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Patch 1.2 notes exploitation concern

remilafo
remilafo
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Player characters can no longer be attacked before they finish loading into the game.

I saw this on the tentative patch notes. How is the server receiving that a player has finished loading? my assumption is that it comes from the client computer.

Botters are already using no clip mode, speed hacks etc.

Don't you think they will attempt to "test" if they can complete a load and NOT send the "okay loading complete" signal?

What will be the results of this?

perhaps loaded but unkillable players?

Perhaps loaded but perma stuck players?

i don't know but i do know that botters and hackers will be testing this... heed this warning.

Worse case senario imo is that this will allow botters to solo epics boss fights and not ever take any damage, go anywhere and get anything.

Best case senario imo is that a character can simply not move or is perma stuck at their spawn location, but with the speed hacks and teleportation i doubt it will be this.
  • j.frank.nicholsb14_ESO
    Maybe a comment without the cynicism would be useful?
  • Natjur
    Natjur
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    When you zone in and out of dungeons in PVP, you are 'in zone' straight away and attack-able even tho you are still seeing the loading screen. It was a easy way to get kills, just wait inside a popular dungeon. (well at the start until PVP zones became ghost yards)

    On PST when you zone in and out of dungeons in PVP, you are 'in zone' straight away but can not be targeted. You can see they guy but can not nuke them.

    Not sure if botters can get around this, but it appears any action or movement tells the server your target-able again.

    Seems like a fair chance as long as the server does not 'wait for the client to tell them they have loaded' but uses movement, actions and 'wait for load' command and any of those trigger the player to be target able.

    I am more worried about the botters who 'walk through walls'.
  • SirAndy
    SirAndy
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    The "Never trust the client" phrase was coined in the industry for a good reason.

    I'm afraid you might be right ...
    :(
  • Sakiri
    Sakiri
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    remilafo wrote: »
    Player characters can no longer be attacked before they finish loading into the game.

    I saw this on the tentative patch notes. How is the server receiving that a player has finished loading? my assumption is that it comes from the client computer.

    Botters are already using no clip mode, speed hacks etc.

    Don't you think they will attempt to "test" if they can complete a load and NOT send the "okay loading complete" signal?

    What will be the results of this?

    perhaps loaded but unkillable players?

    Perhaps loaded but perma stuck players?

    i don't know but i do know that botters and hackers will be testing this... heed this warning.

    Worse case senario imo is that this will allow botters to solo epics boss fights and not ever take any damage, go anywhere and get anything.

    Best case senario imo is that a character can simply not move or is perma stuck at their spawn location, but with the speed hacks and teleportation i doubt it will be this.

    Most games handle this with immunity and passivism.

    Not only can you not be harmed, but you can't do a damned thing either.
  • Auric_ESO
    Auric_ESO
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    Wow. Op is making ALOT of assumptions and building a scenario built on those assumptions. Not sure that it's a warranted concern.
    "The purpose of training is to tighten up the slack, toughen the body, and polish the spirit." Morihei Ueshiba
  • Erlindur
    Erlindur
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    You don't need a "okay loading complete" client response. If you are loading, you are doing nothing else. The server can grant you immunity till your first action. You move, you've done loading. Do anything and you've done loading.
  • SirAndy
    SirAndy
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    Erlindur wrote: »
    Do anything and you've done loading.
    @Erlindur
    Except, they basically added a cooldown.

    Which is the OPs point. If that is handled client side and then communicated to the server, there is a possibility of exploiting that mechanism.
    ;-)
    Edited by SirAndy on 5 June 2014 07:09
  • Erlindur
    Erlindur
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    SirAndy wrote: »
    Erlindur wrote: »
    Do anything and you've done loading.
    @Erlindur
    Except, they basically added a cooldown.

    Which is the OPs point. If that is handled client side and then communicated to the server, there is a possibility of exploiting that mechanism.
    ;-)

    Isn't that the main purpose of the PTS? Testers, like the OP, pointing out potential problems and testers proposing solutions?
  • SirAndy
    SirAndy
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    Erlindur wrote: »
    SirAndy wrote: »
    Erlindur wrote: »
    Do anything and you've done loading.
    @Erlindur
    Except, they basically added a cooldown.

    Which is the OPs point. If that is handled client side and then communicated to the server, there is a possibility of exploiting that mechanism.
    ;-)

    Isn't that the main purpose of the PTS? Testers, like the OP, pointing out potential problems and testers proposing solutions?
    Exactly. Except, your suggestion completely ignores the current Client/Server architecture of ESO.

    I highly doubt they will redo their complete network implementation to accommodate your suggestion.
    ;-)
    Edited by SirAndy on 5 June 2014 18:33
  • Erlindur
    Erlindur
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    SirAndy wrote: »
    Erlindur wrote: »
    SirAndy wrote: »
    Erlindur wrote: »
    Do anything and you've done loading.
    @Erlindur
    Except, they basically added a cooldown.

    Which is the OPs point. If that is handled client side and then communicated to the server, there is a possibility of exploiting that mechanism.
    ;-)

    Isn't that the main purpose of the PTS? Testers, like the OP, pointing out potential problems and testers proposing solutions?
    Exactly. Except, your suggestion completely ignores the current Client/Server architecture of ESO.

    I highly doubt they will redo their complete network implementation to accommodate your suggestion.
    ;-)

    Care to enlighten me in the current Client/Server architecture, especially about the inability to implement a simple flag on the server side? Don't be afraid to get too technical. I'll survive.

    That way, my future suggestions will be on par with the current systems design. Help me be a better tester.
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