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APEXKO.COM | v2121 - MINI EXPANSION LAUNCH (07.04.2017) | PK / LIGHT-FARM

This is a discussion on APEXKO.COM | v2121 - MINI EXPANSION LAUNCH (07.04.2017) | PK / LIGHT-FARM within the Private Servers forums, part of the Knight Online (ko4life.com) category; Originally Posted by azreal313 About what? should i replay to this? and twostars chaos a bit buggy till the end, ...
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  1. #316
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    Quote Originally Posted by azreal313 View Post
    About what?
    should i replay to this?
    and twostars chaos a bit buggy till the end, at the end of the battle it would say the battle is over, and then it was saying again the battle has began, and then everyone could still attack each other, piece of a cake of a work but its still visible bug

  2. #317
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    Quote Originally Posted by NoOneCanStopMe View Post
    should i replay to this?
    and twostars chaos a bit buggy till the end, at the end of the battle it would say the battle is over, and then it was saying again the battle has began, and then everyone could still attack each other, piece of a cake of a work but its still visible bug
    We changed behaviour to not allow attacking after that point (we originally decided to let people attack, but that was before we had the rankings show... so, we changed it after that).
    I haven't seen any reports regarding it saying "the battle has begun" after it finished though. How long ago was that?
    Initial waiting vs exit waiting periods (should be) getting handled separately, so I'll double-check that.

  3. #318
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    Quote Originally Posted by twostars View Post
    We changed behaviour to not allow attacking after that point (we originally decided to let people attack, but that was before we had the rankings show... so, we changed it after that).
    I haven't seen any reports regarding it saying "the battle has begun" after it finished though. How long ago was that?
    Initial waiting vs exit waiting periods (should be) getting handled separately, so I'll double-check that.
    was before 2 1 week, but since then i never played it, i am promise you i will check it again)

  4. #319
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    Quote Originally Posted by nickos3 View Post
    I guess he's asking because:

    1. They know that twostars 'hates' turks and
    2. The DDoS attacks this server going to receive... gosh, I don't even want to think about it.
    The only thing I'm really worried about.

  5. #320
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    looks great ) !

  6. #321
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    i hope beta is going to be released soon xD i want a server to paly during holidays

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    Quote Originally Posted by twostars View Post
    Right now we're still working on ensuring skills are thoroughly checked to prevent abuse; we spent a bit of time tweaking our fundamental method behind checking skill times so that latency is not a factor (as latency is the largest problem with anything like that), which is working great. We still need to adapt this for speed hack checks (before we finally re-enable them), but that shouldn't take long.

    Otherwise, at the moment they're mostly fine and aren't impacted by latency anymore, but we still need to do two things:
    1. Fix cast times, since the client hasn't actually used the skill's cast time itself directly for a very long time (think transformations). This took a while to confirm to be sure we weren't missing anything (spent the last couple of days reversing it), but we've got it pretty much down now -- so all's left is importing all the "effective" cast times & tweaking the server to use their appropriate cast time.
    2. Implement projectile time delays. Earlier on I'd already imported all the projectile velocities, so at this point all we need to do is tweak the "skill hit" step for projectile skills to implement this check.

    I'll do up the importer today to get all the effective cast times prepared, and Aesteris will update those checks in preparation for them.
    Right, we've finally (it's been a long few days!) implemented full support for cast times so they're properly synced with the client's effective cast times now. These are live on alpha, so the various skills broken as a result of "off" (i.e. base) cast time checks now all work correctly and securely.

    We've also implemented base projectile time delay checks, though we still need to refine these more tomorrow before we enable them on alpha.

    What this means is:
    1. Players can't abuse skills to cast them too fast. Also, legit players won't suffer as a result of these time checks (e.g. lag), but there's also no slack for cheaters.
    2. With projectile time checks, we can ensure players aren't abusing being able to instantly hit arrows on targets; the delay there is enforced, so they must wait the minimum time it will take for the arrow to travel the distance to hit the target.

    Also, enforced cooldowns are pretty much a given, but they're already implemented.

    Once projectile time delays are done, we can go improve the speed hacking checks. In terms of cheating, that pretty much just leaves collision checks (i.e. wall hacking) -- which are implemented (but experimental, and temporarily disabled on alpha) which need a little more work, but for the moment we have a bunch of other tasks left that we really should complete before we can really spend the time on that one.

