PlaneShift
Support => Technical Help: IN GAME bugs (after loading world) => Topic started by: Guest on October 10, 2005, 05:56:51 pm
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I started this in a post in the newbie forum ...
anyway ...after accidentally logging off and reconnecting, I noticed I had full health. I experimented with logging and found that whenever I log on, it is with full health, no matter how badly damaged I was when I logged off. This is faster than resting, and (I would imagine) cheaper than potions ...should probably be addressed as it gives the unscrupulous an advantage (oh, and you might have to dock Zog a progression point or two ...ones gained checking this out)
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The community, and I believe the developers are aware of this bug. Rest assured, it\'s not always. Sometimes you\'ll start with less than 10% HP, END, Mana. :) Surely this will be addressed. My game takes longer to load up than it\'s worth to do it that route, when a 100tria in potions will do the trick.
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yes i adressed this before... it works all the way around... stamina and mana and health... for me it is quicker to log off and on but that annoys me as i have to go through maps and have them load again because i have keep maps loaded so if i log off it dumps the map loaded cache thing... so really its better for me to use the 100tria potions as well...
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Yeah, vitals aren\'t stored to the db, so they\'re reset on login. I\'m thinking I could fix this by simply banning relogging within the amount of time it would take to regen.
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Originally posted by DaveG
Yeah, vitals aren\'t stored to the db, so they\'re reset on login. I\'m thinking I could fix this by simply banning relogging within the amount of time it would take to regen.
That would be annoying.
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Yeah... I know... But as of yet, I can\'t think of any other way to deal with this. :P The obvious option is to just store the vitals in the db, but then that adds yet more crap to store on there... I posted a bugtracker entry; it\'ll sit there till a decent way to fix it it thought of, or someone just dumps the stuff onto the db.
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slightly off topic
Lets face it the only person you cheat is yourself
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Originally posted by DaveG
Yeah... I know... But as of yet, I can\'t think of any other way to deal with this. :P The obvious option is to just store the vitals in the db, but then that adds yet more crap to store on there... I posted a bugtracker entry; it\'ll sit there till a decent way to fix it it thought of, or someone just dumps the stuff onto the db.
Seriously, the four values of the vitals won\'t be a problem for the DB. Even using longs, this would be only 32 bytes (granted, not counting DB storage overhead, but still not a lot at all). It stores the char description, which is a whole lot bigger, even if it is never used (in 90% of all chars) and just keeps listing the creation options used (which it IMO shouldn\'t from a realism POV.).
And yes, disallowing logoff before fully regenerated would be really really bad. Also, the obvious workaround for that is to simply force the client to exit, like kill -9.
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Yeah, yeah, yeah... I just try to avoid adding more crap for the server to load (added up for every client, it is something that may me noticeable). But, Koshdukai already convinced me we might as well do it... :P It\'ll get put in... soon...
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I think it\'s not a real problem if someone \"cheats\" by logging off and then logging in again to gain full health - thats quite anoying to the cheater.
No one has fun by logging out an in after each fight - it may be exploitable but that is not a real big issue.
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Which is why no one has bothered to deal with it, yet. :P
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I do not think anyone should deal with it. After all, every rogue that I kill, when it regenerates comes back at full strength and i am sitting there often with only a third strength or less. Or I go and hide and wait still I regain my hps up to where I want to tackled another creature.
I think we should have the same rights as the creatures. forget about the effort to change this situation.
I do not see it as a cheat.
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Having the same rights as the creatures means coming back from death with full health, which you already do.
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Originally posted by Karyuu
Having the same rights as the creatures means coming back from death with full health, which you already do.
Which is something I am strictly against. I think that you should enter and leave the DR with exactly 1HP. You should be happy to be alive at all!
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whoo, the search button worked. anyways, after seeing a player abuse this method of health all night long it got me thinking about the subject again.
Originally posted by DaveG
Yeah, yeah, yeah... I just try to avoid adding more crap for the server to load (added up for every client, it is something that may me noticeable). But, Koshdukai already convinced me we might as well do it... :P It\'ll get put in... soon...
Since its been awhile, I\'m not sure if this was done or not, but my suggestion follows assuming it was. I\'m not a programmer anymore so my skills are a bit, out of date, but would it be hard to take the last time a player logged out (Not sure if this is stored or not) and subtract that from the time the player is relogging in? Converting that number acheived to seconds and then running that number through a simple calulation to get a total amount of health gained while away and then adding it to the players health that they logged out with would fix the problem.
IE, a player logs out for a total of 40 seconds with 50% health (thier client crashed). That 40 seconds runs through the calculation (simplfied: 1% of health gain for every 2 seconds of real time, gives 20% health to be added). This 20% is added to thier recorded health upon log out, 50%, and they log in with 70% health.
This could be also added to the other player vitals as well. Welp, back to being silent I go.
EDIT: fixed a few typos.
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Originally posted by tbvp
whoo, the search button worked. anyways, after seeing a player abuse this method of health all night long it got me thinking about the subject again.
Originally posted by DaveG
Yeah, yeah, yeah... I just try to avoid adding more crap for the server to load (added up for every client, it is something that may me noticeable). But, Koshdukai already convinced me we might as well do it... :P It\'ll get put in... soon...
