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Darkfall

Darkfall 

General Discussion  » Exploit accusers

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33 posts found
  COORS

Apprentice Member

Joined: 4/30/08
Posts: 335

2/27/09 12:09:57 PM#21
Originally posted by RedMorgan

People should think twice before pointing fingers.  Society of the Anvil was maybe the 5th clan to put up a city on the server, and we did it without profiting from exploits.  If we found one... hell we'd probably exploit it to hell and wouldn't be ashamed to admit it.  So, yes, it's perfectly possible to have put up a city despite all the awful sync issues and character deletions for humans, etc.


 

Thank you for being honest.

My question is this though.

What's the point in it being soooooooooo easy to put up a clan city. In the end, if it's this easy to do, cities will have absolutely NO meaning at all. Thus, losing a city won't really matter that much.

So in the end, the cities will be as meaningfull as taking keeps in WAR. It will mean nothing.

You see my point. This game mechanic, whether exploited or not, needs to be revised ASAP.

  BigCountry

Advanced Member

Joined: 5/31/05
Posts: 230

2/27/09 12:09:58 PM#22
Originally posted by RedMorgan

People should think twice before pointing fingers.  Society of the Anvil was maybe the 5th clan to put up a city on the server, and we did it without profiting from exploits.  If we found one... hell we'd probably exploit it to hell and wouldn't be ashamed to admit it.  So, yes, it's perfectly possible to have put up a city despite all the awful sync issues and character deletions for humans, etc.

 

Indeed.

But it is still not the way to launch a mmorpg dude...

/rollback

BigCountry | Head Hunters | www.wefarmpeople.com

  Bill_pull

Novice Member

Joined: 2/27/09
Posts: 21

2/27/09 12:11:19 PM#23
Originally posted by radtweak

I'd have to agree with strongaxe on this one.. it was a few peeps/guilds that were taking "advantage" of things such as static mobs like Minotaurs that had some nice armour and gold on em (from what I've heard).  I can guarantee nearly anyone that came across this would've taken advantage and kill it, repeatedly if possible, it's not like you're going to think "hmm that Minotaur's broken maybe I should come back later when he's working so I can let him tear my arms off".

 

Again it was taking advantage of the server state and not really a full on exploit in its true meaning which is when someone goes out of their way to get around a working game mechanic in order to break it and gain from it.

Of course the fact that half the peeps who pre-ordered didn't even get in (myself included) just added to the fire and made a lot of them blow situation out of proportion as obviously a bit of jealousy will always creep in.

They were lucky .. we weren't so lucky. At least you'll have some cities to raid once you get in


 

This is not true.  The guilds in question knew in advance which high level mobs would bug out because of terrain issues.  The entire guild is there killing mobs that don't respond which they KNEW in beta wouldn't respond.

Casually coming across a bugged mob is one thing, but having your entire guild kill a high level mob that you purposefully 'bug' is another thing.  And then having the same mob respawn in 8 seconds at the exact same place.

Yes, there are players that randomly find bugged mobs.  But the guilds that are building endgame cities right now aren't just 'randomly' finding bugged mobs.

  dave816am

Novice Member

Joined: 2/26/09
Posts: 18

2/27/09 12:14:27 PM#24

Everyone that didn't vote for the first option weren't in beta and have no understanding of the city claiming mechanics.

  BigCountry

Advanced Member

Joined: 5/31/05
Posts: 230

2/27/09 12:20:57 PM#25
Originally posted by dave816am

Everyone that didn't vote for the first option weren't in beta and have no understanding of the city claiming mechanics.

 

 

I have to completely disagree with you man. Exploiting small to medium mobs getting them to "stick" with no sync issues is one thing, exploiting epic mobs who do not move/attack AND spawn in the exact same place with massive sync issues is a totally totally totally unfair advantage....

 

Oh well. W/out a wipe, the EURO server is officially hosed....lol

Better reason not to take all this that serious until a US server is launched. Euro's got fuct though by this....big time....

 

BigCountry | Head Hunters | www.wefarmpeople.com

  dembar

Novice Member

Joined: 9/19/08
Posts: 118

2/27/09 12:22:36 PM#26
Originally posted by COORS
Originally posted by RedMorgan

People should think twice before pointing fingers.  Society of the Anvil was maybe the 5th clan to put up a city on the server, and we did it without profiting from exploits.  If we found one... hell we'd probably exploit it to hell and wouldn't be ashamed to admit it.  So, yes, it's perfectly possible to have put up a city despite all the awful sync issues and character deletions for humans, etc.


 

Thank you for being honest.

My question is this though.

What's the point in it being soooooooooo easy to put up a clan city. In the end, if it's this easy to do, cities will have absolutely NO meaning at all. Thus, losing a city won't really matter that much.

So in the end, the cities will be as meaningfull as taking keeps in WAR. It will mean nothing.

You see my point. This game mechanic, whether exploited or not, needs to be revised ASAP.

 

see you fail!

 

you dont claim a city for 10 k

you claim a city stone where you can BUILD your city. when you claim the terrotory you dont have anything more then a bindstone and a bank. from there you need to Build yout city up.

