for palworld's use case, even some competitive games use EAC and while it's true that it is not the strongest anti cheat out there, it works at filtering out some.
4) EAC in a unreal engine just sounds obvious no brainer
cons of "anti cheat" or probably EAC:
1) short term gap till they somehow start building protection in the server side
2) not platform agnostic, but pc versions just need to have it and the rest can probably run without
2) misconfigured anti cheat will not act as a effective filter, devs need to competently install and integrate and configure the anti cheat otherwise it's "useless" as you put it.
alternatives:
server side anti cheat: too costly to implement and takes a long time to build up protection, requires expertise or other services from other companies.
server side anti cheat plugins or community mods: requires devs to constantly vet their source code and having to depend on an external party's code is not viable for the company. because the blame lays on them solely should anything go wrong like malicious code injection.
all in all, i don't know if EAC is a kernel level anti cheat or if it's going to be useless or whether it'll even be EAC, maybe it'll be battleye like ARK. but what it obviously solves is filtering out cheaters. which your solutions in your very first reply do not.
Some quick points .
EAC is kernel , ring 3 , least intrusive form but its still has access to files and processes .VAC is also kernel ring 3 .All ring 3 kenrel level anticheat cant detect kernel level 2-1-0 cheats or anything hardware modified .
Both VAC and EAC work in linux , with EAC needing a bit more work .
Consoles have their own form of DRM so you dont really need to care for them that much .
If a cheat works in console its probably because its a flaw in the console itself.
While its true it is way more cost effective to use a premade software , it is way less costly than the monthly pay to upkeep the official servers . Pocket Pair also has the upper hand right now , because they are swimming in money, for the time being .Investing in security experts to join their ranks would seam most appropriate move .Especially now that companies are having such a massive layoff streak .This is a great time to snipe them .
To my knowledge once an anticheat is implemented its takes alot of time to remove .
You can disable it , but you will leave garbage within your code associated with it .
Not really the best of scenario were performance is key .
So my opinion is , they should use the timing and extra funds they have available to expand their team with experts . It is a way better image towards the community .It says "We hear you and we are going to do it properly " .
I heard from somewhere (no source sorry) that they actually paid a pretty decent amount of money to the servers. their wallets bled to an extent. if anything I am skeptical they will provide public servers in the future.
Some games can be played without Steam running at all by launching the game via the EXE. You can also code a Steam emulator but no online play and items won't work with the emulator.
Public servers are a far better experiences for the game , because unlike official servers ,dedicated are monitored by the Owner/Admin and can fix many problems that can happen very fast . If i am not wrong we are talking for about a thousand official servers , all regions combined , and it costs them around 400k dollars per month . It by far less expensive to focus on dedicated servers rather than officials. The only reason why we are not seeing more games use them is because it makes the game 'eternal' . To this day people still host COD4 original servers and that is a big hit when you want to make money from the remaster of the remaster of the special remaster HD . Fortunately , palworld is not competitive and should not effect them as much .
for other posters, what this means is that EAC is impotent against cheats spoofed or injected within these rings, however in the case of windows and linux, only ring 3 and ring 0 are most relevant, ring 1 is possible through virtualization and hyperv but it can be indirectly detected within ring 3.
as for ring 0 vulnerability, windows and linux already have a direct way of combating these cheats, through the use of secure boot. most modern systems and hardware are compatible with this. what happens here is that drivers HAVE to be signed by microsoft instead of whatever rando on the streets.
this will however, require older systems and os to be phased out like win 7 and also require additional hardware like TPM on the bios.
you mentioned the cost is definitely cheaper to just slap on an anti cheat over server side anti cheat solutions and then how server cost is still way too high and definitely higher than to just go for server side anti cheat. it is true that the server cost are high, however for the normal user, all they need to know is that these server costs are due to scaling cost due to more resources allocated to spin up more servers to handle the initial wave of users.
there are already articles of microsoft stepping in to manage these extremely insane scaling cost.
https://www.forbes.com/sites/paultassi/2024/02/01/microsoft-will-help-palworld-scale-up-as-one-of-its-all-time-biggest-game-pass-launches/?sh=714af24a6435
with that in mind, yes it is extremely crazy high cost for servers, but do know it will only decrease, only question is how far reduced will it be?
again it all comes back to the point, yes dedicated servers are silly and immature at this stage however it is what most users care for the most. you previously mentioned about all the other game critical issues, yes these are very real issues however they are not features.
as far as optics go, pandering to the masses to fix multiplayer is probably the best move as that is what the everyday joe and jane normies want. sure critical game bugs/issues have a much higher impact, the user base is likely to stick around as evidenced by people still in their honey moon phase of the game despite facing these issues. i'm not disagreeing with you on their priorities being wrong but from the oppasite site, pandering to the masses and their pov is what the company wants to do, and in the shortest possible time.
No company, especially the size of Microsoft , does anything for free .They are helping by essentially becoming a shareholder without ever being one . Rather than give money , they give servers, it is the same thing . So i dont really want to discuss how big a hole that can become if they continue to use MS's 'good will' .
As for Dedicated servers being immature , they are by far the best way to experience the game . And its not just hackers . At any time in an official server there are more that 60 bases inworld , with more than half of them being of inactive users that probably left the server already because it runs at 5 fps/tps . Then 5 days later the server wipes .Doesnt seam like something sustainable .
On another note , have you seen how many admin tools have been posted on nexus mods . I am really proud of this communities efforts .Even curseforge has made palworld compatible .Would be a shame if they were strong armed into removing mod compatibility from a bigger entity they had affiliation with because it ruins their business model that runs around selling worthless cosmetics and maps .
just hosting alone has to be done thru other companies, nothing is free. literally nothing has been added to the conversation.
when im refering to dedicated servers, i use them interchangably, while others may differentiate dedicated as community or private servers. but my own terminology goes like this:
servers are either public vs private. ( password and or visibility )
dedicated vs self hosted. ( self explanatory? )
and finally community vs official, ( self explanatory? )
which is basically where you are going off on when i mentioned "dedicated"
community tools are an asset however, they are not a clutch. to stake your own company's success on community tools is a foolish idea, even the best of modded games like, minecraft, fallout, skyrim and many others have to stand on their own feet.
you mentioned about "bigger entity" strong arming palworld and removing mod support which is laughable. as you have alluded earlier, companies are greedy. they are aware modding is free content and adds to the game without having to invest development time, sort of like passive income if you will.
if anything, they are more likely to lockdown which server providers you can use rather than locking down modding. although that might actually be far worst, depending on if they restrict plugins allowed or plugin support.
in conclusion, i think i've dragged on the conversation too long and it remains clear to me anti-cheat is the most effective solution to counter the rampant and destructive cheating. because of these rampant and destructive cheating, it has made the company look far worst than any game breaking bug.
you've proposed what if's and have not provided clear examples of "big entity" evil and examples of "removing mod compatibility" upon acquiring certain rights for the game.