Bug used to Break in and steal village

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Re: Bug used to Break in and steal village

Postby barra » Fri Oct 15, 2010 7:43 am

DatOneGuy wrote:
Potjeh wrote:How can you wall people with them if they're non-collidable?

Well I suppose in that case their only use would be to block people from building things then. :P


Since we're considering solutions, what's the problem with:
A crossroad never considers a tile covered by a different village claim "valid" for arriving on.

You could still use it to jump a wall into a personal claim (until there's a way to distinguish "village members claims" from outsiders that won't change), but it would protect actual villages from being exploited and compromised. Protected signs like the one at nople would be fine.
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Re: Bug used to Break in and steal village

Postby BadMotel » Sat Oct 16, 2010 8:18 am

But if you can only build them on your village then you could only block your own people from building with them.
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Re: Bug used to Break in and steal village

Postby DatOneGuy » Sat Oct 16, 2010 9:15 am

BadMotel wrote:But if you can only build them on your village then you could only block your own people from building with them.

Not everyone has villages up.


There are 'possible problems' that don't seem big until people start exploiting them, like the current mechanic. It can be used to do much worse too since it's tied in with other things. :V

Crossing between cave systems is a snap, think your cave is safe because you walled off entrances? Think a fucking 'gain.

Of course this means the person has to know something is in there and find it worth getting through but it's doable.

Feh, overall it was brought to light, and J&l are aware of it and have been for some time, throwing around random ideas just makes them and yourself look stupid, they've thought of it, they've heard it, they haven't implemented it for a reason. I've brought it up a few times, they're still thinking about it, and I don't think they want to 'fix' it with another broken mechanic that people will bitch about immediately after.
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Re: Bug used to Break in and steal village

Postby Special-K » Sat Oct 16, 2010 9:24 pm

barra wrote:Solution: A crossroad never considers a tile covered by a different village claim "valid" for arriving on.


good idea i think
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Re: Bug used to Break in and steal village

Postby NaoWhut » Sat Oct 16, 2010 9:47 pm

'Not everyone has villages' some people
are just personal claims, and if you can't
land on that village tile, if there's any
tile past that unclaimed by a village you'd
land on it.
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Re: Bug used to Break in and steal village

Postby Killer1306 » Sun Oct 17, 2010 1:54 pm

I think a goo solution would be 2 build 2 layers of walls they then jump between the 2 layers and have 2 jump 2 HF or wait 4 u
U MIGHT ALSO WANT 2 TEST TO SEE IF THEY R 2 CLOSE AND SEND THE PERSON PAST BOTH WALLS

oh didn't read far in 2 see this was suggested

build a second wall far in on claim and keep valuables there?
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Re: Bug used to Break in and steal village

Postby spectacle » Sun Oct 17, 2010 2:14 pm

I suppose JLo aren't fixing it because both the bug and the fix will be irrelevant once they remove teleportation. :D
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Re: Bug used to Break in and steal village

Postby Potjeh » Sun Oct 17, 2010 3:10 pm

But making crossroads walk-through and placing travellers on their tile seems like such a simple fix :(
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Re: Bug used to Break in and steal village

Postby Mqrius » Sun Oct 17, 2010 3:20 pm

Potjeh wrote:But making crossroads walk-through and placing travellers on their tile seems like such a simple fix :(
On first glance, yes. In practice, it has the following consequences: You'd have to make crossroads authority objects, to prevent easy griefing. This has the unwanted effect that crossroads can't be easily destroyed by their owners anymore, to prevent security vulnerabilities.
On a more practical note, currently only HF are walkthrough buildings, I believe? Since they are a special condition, even in that they are only walkthrough for the owner, it's probably bluntly hardcoded somewhere*. If loftar were to add more walkthrough buildings, he would probably want to do it properly, and integrate it neatly into the rest of the code. This means thinking about data structuring, and how to record the distinction between walktrhough-for-everyone and walkthrough-for-owners, and would be wholly a lot more problems than it seems on first glance.

This could all be ignored, and it could be implemented as a quick 'fix'. But with large projects like this, using quick fixes do more harm than good in the long run.


*No offense, but in my experience, that's just how things go.
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Re: Bug used to Break in and steal village

Postby Potjeh » Sun Oct 17, 2010 3:31 pm

LS and chieftain can destroy statues and flags just fine, I don't see why it'd be any different for crossroads unless effort was invested to make it different.

I seriously doubt that collidability of objects is hardcoded in some ugly way. More likely there's a universal flags system for terrain, buildings, creatures etc that determines which hearthlings or objects can be placed where. Even if I'm wrong, such a system would be of use in future development, so making it wouldn't be a waste of effort.

The actual fix of making the crossroads authority and non-collidable would require just changing two variables in their prototype. It wouldn't involve piling up band-aids that result in bugs down the line.

And it's a pressing issue, since it's a very serious bug. Boatjumping got fixed, I fail to see how this is any different.
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