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kyledevious

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  • Location
    Austin
  • Homepage
    http://dev-ious.net
  • Interests
    Open Source projects, skateboarding, riding dirtbikes, gaming
  • Occupation
    Software Engineer
  1. So many good reasons here to show that rolling back just isn't an option. Lets just hope that bioware can fix this mess. I seriously doubt they have what they need to do so though.
  2. You may feel that way, and frankly, so do I, but there is more to it than that. Player retention is a huge metric that bioware measures to track business strategies, and your player retention will go down the drain if you pull a stunt like that.
  3. Yeah that was exactly my point with the Azure thing. This is crazy how big a deal this is. And just the fact that Bioware is not fixing it first, then explaining that it was an exploit makes me even more concerned. As far as I've seen, they very rarely tell the public about an exploit before its fixed. This makes it worse because now all kinds of players will exploit it that may not have known about it.
  4. You're nuts. They will never undo everything that happened to a past backup. Even if they could. Imagine the outrage of players who were just leveling toons and log on after a reset to see that all their work on the game they pay a monthly subscription to has been undone... that's never going to happen.
  5. And people admitting it is the easiest way for them to do something about it.. maybe they can use data against your player id to isolate patterns to be used to locate other exploiters?
  6. There are a few optimization threads located on tomshardware against different NVidia graphics cards for SWTOR, just do a query in a search engine to locate a good starting point.
  7. But even then, at the very least, credits gained by exploit, (and this is a simple thing to exploit) that are used to purchase gtn items will require every item sold to be returned to the seller. That right there is enough for me to honestly say, there is no way in hell they can fix the damage this will do to the game's economy and to player experience effected by people utilizing this incredibly easy to execute exploit. This is just one example of how this is a huge deal.
  8. Yes it is a very scary thing, that they probably can't just do a: SELECT ItemId, PlayerId FROM VendorTransactions WHERE ItemId = :ExplotedChairItem AND PurchaseTime BETWEEN '2015-06-23 07:00:00' and '2015-06-23 08:00:00' AND PlayerId = :PlayerWhoExploited If I had to figure out who exploited I would probably look at the amount of credits a player had before the patch, and find the delta between what they have now and if its a very large amount, i'd probably flag them for further query investigation. Maybe they have heatmaps on player position over time? You could then isolate a segement of users that utilized the shortest path between the location to buy the exploitable item and the closest place to sell it, but even then its a ton of work. They've got their work cut out for them if they seriously plan to fix any problems created by this oversight.
  9. I was thinking the same thing. Although, yeah, you can buy things back from a vendor. So a threshold of a certain amount of items is kept in a transactional database somewhere for that purpose, I doubt its client side.
  10. Thank god, yeah I didn't think about that... but just to further my point, that is just one example of the possibly, many, edge cases that could cause this to spin out of control.
  11. Well, consider this: The event handling architecture for each server *used* to be able to handle multiple events from player's game clients at once, but would randomly crash for unexplained reasons from time to time, and after countless "Band-Aids" to it.. the SWTOR dev team gave up and hired PanicButton to come in and fix it. All PanicButton could manage was to completely rewrite the event handling code to handle events on a sequential queue. (Thus providing stability, at a cost to async operation) So that's why with the increased player base from the expansion we get the hitching results (More reqests to the servers and were all waiting in a line basically). All of the players game clients are sending in requests to handle events (because people are playing the game) and its all being bottle necked into a sequential queue. No wonder it is slow with more load. Not to mention that all communication from your game client to the server your playing on is all done using the TCP protocol (from what I understand anyways, its TCP)... that's more reliable as far as packet data delivery, but not near as fast as UDP protocol. Lets just hope that something can be done to increase event processing times.. I mean for god sakes, every single thing you do in the game has to be sent up to the server, approved, processed and sent back.. This is a big deal and needs to be addressed with some drastic changes to what is currently in place.. you can't just keep avoiding the problem, people are starting to realize that SWTOR is a great MMO and there are tons of reason to invest time in playing it.. as long as you can do the most essential things, like cast abilities with low latency and update your player position successfully without a stream of interpolation façade... If someone is progression raiding and a boss' conal attack isn't hitting them on their game client, but registers a hit because the packet with their player position didn't get processed in time due to say.. oh I don't know.. let me give a ridiculous but entirely possible reason.. there are gold spammers events in the server's event processing queue before that persons player position update request event, then I'd say its really unfair that you would get killed for reasons like that.
  12. I'm wanting to call bs on this. I realize most people wouldn't just come on here and start stating they can parse 4.5k+ on a dummy for no reason, but I've tried out this proposed rotation and I get better results with: (i'm not nearly as geared and I sustain 3.7k - 180 set bonus 4piece - 186's, 0 crit rating, 640 surge rating, 100.43% accuracy, russan relics, hawkeye implants, expert closed circuit mk2 earpiece) OPENER: (Broke 4k w/ this) ADRENAL >> ZEN >> FL >> OS >> ZS >> CAUTERIZE >> MERCILESS SLASH >> FM >> VALOUROUS CALL >> ZEN >> MASTER STRIKE >> TST >> SLASH THEN TO REGULAR ROTATION: FL >> OS >> MERCILESS SLASH >> FM >> SLASH >> CAUTERIZE >> ZS >> MASTER STRIKE >> SLASH >> TST >> ZEN when up I just don't see how I could becoming remotely close to your sustained in much much lower gear.... am I missing something here? I realize that hitting with merciless slash causes more damage from burns, so the cauterize and force melt after merciless slash sort of made sense to me when I read what you put, but following your rotations got me much lower dps.... For a 500K parse at 43.1 apm over 2:13 seconds my damage is spread like this: Merciless Slash - 107,930 (21.5%) Overload Saber: Burning via Overload Saber - 97,472 (19.5%) Force Melt - 77,456 (15.5%) Cauterize: Burning via debuff - 49,165 (9.8%) Master Strike - 47,623 (9.5%) Twin Saber Throw - 31,704 (6.3%) Slash - 24,725 (4.9%) Zealous Strike - 17,805 (3.6%) Force Leap - 15,347 (3.1%) Cauterize: Initial damage - 14,015 (2.8%) Strike - 9,482 (1.9%) Dispatch - 8,311 (1.7%)
  13. I did notice that when I was able to get back online a few hours after the crash, I was back on yavin... (When it crashed I was doing cz dailies) so I took priority terminal back to cz and then realized that all the cz dailies were no longer in my inventory... must have been a hard crash for them to lose data....
  14. Its back up, not very long down either... pretty good service.
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