Author Topic: health cheat  (Read 3080 times)

Guest

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health cheat
« on: October 10, 2005, 05:56:51 pm »
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)

Stronith

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« Reply #1 on: October 10, 2005, 07:43:01 pm »
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.

Rage McCloud

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« Reply #2 on: October 10, 2005, 10:10:34 pm »
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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DaveG

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« Reply #3 on: October 11, 2005, 03:17:07 am »
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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zanzibar

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« Reply #4 on: October 11, 2005, 08:20:49 am »
Quote
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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DaveG

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« Reply #5 on: October 11, 2005, 01:42:12 pm »
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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lanser

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« Reply #6 on: October 11, 2005, 02:18:49 pm »
slightly off topic

Lets face it the only person you cheat is yourself
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Seytra

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« Reply #7 on: October 11, 2005, 03:59:12 pm »
Quote
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.

DaveG

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« Reply #8 on: October 12, 2005, 01:28:15 am »
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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Allan Wegan

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« Reply #9 on: October 22, 2005, 09:23:43 pm »
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.

DaveG

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« Reply #10 on: October 22, 2005, 09:31:45 pm »
Which is why no one has bothered to deal with it, yet.  :P

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Felix Yellowhair

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« Reply #11 on: October 23, 2005, 01:38:13 am »
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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Karyuu

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« Reply #12 on: October 23, 2005, 03:43:08 am »
Having the same rights as the creatures means coming back from death with full health, which you already do.
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Seytra

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« Reply #13 on: October 23, 2005, 03:14:31 pm »
Quote
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!

neko kyouran

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« Reply #14 on: December 01, 2005, 01:16:37 pm »
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.

Quote
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.
« Last Edit: December 01, 2005, 01:18:37 pm by neko kyouran »