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Personal Assult bug + solution

Posted: Tue Apr 10, 2007 6:53 am
by bryan
its sorta a grey area..... but idk.

anyway:

If people manage to time the turn lag, they can get 4-5 hitting ascended personal attacks at the exact same time to cause over the limit damages. ie, sorta like on the turn changes and everyone hitting for naq on 1-2 good farms going negative. you might say that it is hard to get such timing right..... however, i have heard about people using this technique very successfully in other games like diablo 2.

as it dont really matter until you are de-ascended. when the calcs are done on your ALF. just add a code line that runs on the turn change, if multiple ascend attacks happened in last 30mins, then only 1 effects, or something to that effect. as both attacks appear on the attack log, it can be fixed. the only problem is if someone gets de-ascended with 1 hit like this
ie
cutting through the reserves, so you hit someone who has only 10k ALF or something. but the solution to that is to let the game take a couple turns or so to decide if someone is actually de-ascended

Posted: Tue Apr 10, 2007 7:30 am
by LBWMTE- D4rk S1de
May I suggest a possible reason and a possible solution

The server is running slow, so when two people attack at once, the script takes away the naq, but doesn't update the db in time for the second instance of the script running,, and as such, the second one attacks for the naq thinking no attacks have been done yet, then nthe first one proceeds to update and then the second one proceeds to update, allowing both attacks to take place.

A simple way of chagnging this would be to rearrange the script for the first action the script takes is to put a preliminary entry into the database.

That's just an educated guess though.