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Hodge promised me this.
That already happens mate, and worse; a hacker running a script can crash everyone else's game intentionally or not.
I would be down with some functionality that stores information offline and then syncs when you reconnect online.
Happens in this game with VMF, but Vermintide 2 might be structured differently. The devs have spoken about better mod support, so that could change the way things are implemented or can be implemented.
As it is currently, loot is a transfer from server to client rather than client side in order to prevent people from tampering with their inventories. As some of you might be aware, that ship has long since sailed. You can request hats/weapons that are available in the game files but are not publicly released and waste the developer's time fixing your frozen/broken account as a result. I will omit names.
In short, unless a drastic overhaul of the current system is made, i.e. nothing short of a complete VAC ban system and official mod support is present in Vermintide 2, these issues will prevail. I'm confident the Computer Engineers at Fatshark have learned from their mistakes and the work of a handful of individuals won't be such a detriment to the community in Vermintide 2. At least, I hope.
No, there's literally not lol. You can spawn any items you want and hack yourself whatever in easily with cheat engine with zero consequence
I would imagine that in V2 they will impliment some check for cheat engine or enable VAC
Wow, that's awesome! Is Grim going to release it with his mod update after the next DLC comes out?
As far as I understand, "dedicated servers" doesn't mean that games will be hosted on Fatshark's servers. It means that we (the players) will get a Vermintide Server app that won't load the game itself - i.e. textures, models, etc., it will only act as a server. We'll be able to run this app on our own computers or on rented servers.
That sorta defeats the purpose of removing the ability to use Scrip-Hook with lua commands, or Cheat engine.