Author Topic: health cheat  (Read 3089 times)

nprz

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« Reply #15 on: December 02, 2005, 09:44:08 pm »
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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.

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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  I\'m not a programmer anymore so my skills are a bit, out of date, but would it be hard to take the last time a player logged out (Not sure if this is stored or not) and subtract that from the time the player is relogging in?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.

neko kyouran

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« Reply #16 on: December 03, 2005, 01:07:01 am »
Quote
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.

Quote
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?

Quote
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.
« Last Edit: December 03, 2005, 01:08:07 am by neko kyouran »

nprz

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« Reply #17 on: December 03, 2005, 10:05:59 pm »
Quote
Originally posted by tbvp
Quote
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.

Quote

Quote
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.

Quote

Quote
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).

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4) welcome to the forums. have a nice day.


Thank you for the warm welcome.

Ryhana_Darkblade

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« Reply #18 on: December 03, 2005, 11:56:05 pm »
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.
\"One who follows the heart finds it will bleed. Feel nothing but victory.\"

Karyuu

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« Reply #19 on: December 04, 2005, 12:02:25 am »
Wouldn\'t that be extremely easy to manipulate and cheat with?
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

miadon

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« Reply #20 on: December 04, 2005, 12:50:40 am »
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
- MiadonCam (Refresh page to see live in game Miadon Action!!)

nprz

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« Reply #21 on: December 04, 2005, 01:21:31 am »
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.

hambobo

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« Reply #22 on: December 31, 2005, 04:07:32 pm »
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

Karyuu

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« Reply #23 on: December 31, 2005, 07:24:24 pm »
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)?
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.