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If you're in an open game a level 1 character runs to the Warder in 40 seconds and kills him with 1 blow - well there's cheating going on - leave the game. How much time have you lost and how much harm has been done to your game?
Given how easy it is for us to safeguard against it for ourselves, why ask the development team to spend a lot of time and effort on fixing something that essentially doesn't need fixing?
Ultimately if you're being beaten by someone who cheated how they got legitimate gear that's not different to being beaten by someone who got kit just by grinding for hours and hours. That's an issue for a lot of games - take D2 and people buying SoJ's then trading those for topline kit. Realistically there's nothing to be done there, unless you take a leaf out of other games and host "level 30 characters only PVP game" or similar.
As to whether a cheat can bring cheat add-ons to your public game if you host - I don't know. That would be a question worth answering.
become 100% damage absorbtion> Remove all buff from enemy> Give him Debuff> give him annoying dot damage>make him hit him self while you invincible> Finish it like a boss.
sadly i just play on hardcore. and i hate pvp.
/ waits for medea to gather relevant Zantai quotes about GD, modding, anti cheat, and how you already gave them your money.
Nah, I'll just say the game is fully moddable and that's the way the devs want it to be. If they made the game anti-cheat then people probably wouldn't be able to use things like GDStash, GDIA and possibly grimtools - not to mention all those mods like Grimarillion, Reign of Terror, etc.
I can see both sides of the arguement in regards to wanting anti-cheat. Takeda kinda missed the point though that someone could simply be running cheat engine to do things like give themselves max resists/dmg asbsorb/block etc.
However when a game supports modding its incredibly unlikely you will ever see it adopt anti-cheat tools since many/all mods could be viewed as "cheats" as they are not a natural part of the game. Not to say it isn't possible though, Diablo 2 had official servers with anti-cheat, then it also had "Open" servers, which were no rules/anything goes servers.
To be fair I did then go on to say about whether hosting a game for yourself precludes someone else's ability to cheat - which I'm assuming now from the other posts is not the case.
I simply don't know enough about those types of mods.
But ultimately the only way I can conceive of a player being able to audit another player's legitimacy is if you have the kind of relationship whereby you disclose everything you've done to each other. That way anyone can replicate it and see for themselves.
Unfortunately that's a big ask - requesting an invested PVP-er reveals the skills and devotions etc that aren't shown when you inspect another character.
If you can create that kind of PVP community that would be the best safeguard which also protects all the positive elements already mentioned.
I wish they had good anti-cheat says Dark Souls hacker
No anticheat
Unfortunately any anti-cheat that doesn't involve the game also being tied online-only is doomed to fail at some point. Any game that is stored locally on customers machines is vulnerable to being cracked by any knowledgeable person that is determined to do so. They would be fighting an uphill battle trying to prevent people from cheating, which they aren't interested in doing.
Crate have said many, many times that GD will never go this way and that you would be better served hoping for some implementation of it if/when they do a GD2. It will never be what you want here tho and you will need to reconcile yourself with that reality.