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#1
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That is a straw man and factually incorrect. The number of people in TR and TMO that were banned as a % of the total number of bans is far lower than the percentage of the active server population those guilds make up on a day to day basis.
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#2
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The people caught cheating who happened to be tagged TMO are no longer guilded with us. If you want to impress, throw some facts at us about how your guild chose to deal with your cheaters.
__________________
❤ Z A R A H ❤
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#3
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By powerleveling them to max and tagging them of course. | |||
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#4
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That also isn't the latest stated reason we have for VP not being open. If you would like a refresher of the 4 stated reasons we've been given since April why VP isn't open, i am happy to provide them. | |||
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#5
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#6
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Damn zereh is good. TR failure | |||
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#7
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@Zereh "TR had raid / guild leaders banned, TMO did not; comparing the two is disingenuous at best. This goes way beyond a straight numbers game." What is the relevance to the topic at hand of opening VP. So what if TMO had a clean slate this time around.. Are you sitting here spewing that either A. VP should only be open to the glorious TMO? or that B. Your content with VP not coming out STILL? | |||
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#8
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Back on-topic: I find the Ten Ton Hammer articles, especially the introductory first article about the Chardok raid, highly naive at best. Not to expect cheaters on an EQ server, and to try to "communicate" with a group that is clearly warping, is just stupid and a waste of time.
Failing that, I gotta say the major flaw allowing stuff like MQ to work in this game is the distribution of tasks between client and server that Verant/SOE chose to implement. For instance: Quote:
However, that would become very inconvenient with high latency (ping) between client and server. But the least that the server could do is track the average client speed by looking at the current maximum movement rate of the character (speed affecting buffs, encumbrance) and comparing that to the actual difference between two positions over time. There should be short-time plausibility checks (for short distance warping and checking there is an unobstructed path in between) and long-time average speed checks (to prevent speedhacks warping in small steps within the tolerance of the short-time checks). Then - regardless what the client does, speedhacks and warping could not be effected anymore. I never understood why that wasn't implemented by SOE except due to the "don't care" attitude that we have learned to love so much. Kind Regards, Slozem | |||
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#9
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#10
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I already explained how bard speed could not be abused: The server would perform it's plausibility checks against the serverknown current max movement speed of the toon. I do not see how zoning mechanisms could be exploited to gain speed with such settings. Maybe you can explain that. Any Call of the Hero would go through the server anyways, to tell client A that its player is CotHed by client B. No way to exploit that with proper server coding from what I see. So what am I overlooking? | |||
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