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    Amuse me Moderator razor's Avatar
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    So the anti-cheating is pretty much encoded within the client, so that leaves no need for other softwares? interesting.

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    Quote Originally Posted by razor View Post
    So the anti-cheating is pretty much encoded within the client, so that leaves no need for other softwares? interesting.
    Even better; it's handled on the server's side. The last thing we want is giving people the opportunity to bypass checks, so the more we can check server-side, we will. Why play cat & mouse with cheaters when we don't have to? Kill it off and there's nothing they can do, so there's nothing more we need to do about it either.

    To clarify what I said previously by 'having the times synced'; I meant that it's now enforcing the same times the client does. The client effectively casts part of the way through the cast animation (think archers & the arrows leaving the bow), which in most cases is a lot sooner than the skill's actual defined cast time. Until now, we (and every other server) just used the defined cast time for it, but that isn't accurate, and doesn't work at all for transformations etc, so we had to import all that client data to the server & ensure all the logic behind it was reimplemented so it was handled in the server the same as it already is in the client.

    There's a thread in our forums reporting a bunch of skills failing to cast unless the time's tweaked/hacked by a (relatively) small amount. The amount differs per skill (moreso for some than others), but the entire problem behind them was really that the cast times weren't what the client was using at all.

    So we're using the real cast times now, and the entire process is now working a great deal better.

    Edit:
    I'm being a little unspecific; cast time/cooldown checks are nothing new. Most servers do it, even official.
    The problem with them, however, is they're so damn inaccurate and fail often, because they're affected in large part by lag.

    We've reimplemented our checks to be considerably more accurate, and barely be affected by lag, so you get the best of both worlds:
    - checks accurate enough to prevent basically all abuse (sure, technically you could still potentially gain maybe a ~50ms advantage tops -- but is that even worth considering abuse? ), and
    - no affecting legit players (e.g. suffering lag).

    Additionally, when we get the projectile time checks working correctly, it means cooldown checks will be even less required. I know archers really hate their cooldowns, but previously cooldowns were a necessity as there was really minimal delays we could actually reliably enforce. Between cast time (tiny) and cooldown (also tiny), skills were potentially really spammable. Removing those cooldowns would make even faster to spam.
    Adding projectile time delays helps with that immensely, as it means they have to wait for their skill to actually reach the target before it hits (as opposed to being able to instantly hit the target). That delay alone kills off a great deal of cheating.

    That's not to say there's going to be no abuse of any kind with anything whatsoever, but it will stop a great deal of abuse (and so it should, it only took us forever to figure out the obscure workings of the client!).
    One thing at a time, and all that.
    Last edited by twostars; 12-13-2014 at 04:00 PM.
    Manhattan likes this.

  10. #325
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    Alpha is still up and running. If you want to see the progress for yourself or you feel like there's a bug that might work, then just go ahead, log in and try it out for yourself.
    twostars likes this.

  11. #326
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    uppppppp..good server so far...mostly english speaker in this server which is good..lol

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    Quote Originally Posted by razor View Post
    So the anti-cheating is pretty much encoded within the client, so that leaves no need for other softwares? interesting.
    That's been the plan since the beginning I believe. Eliminate any traces of things that people could trigger for cheating... leading to no more cheats.

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    Quote Originally Posted by IAmHOHOHOHOHOHOHOHO View Post
    uppppppp..good server so far...mostly english speaker in this server which is good..lol
    You wont be saying that if no turks show up to the official.

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    Does the Kurian char work on this private server?
    Kinda trying it right now and can't figure out a way to actually play with that char .
    What i'm thinking of playing this char is that , he's some sord of "support tanker" , also could be played as a melee.
    what i'm also thinking is that they wanted to make some sord of Druid.

  15. #330
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    Quote Originally Posted by Merkava View Post
    Does the Kurian char work on this private server?
    Kinda trying it right now and can't figure out a way to actually play with that char .
    What i'm thinking of playing this char is that , he's some sord of "support tanker" , also could be played as a melee.
    what i'm also thinking is that they wanted to make some sord of Druid.
    you mean the porutu or whatever race? yeah they're supposed to be there.

    you must be the first person that 'mains' this class.

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