ufoliarkin 0 Report post Posted July 29, 2013 (edited) Do we have an anti puller system in place? It would really suck if people could just pull, log in and recall in your face. Edited July 29, 2013 by ufoliarkin Share this post Link to post Share on other sites
Maconhado 0 Report post Posted July 29, 2013 come, u guys cant creat an anti pull system. how should i play? haha, joking. but, pulling cable is part of the game imo. u can choose to pull ur cable. buttttt, if somebody makes a video or a ss or watever, or a gm is nearby... baby, u are *censored*ed! well, is my opinion... Share this post Link to post Share on other sites
ufoliarkin 0 Report post Posted July 29, 2013 I just don't want it to be exploitable. Share this post Link to post Share on other sites
evocator 0 Report post Posted July 29, 2013 Maconhado ( Full Hero scorps, never pvp, 10x1 fighter, invi pot eater, safez0rd, pr0 runner, NEVER CATCH ME BEACH! ) I like it. Share this post Link to post Share on other sites
Maconhado 0 Report post Posted July 29, 2013 Maconhado ( Full Hero scorps, never pvp, 10x1 fighter, invi pot eater, safez0rd, pr0 runner, NEVER CATCH ME BEACH! ) I like it. ty bro, im just sayin the truth. xD Share this post Link to post Share on other sites
~WhiteFang 0 Report post Posted July 29, 2013 The system should anticipate on pullers, when a player has taken damage within 10 seconds before logging out, disconnecting or changing map, he should NOT get the invulnerability buff. If it has been 11 seconds or longer, he WILL get the buff. So in this case it depends again on yourself, if you keep hitting the guy in the box, and he pulls, and you keep your box untill he relogs, you can still murder him as he won't have the invulnerability buff (as a punishment for his actions) and he'll die eventually... Besides the ability for this, it is logged in which way a player disconnects, by pull or by lagg. We can distinguish both of these types of disconnecting. To directly answer your question: yes we have anti-pulling in some sort of way, both detection and built-in punishment Share this post Link to post Share on other sites
ufoliarkin 0 Report post Posted July 29, 2013 Cool thanks white. I'll try to test it some. Share this post Link to post Share on other sites
evocator 0 Report post Posted July 29, 2013 Maconhado ( Full Hero scorps, never pvp, 10x1 fighter, invi pot eater, safez0rd, pr0 runner, NEVER CATCH ME BEACH! ) I like it. ty bro, im just sayin the truth. xD Rather recall than die. That's my motto. Share this post Link to post Share on other sites
Moha 0 Report post Posted July 30, 2013 (edited) The system should anticipate on pullers, when a player has taken damage within 10 seconds before logging out, disconnecting or changing map, he should NOT get the invulnerability buff. If it has been 11 seconds or longer, he WILL get the buff. So in this case it depends again on yourself, if you keep hitting the guy in the box, and he pulls, and you keep your box untill he relogs, you can still murder him as he won't have the invulnerability buff (as a punishment for his actions) and he'll die eventually... Besides the ability for this, it is logged in which way a player disconnects, by pull or by lagg. We can distinguish both of these types of disconnecting. To directly answer your question: yes we have anti-pulling in some sort of way, both detection and built-in punishment What happens when for example, You logout outside your towns shop. Then you log back in and find it boxed. Chances are someone casted para on you and you're basically dead. Will this feature save this kind of situations?. Edited July 30, 2013 by Moha Share this post Link to post Share on other sites
~WhiteFang 0 Report post Posted July 30, 2013 What happens when for example, You logout outside your town's shop. Then you log back in and find it boxed. Chances are someone casted para on you and you're basically dead. Will this feature save this kind of situations?. It does, because of the way the buff is applied. When you are about to switch map (aka standing on the coordinate) or the final count for logout is notified to server, the server can still interact very quickly, and at the point (where is also de-initializes the character and removes targets, releases skills, abandons summons etc...) it applies the invulnerability buff if you meet the conditions to get one (aka not being hit in the past 10 seconds). So once you login, even if its boxes, you'll be invulnerable to start off with. So you're saved and can still recall if you desire, or run away... or do something else (like die to the enemy of stupidity xD) Share this post Link to post Share on other sites
