But why did you implement the "Level 25 Rule" prior to fixing this vulnerability?
I imagine GGG knew it had to be fixed eventually, but they rolled out the "level 25 rule" as a simple pure server-side solution while waiting for the game's netcode to be rewritten to handle downloading map data piecemeal.
...they trust the client to store the entire instance map seed.
Which means: Maphack is possible (and currently available), and can be used to undermine the legitimacy of racing.
Which also means: Maphack can be integrated into a bot program for a much easier navigation method (in comparison to the more difficult pixel-based analysis bots would otherwise need to default to).
And to think you have new accounts jumping through hoops to gain the privilege to trade currency when a vulnerability like this isn't even covered.
This is unacceptable. GGG, change your netcode to release the minimap piecemeal such that maphack is impossible. Your Development Manifesto on Desync says to never trust the client - take your own advice.
what annoys me the most is that GGG said that there will not be anymore wipes, but they take the risk to release a broken economy that generated tons of illegal items into a full release....SUCKS !
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
But why did you implement the "Level 25 Rule" prior to fixing this vulnerability?
I imagine GGG knew it had to be fixed eventually, but they rolled out the "level 25 rule" as a simple pure server-side solution while waiting for the game's netcode to be rewritten to handle downloading map data piecemeal.
Being the cynic that I am, I sincerely doubt this was the case (GGG, excuse me if I'm completely off the mark). They could've implemented the level 25 restriction much, much earlier if they knew they were going to take some time to implement the map access restrictions. I don't buy that it's a band-aid, considering the issue and the beta's progress.
Do you imagine we'll see the lvl 25 restriction reverted if the map access restriction is implemented?
A lot of games (Sc2, LoL, HoN, etc) started storing all map data server side, so that it wasn't able to have this happen.
Other games (older) such as WC2 and to a lesser extent WC3 had this issue with map hacks because it stored sufficient information client side.
Actually several of your RTS examples are wrong they provide the maps to the client as well the units.
All you needed to do there is to remove the "Fog of War" other RTS didn't provide Unitinformations if you weren't close enough.
Diablo3 is an example where it's executed correctly the server only gives you partial information about the map and the next part of information is only given out if the characters serveropsition passed certain point.
I am curious. I know LoL and HoN were setup such that map information was unavailable. I believe HoN had an error at one point that allowed maphacks, but otherwise was fine.
I believe Sc2 also has a similar setup as to how it works but am less sure.
I am curious. I know LoL and HoN were setup such that map information was unavailable. I believe HoN had an error at one point that allowed maphacks, but otherwise was fine.
I believe Sc2 also has a similar setup as to how it works but am less sure.
I know wc2/d2/wc3 had the problem.
Curious what you meant
I'm not very tech-savvy, so please explain this to me.
By "maphack" do you mean knowledge of enemy location? Because LoL (never played HoN) maps are always the same. I don't need a hack to know where the enemy nexus is.
Only map tile data is available to the client currently, not information about monsters or chests that aren't nearby. The new system will do the same with tiles at the cost of slightly more bandwidth usage.
I am curious. I know LoL and HoN were setup such that map information was unavailable. I believe HoN had an error at one point that allowed maphacks, but otherwise was fine.
I believe Sc2 also has a similar setup as to how it works but am less sure.
I know wc2/d2/wc3 had the problem.
Curious what you meant
I'm not very tech-savvy, so please explain this to me.
By "maphack" do you mean knowledge of enemy location? Because LoL (never played HoN) maps are always the same. I don't need a hack to know where the enemy nexus is.
Maphack means full vision information. In something such as LoL and HoN, which are the same games, while you can see where something is, if it is in fog (or even not shown on map), you can not see it.
So for the LoL/MOBA style, its things like where an enemy is regardless of if they are able to be seen by a friendly unit/LoS
I am curious. I know LoL and HoN were setup such that map information was unavailable. I believe HoN had an error at one point that allowed maphacks, but otherwise was fine.
I believe Sc2 also has a similar setup as to how it works but am less sure.
I know wc2/d2/wc3 had the problem.
Curious what you meant
I'm not very tech-savvy, so please explain this to me.
By "maphack" do you mean knowledge of enemy location? Because LoL (never played HoN) maps are always the same. I don't need a hack to know where the enemy nexus is.
Maphack means full vision information. In something such as LoL and HoN, which are the same games, while you can see where something is, if it is in fog (or even not shown on map), you can not see it.
So for the LoL/MOBA style, its things like where an enemy is regardless of if they are able to be seen by a friendly unit/LoS
So I did understand you correctly.
That's relevant how? That is an entirely different issue to what's happening here.