Wall jump exploit: sipmlest solution.

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Wall jump exploit: sipmlest solution.

Postby GreenScape » Wed Nov 10, 2010 1:55 pm

Do not allow teleportation(traveling with CRs or village idol) if there aren't at least one free tile inside 5(for example) tile radius from the center of destination CR or idol. You can show message like "Destination is blocked".
I bet you are using spiral-like algorithm when looking for nearest free tile to the destination point, so you can set maximum radius for spirale for instance.

Thanks.
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Re: Wall jump exploit: sipmlest solution.

Postby DatOneGuy » Wed Nov 10, 2010 11:12 pm

No, this allows reverse griefing. You have a water spot in N4E0 and you live in S2W2? That's a long warp, if someone puts crossroads around to block you ,you are fucked and now have to make the long trip again.

There is no simple solution, stating that there is is implying that the developerss have put no thought into the matter or are stupid.
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Re: Wall jump exploit: sipmlest solution.

Postby Avu » Wed Nov 10, 2010 11:18 pm

They'd still need vandalism though if it was claimed and if it wasn't they could just destroy it and not care. I dunno might be an acceptable compromise.

And sotsa did you even read the post before replying?
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Re: Wall jump exploit: sipmlest solution.

Postby Sotsa » Wed Nov 10, 2010 11:28 pm

I could swear I did but it seems my eye-to-brain-to-hands function failed somewhere.
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Re: Wall jump exploit: sipmlest solution.

Postby GreenScape » Wed Nov 10, 2010 11:35 pm

DatOneGuy wrote:No, this allows reverse griefing. You have a water spot in N4E0 and you live in S2W2? That's a long warp, if someone puts crossroads around to block you ,you are fucked and now have to make the long trip again.


i was expecting reply like that. isn't it simplier to just destroy CR(only one vandal scent)?

edited: Avu, sorry for repeating your thought.

edit again: 'bastards' still capable to wrap your sign inside brickwall. So my solution won't cause additional troubles because they are already here.
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Re: Wall jump exploit: sipmlest solution.

Postby DatOneGuy » Wed Nov 10, 2010 11:58 pm

If you simply want them kept away, it doesn't really matter whether you leave one or multiple either to be quite honest. All you do is impede (very little) their investigation, killing you is done just as well with one scent as it is with a million.

With that said, I'm not a fan of having to re-travel to get some place, that's the reason I set up crossroads. A solution shouldn't impede their use just to stop abuse.
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Re: Wall jump exploit: sipmlest solution.

Postby GreenScape » Thu Nov 11, 2010 12:23 am

DatOneGuy wrote:I'm not a fan of having to re-travel to get some place


who are? The reality is that, someone still can wall your CR even if it is already(like in nople).
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Re: Wall jump exploit: sipmlest solution.

Postby jorb » Thu Nov 11, 2010 12:31 am

The main reason why we haven't fixed that is that there's no other viable means of assaulting a brick wall atm. Yes, we should really try to improve on those mechanics.
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Re: Wall jump exploit: sipmlest solution.

Postby Avu » Thu Nov 11, 2010 1:33 am

WTF are you for real? :| What about the silly rams?
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Re: Wall jump exploit: sipmlest solution.

Postby jorb » Thu Nov 11, 2010 1:37 am

Feel free to suggest ways of making them less silly.
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