roca1985 0 Report post Posted July 30, 2013 pullers everywhere, pullers everytime!!! no chance Share this post Link to post Share on other sites
Moha 0 Report post Posted July 31, 2013 What happens when for example, You logout outside your town's shop. Then you log back in and find it boxed. Chances are someone casted para on you and you're basically dead. Will this feature save this kind of situations?. It does, because of the way the buff is applied. When you are about to switch map (aka standing on the coordinate) or the final count for logout is notified to server, the server can still interact very quickly, and at the point (where is also de-initializes the character and removes targets, releases skills, abandons summons etc...) it applies the invulnerability buff if you meet the conditions to get one (aka not being hit in the past 10 seconds). So once you login, even if its boxes, you'll be invulnerable to start off with. So you're saved and can still recall if you desire, or run away... or do something else (like die to the enemy of stupidity xD) Understood. Is it possible to modify the code in such a way that. Buff effect will only happen when you were recently connected or recently changed from a different map to the current one? Meaning if you have 2 hours logged out and you log in, then you do not get a buff If you have just changed from EF to city, and you have not received DMG in the last 10 seconds , but there's someone boxing city. Will you be untouchable for them? Why don't we restrict the buff effect to specific coords, like when you enter a city or teleport to BF? Share this post Link to post Share on other sites
~farjat 0 Report post Posted July 31, 2013 What happens when for example, You logout outside your town's shop. Then you log back in and find it boxed. Chances are someone casted para on you and you're basically dead. Will this feature save this kind of situations?. It does, because of the way the buff is applied. When you are about to switch map (aka standing on the coordinate) or the final count for logout is notified to server, the server can still interact very quickly, and at the point (where is also de-initializes the character and removes targets, releases skills, abandons summons etc...) it applies the invulnerability buff if you meet the conditions to get one (aka not being hit in the past 10 seconds). So once you login, even if its boxes, you'll be invulnerable to start off with. So you're saved and can still recall if you desire, or run away... or do something else (like die to the enemy of stupidity xD) Understood. Is it possible to modify the code in such a way that. Buff effect will only happen when you were recently connected or recently changed from a different map to the current one? Meaning if you have 2 hours logged out and you log in, then you do not get a buff If you have just changed from EF to city, and you have not received DMG in the last 10 seconds , but there's someone boxing city. Will you be untouchable for them? Why don't we restrict the buff effect to specific coords, like when you enter a city or teleport to BF? Actually now theres the same setting for like every map. I think theres points which needs less time. Should note be the same if u move from ml totown than from shop to town. Share this post Link to post Share on other sites
~WhiteFang 0 Report post Posted July 31, 2013 It's same setting for every map as Farjat mentioned. There is already a difference between "town to ML" aka Game Server Changing and "town to shop" aka Map Changing. A Game Server change gets 15 seconds as changing server is slower and takes more time as sockets are switched to a different ip and port. While map changing takes place in the same game server you get only 7 seconds of invulnerability. In reality you'll have a few seconds on each, as game server change is slower, you already lose a couple of seconds from doing so and you get about 7 seconds from changing game server in reality. I'm not sure if certain points or areas need less time on the invulnerability buff, I can't see a good reason why. @Moha: to answer your question on the box, the player switching from EF to town will get the safe buff if he was NOT hit within 10 seconds before teleporting, he'll possibly end up in a box at the town side, but can recall right away to safe himself. Unless he's the enemy, then recall cannot be done in the enemy's town, so he'll be screwed if it's a full box. Actually he has 2 choices, take on a shield and hope to survive, or try to bash himself out the second his invulnerability is over (or when he manually cancels it by surprise of the enemy). Share this post Link to post Share on other sites