 

its easy to claim a terretory but its hard to build up your city and KEEP your terretory/city

 

  amish_farmer

Novice Member

Joined: 1/23/09
Posts: 54

2/27/09 12:23:09 PM#27
Originally posted by strongaxe
Originally posted by Pale_Rider

Ive been thinking and im wondering if all these people saying "they got a city on first day, they exploited" are people that weren't in beta and don't understand the game mechanics behind claiming a clanstone.

 

If i recall in beta, it was pretty easy to take over a bare city clanstone.

(I put the poll up because I was in beta but I didn't get a pre-order so I don't know whats going on ingame)

 

Clan shards are 10k now. Some people were exploiting but it was not widespread and it will have no lasting effects on the server. They were killing desynced mobs that just stood still. Not like people were activly looking for exploits, more the servers fault.

There are more things to exploit than just stuck mobs.  I can pretty much assure you that the bigger clans found exploits and didn't report them during beta so they could use them to their advantage.

There was very nearly a dupe bug that made it to release, too.  Someone reported it days before the release date.

  dembar

Novice Member

Joined: 9/19/08
Posts: 118

2/27/09 12:25:59 PM#28
Originally posted by amish_farmer
Originally posted by strongaxe
Originally posted by Pale_Rider

Ive been thinking and im wondering if all these people saying "they got a city on first day, they exploited" are people that weren't in beta and don't understand the game mechanics behind claiming a clanstone.

 

If i recall in beta, it was pretty easy to take over a bare city clanstone.

(I put the poll up because I was in beta but I didn't get a pre-order so I don't know whats going on ingame)

 

Clan shards are 10k now. Some people were exploiting but it was not widespread and it will have no lasting effects on the server. They were killing desynced mobs that just stood still. Not like people were activly looking for exploits, more the servers fault.

There are more things to exploit than just stuck mobs.  I can pretty much assure you that the bigger clans found exploits and didn't report them during beta so they could use them to their advantage.

There was very nearly a dupe bug that made it to release, too.  Someone reported it days before the release date.

 

 

Partly your lieng

 

yes there was a dupe bug discovered a few day's for release.

and that bug was because of a new patch! and they fixed it.

thats why your testing thinks that are being patched! to discover such thinks!

 

  feyrband

Novice Member

Joined: 9/08/08
Posts: 25

2/27/09 12:29:09 PM#29

mobs in alfar area were bugged out in a way where they wouldnt move or fight back, so they were basically all on free-farm. including several mobs that dropped 150+ gold EACH.

this is why there is an exploit outcry.

we, without having alfar players, spent 10+ hours farming invisible mobs aiming for blood spatter in the air for 5-15gold per drop and the quests. and several humans lost about 3k total due to the logout/login bug which delayed us a good while.

fuckxfire Xfire Miniprofile
  RedMorgan

Apprentice Member

Joined: 8/29/08
Posts: 7

2/27/09 12:29:50 PM#30


Originally posted by COORS
Thank you for being honest.
My question is this though.
What's the point in it being soooooooooo easy to put up a clan city. In the end, if it's this easy to do, cities will have absolutely NO meaning at all. Thus, losing a city won't really matter that much.
So in the end, the cities will be as meaningfull as taking keeps in WAR. It will mean nothing.
You see my point. This game mechanic, whether exploited or not, needs to be revised ASAP.


There's nothing easy about having and maintaining a city. Claiming cities at launch is a rat race, and only the most organized and efficient clans will be able to get the city they want. There is a very limited number of cities as well, so most clans will go without one. Then building those cities is pretty grindalicious, and you have to be really dedicated to put it all together.

I share your concern however, as I haven't seen much reason to keep a city yet. Maybe having the ability to construct with higher things on the tech-tree will make them worthwhile, but that remains to be seen.


Originally posted by BigCountry
Indeed.
But it is still not the way to launch a mmorpg dude...
/rollback

No argument there. Personally, a rollback would screw me and my clan, but the launch itself screwed many more people. I'm not sure if it's going to happen though.

  Dullahan

Novice Member

Joined: 5/20/05
Posts: 92

2/27/09 12:39:46 PM#31

Having a clanstone != having a clan city.

Cities require time and resources.  If you can get a 10-20 people together, getting a clanstone and city going shouldn't be that hard.  Its building the city up, maintaining and defending it that will be hard.

___
Played EQ, DAoC, AO, WoW, Vanguard, Ryzom, Darkfall, Mortal Online and others I don't remember or care to admit.

  dembar

Novice Member

Joined: 9/19/08
Posts: 118

2/27/09 12:45:58 PM#32

i am hoping for a server wipe, if its not happening then i can life with it.

 

its not like my friends and me where going for a hamlet/city stone right away.

we decided it would be best to let the dust settle a bit

  KKyoji

Novice Member

Joined: 9/05/08
Posts: 21

2/27/09 12:58:46 PM#33

people are exploiting...duh. I was killing bugged goblins just yesterday

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