Modifying player position menu

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  1. #16
    lanman92's Avatar Active Member
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    Lol. That's what the ridiculous threshold would be for :P Getting up to 2k ms lag is possible, but you would eventually get disconnected after your 'latency' gets above the threshold.

    Modifying player position
  2. #17
    schlumpf's Avatar Retired Noggit Developer

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    Uhm ..
    Let me give you an example:
    Normal - Speedhacked - Lagging
    0 - 0 - 0
    1 - 10 - not here
    2 - 20 - 1, 2
    3 - 30 - 3
    4 - 40 - not here
    5 - 50 - not here
    6 - 60 - 4
    7 - 70 - 5
    See the difference between lagging and speedhacking? oO

    Or do I get something completely wrong? ..
    Last edited by schlumpf; 07-20-2009 at 02:24 PM.

  3. #18
    lanman92's Avatar Active Member
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    Yeah, I see what you mean now. I guess whenever blizz starts looking for things like this, we're going to have to find some other way than modding tickcount. Maybe bugs. Not sure why it works but, changing your Z and dismounting lets you keep speed after you log back in. Maybe something working with that.

  4. #19
    joetheodd's Avatar Member
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    Originally Posted by BoogieManTM View Post
    Doesn't need to be client side detection for any of this. it can all be done on the server side, which we all have no idea what is going on behind the curtains.
    The question we need to ask ourselves though, is how practical is it to check movement against world boundaries every time every player sends a movement packet.

  5. #20
    BoogieManTM's Avatar Active Member
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    Originally Posted by joetheodd View Post
    The question we need to ask ourselves though, is how practical is it to check movement against world boundaries every time every player sends a movement packet.
    You don't have to check every packet. Random samplings, every 10 packets, etc.. It would be a big hit to really verify all forms of movement at all times, but it'd be worth it in my opinion. If I was blizzard, i would be doing it.

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