Since its been awhile, I\'m not sure if this was done or not, but my suggestion follows assuming it was. I\'m not a programmer anymore so my skills are a bit, out of date, but would it be hard to take the last time a player logged out (Not sure if this is stored or not) and subtract that from the time the player is relogging in? Converting that number acheived to seconds and then running that number through a simple calulation to get a total amount of health gained while away and then adding it to the players health that they logged out with would fix the problem.
IE, a player logs out for a total of 40 seconds with 50% health (thier client crashed). That 40 seconds runs through the calculation (simplfied: 1% of health gain for every 2 seconds of real time, gives 20% health to be added). This 20% is added to thier recorded health upon log out, 50%, and they log in with 70% health.
This could be also added to the other player vitals as well. Welp, back to being silent I go.
EDIT: fixed a few typos.
Not seeing how that would work because when the player logs off their HP/Mana/Stamina is not stored. So when they log back in the server doesn\'t know how much they had to do that calculation.
I\'d just vote to put those stats in the database. It is annoying to exploit this feature because of having to load hundreds of megs into RAM but it does give some advantage to people who do exploit it.
If you are concerned with storage, then store the percent (rounded to the nearest integer) and it would only take 1 byte. But if you are grabbing all of that user\'s information from the database already, 3 cells won\'t change access time.
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Originally posted by nprz
Not seeing how that would work because when the player logs off their HP/Mana/Stamina is not stored. So when they log back in the server doesn\'t know how much they had to do that calculation.
1) I explained that in my post, and it has been talked about in previous posts, maybe you should reread it.
Originally posted by nprz
I\'d just vote to put those stats in the database. It is annoying to exploit this feature because of having to load hundreds of megs into RAM but it does give some advantage to people who do exploit it.
2)Hundreds of megs? You loading the whole gosh darn game into ram or something? Sure there is the bit of a wait to reload the world map, but hundreds of megs?
Originally posted by nprz
If you are concerned with storage, then store the percent (rounded to the nearest integer) and it would only take 1 byte. But if you are grabbing all of that user\'s information from the database already, 3 cells won\'t change access time.
3)Huh? if players vitals are already stored, which I don\'t think they are yet, then there wouldn\'t be any storing of other numbers. The simple calculation would be done when the trigger would be called once the player started the relog process.
4) welcome to the forums. have a nice day.
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Originally posted by tbvp
Originally posted by nprz
Not seeing how that would work because when the player logs off their HP/Mana/Stamina is not stored. So when they log back in the server doesn\'t know how much they had to do that calculation.
1) I explained that in my post, and it has been talked about in previous posts, maybe you should reread it.
I just don\'t see the point in bothering to give stats back to people while they are logged off.
Originally posted by nprz
I\'d just vote to put those stats in the database. It is annoying to exploit this feature because of having to load hundreds of megs into RAM but it does give some advantage to people who do exploit it.
2)Hundreds of megs? You loading the whole gosh darn game into ram or something? Sure there is the bit of a wait to reload the world map, but hundreds of megs?
I\'m not retarded, not but when I open up Task Manager and look at psclient.exe it says 245 MB, which is how much RAM it is using up.
Originally posted by nprz
If you are concerned with storage, then store the percent (rounded to the nearest integer) and it would only take 1 byte. But if you are grabbing all of that user\'s information from the database already, 3 cells won\'t change access time.
3)Huh? if players vitals are already stored, which I don\'t think they are yet, then there wouldn\'t be any storing of other numbers. The simple calculation would be done when the trigger would be called once the player started the relog process.
Once again, I don\'t see the importance of regenerating while not in the game. The importance would be not having it start at 100% everytime they enter the game. And my argument was that since vitals aren\'t stored, it would add to the database, but since each character\'s data is probably all being fetched at once, 3 cells won\'t make any large effect on CPU usage. Especially since it only needs to be updated when the player leaves and fetched when they enter (of course with the reliability of the server, this might upset people after regenerating their stats to have the server crash and not save them).
4) welcome to the forums. have a nice day.
Thank you for the warm welcome.
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Ok I\'m not really on the software side of computers.
But just a question/Idea. Would it be possible to have these stats saved in the files of player\'s computer then loaded up from these files upon the character being logged in, and then saved upon that character logging off?
I don\'t know what side affects this would have on logging off and logging on speeds or if it would even be possible since like I said I\'m not really on the software side of computers. this is just an idea that I had.
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Wouldn\'t that be extremely easy to manipulate and cheat with?
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of course it would be XD
looks for *miadon_stats.psinfor*
finds the line that says:
TRIA=78
and changes to:
TRIA=1000000000000000
and then saves.
:P
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Ryhana_Darkblade:
Not only easy to cheat, but if you play on someone else\'s computer then that data is no longer available, so it would once again have to get it from the server.
All important information is stored on the server.
Your computer is not trusted, at all. If you altered it to run faster then the server would detect it and boot you for cheating.
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theres this other cheat i know which is: when you\'re in the DR realm once u die trying to get to the orange platform, there is a few chance that you\'ll stay alive
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There are some places within the DR (hmm, alright, one that I know of) where jumping saves all your HP. What orange platform are you talking about (is it part of the exit route)?