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Please stop punishing us for lagging

ABCZZTABCZZT
Reactions: 1,495
Posts: 56
Member
edited December 2016 in Rants and Raves
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If, out of fear of disconnection, I have to stop attacking, and flee in terror to stop my familiar, then I am not having fun!

On a technical note, this is happening because too many attacks are being received in too little time, right?
I thought obsessively of a better way.
You should not just be using the time attacks were received, you should also use the time they were sent.
If it's not already being done, have the client attach timestamps to the attack data.

What if hackers want to modify the timestamps? Apply these 2 rules to weed them out:
1. There must be a minimum value for the "sent" time between 2 attacks.
If a given skill is only able to hit up to once per second, being sent
20 attacks from this skill in 10 seconds would not be allowed,
even if they didn't arrive until 30 seconds after the first attack.
This is complicated by weapon speed, skill speed, cooldowns,
cooldown reduction, cooldown resets, familiars, and maybe
damage over time, but it should still be possible to implement.
2. The "sent" time cannot be later than the "received" time.
This is to prevent someone from sending too many attacks
at once after modifying "sent" time to get around rule 1.
No matter what timestamp a hacker may attach to an attack,
there is not so much control over when it arrives.
Using the same example skill, if someone sends 20 attacks
modified to look like the client was sending once a second,
but they all arrive within 10 seconds, that is the evidence.

This concept probably isn't new. Does anyone out there know its name,
any loopholes I missed, or why this hasn't been done for MapleStory?

Comments

  • LilyflowerLilyflower
    Reactions: 4,030
    Posts: 760
    Member
    edited December 2016
    It's been this way for many years sadly I feel bad for the players who worked hard on the characters get blocked for no reason.