I am well aware that there are some threads talking about cheaters, but the discussion never really turned to the overbearing issue. The game currently has a cheater problem and EAC does nothing.
Is it even a good idea to keep EAC running and can something be done to fix it? I’ll go into detail.
A few days ago I joined a run of “Hunger in the Dark” via Quickplay. There already was a Waystalker, a Pyromancer and a Bounty Hunter running around. When the next wave of rats spawned, Kerillian and Sienna unleashed their F ability as fast as the animation allowed it again and again, no cool down whatsoever. Even when the Bounty Hunter died due to a packmaster, he was still able to continue playing. The excuse when I asked what was going on, simply stated “It’s just glitched.” After that I simply left the run.
Following my simple disbelieve I tried to look it up online. I won’t link it, but a short search easily leads to the expected results.
And yes, there is seemingly a working cheat tool that completely circumvents EAC and allows the cheaters to have unlimited health, unlimited ammo, no overheat and unlimited F.
If the cheater is simply someone joining the lobby he can be invincible and have all the above listed advantages. Due to the host client not realizing there is a cheat, he will appear dead if the client estimated health pool is lost. This gets worse if the cheater is host. Bots gain every advantage the cheater activates and other random players at least turn invincible.
This cheat seemingly existed since one week after the launch of the closed beta. Therefore it is actually highly possible that quite a few of those “he could not die and had unlimited F” glitch reports were actually cheater.
While questionable in a private session, I do not really care that much what everybody does. It’s on you to speed through every level and possibly destroy every difficulty and enjoyment that could come with it.
But it actually is a problem in the public runs. And the creators of the tool actually found a way to completely dance around EAC. An older version seemingly needed the cheats to be activated after a mission started and deactivated before you enter the bridge of shadows (it looks like the EAC checks are only done at the start and end of the run, as well as during crafting and box opening). The newer versions can be used all the time without problems.
So the question stands: Is there any way to fix this inside of the EAC detection? And if not, what is the use of still running it? Considering the threads on how to make sure EAC is installed correctly and solutions as to how non-cheater can play the game without hiccups, it looks more like the warnings and copyright protections for movies. It can annoy those who play cheat-free or even lead to problems consuming the content, but for the cheaters, those it is made for, it is easily circumvented.
Furthermore, what might happen if Fatshark finds a solution by blocking all those .lua injections? Will it make it harder or impossible for people like IamLupo or Grimalackt to create good mods? How does the upgrade from a possible Vermintide 2 QoL Mod or the Mod Framework from v1 to v2 work in this situation? Will every modder need to send the mod files to Fatshark for a week long review process? And if somehow one injection was not properly white listed, will it simply turn the state of those users to “Not trusted” for simply using an essential mod?
Is it maybe a better solution to implement the good cheat protection of the QoL Mod/Vermintide Mod Framework from Vermintide 1? With this you were at least able to put someone on a Blacklist, if he/she somehow was able to cheat anyway.
Thank you for reading my rambling this far and hopefully this could lead to a good discussion.
Have a nice day everyone.