PlaneShift
Support => Complaint Department => Topic started by: Prolix on December 20, 2008, 07:37:06 pm
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I find this to be extremely annoying what with the frequent nan-o nan-o crashes. Not only do I have to wait 30 seconds for my client to disconnect but sometimes I also have to wait 5-10 minutes to finish a combat I cannot benefit from. Just now I got dissed while being pursued by a rogue that could not touch me and I had to wait for it to somehow die. Now in this case I had actually started an attack using melee but sometimes you get stuck at full defensive so you are not even hitting your opponent. Has there been any thought of altering the way this works or am I the only one to complain about it?
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Happened to me just earlier today...while training light armor with multiple mobs. Figure that one out.
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this was put ingame so that people cant glitch their clients and quit right before they die and not have their char killed by the mod, i dont see this ever being changed.
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Well sucks to be me then, it just did it again.
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With all due respect, why is that such a bad thing? Ah well I guess it isn't that big a deal.
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i know that message makes sense, but wouldn't it be ok if relogin was allowed when the combat lasts longer than let's say, 2 minutes?
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It happens to me a lot.
It is no big deal indeed, but maybe the system could try to differentiate between a crash and a quit?
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It happens to me a lot.
It is no big deal indeed, but maybe the system could try to differentiate between a crash and a quit?
there is no difference in a crash a quit and a kill of the client so that is impossible.
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Thank you for your patience, Caarrie.
It seems odd that there is no difference between a crash and a quit, I would have assumed that a quit would close connections in an orderly fashion whereas a crash would leave them hanging until the server cleaned them up. I do accept that this is unlikely to change, that is why I posted in the complaint department and not support. :)
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If we would differentiate between a crash and a quit, people would abuse that by pulling out their network cables when they're almost dead ;)
The real problem here is the annoying crash. If we get that fixed, you won't have to bother with this anti-cheating system. Unless you cheat :P
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How lame do you have to be to pull out your network cables?
All the same it might be nice if you tightened up what constitutes "in battle" a bit. If an aggressive monster targets you and starts chasing you then you are in battle, even it never got close enough to you to take a swing or if you crossed a map boundary. Oddly enough it doesn't appear that the battle continues but the battle state does. For example I crashed crossing the boundary to where the ladders from the sewer to behind the tavern are. Apparently a gobble followed me up the stairs and all the way up the ramp to the map boundary because when I logged in there it was on the tavern side of the boundary without so much as a mussed hair. If the combat had actually been taking place I would have expected it to have died and reset to its spawn point as it could not touch my character under normal circumstances and would have died in one or two hits.
go figure! ???
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The real problem here is the annoying crash. If we get that fixed, you won't have to bother with this anti-cheating system. Unless you cheat :P
Very true. Precious time is better spent on a bug fix than on a unsatisfying workaround.
This cable pulling thing made me smile. Out of curiosity, and for a probable good laugh, I'd love to see a thread or post with the best (and lamest) of the cheats you've seen; the funny ones, not the serious ones.
Anyway, I was thinking... I don't suppose that the minutes long wait described in the first post is a deliberate choice of the dev. team, is it? If not, maybe the combat issue could be instantly calculated, and the reconnection delay therefore kept to a fixed length (yes, I know, I just contradicted my first sentence :whistling:)
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this was put ingame so that people cant glitch their clients and quit right before they die and not have their char killed by the mod, i dont see this ever being changed.
Is this supposed to work in player vs player also? because i've seen lots of people log off before the final blow can be delivered, or log off to get rid of a spell effect like weakness.
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this was put ingame so that people cant glitch their clients and quit right before they die and not have their char killed by the mod, i dont see this ever being changed.
Is this supposed to work in player vs player also? because i've seen lots of people log off before the final blow can be delivered, or log off to get rid of a spell effect like weakness.
no idea, is this an issue for duals as well?
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this was put ingame so that people cant glitch their clients and quit right before they die and not have their char killed by the mod, i dont see this ever being changed.
Is this supposed to work in player vs player also? because i've seen lots of people log off before the final blow can be delivered, or log off to get rid of a spell effect like weakness.
no idea, is this an issue for duals as well?
yes it can be. I'm not sure what the exact command is, but i'd assume /quit, and they're logged off and when they return the duel is no longer engaged. I've seen people who either have a really fast mouse, or made a shortcut to log out with in the event of defeat.
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I just heard about the cable-pulling hack in another MMO last week. Apparently it is a big problem in many games right now. And with UDP packets, a crash vs pulling the cable are the same thing to the server... the client simply stops sending data. A /quit could behave differently, as it sends a final disconnect message to the server... but then you still have those, like vannaka mentioned, who simply /quit to avoid dying.
May I ask if there is a time-out for the current implemented work-around? If you were training armor for instance, will the server time-out the combat in a set amount of time... or can you get stuck like this until someone else comes along and kills the creature/player you were in combat with?
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The best option for now would be to keep your character online if in combat when you are disconnected for any reason, but allow the player to reconnect directly to that online character.