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Lag blocking entrances
There has always been players who intentionally lag blocks entrances in towers. This mostly happens in mod tower.
https://cdn.discordapp.com/attachmen...96/unknown.png As you can see in the picture above there is this guy with the smiley head who frequently lag blocks (or however he does it ) the entrance to the flag room in mod tower. I assume his accounts gets banned for it however, this doesn't stop him from doing it over and over again on alt accounts. I'm sure some of the GP team became familiar with this guy. Today morning there was no admin online so we had to wait around 20 minutes not be able to access mod till AJ came online. Therefore this is what I suggest to be implemented to stop these type of players who intentionally blocks the flag room entrance while they're un-hittable wither it's caused by lag or hack. Players who don't move inside the towers for several seconds should get a warning similar to the warning you get when you're inside a house. However, if the player don't respond to the warning he should get warped to the spawn room. (this shouldn't happen if the player is afk inside the spawn room) This would be a good fix if they block the entrances using lag. If not, I don't really know what to suggest to stop them from doing it. |
Seen that moron plenty of times, hence why I PK at other forts nowadays. They really need to fix this issue with the NGS releasing.
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^Or just bring back the wide stairs cuz it was helpful so that ppl can stop blocking ¯\_(ツ)_/¯
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From what I remember in box fort they won’t be able to block the flag room entrances since they’re wide and there is no stairs ir a narrow path like the current mod and swamp town. The fix I suggested is for the current towers. But, the problem with the new towers will be the few small paths (they don’t lead to the flag room but they will slow attackers down if they got-lag blocked) What I suggested isn’t really a perfect suggestion since it will have some down sides. It will depend on the time it takes for the player to get warped tho. Yet, it’s still not really a perfect fix.
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Not entirely lagging, I know what he is doing. It really has nothing to do with lag at all.
All he is doing is playing on an Android device, Once he finds a place he wants to remain and block he will swipe down at the top of his screen and pull down the notification tab and remain doing that for really however long he pleases or gets warped. There isn't really anything devs can do to fix this as they can't entirely stop what pulling down the notification bar does or atleast i assume not as this was a method people use to cheat in things like the snake event. But i'm for what Zorma Knight said, Making bigger entrances would make this extremely more difficult |
Dusty or Fp4 (take a look)
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Doesn’t matter how many times you ban this moron, he always comes back to lag block which prevents both attackers and defenders from getting to the flag room.
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He's clearly doing the community a favor trying to make this fair for everyone by highlighting how stupidly broken it is (and has been forever). Just like they used to do at sardon's. Now the door is 3 tall instead of 1. Good on you, ya smiley faced noob.
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minimum requirement of 200 kills to enter
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Not a bad idea.
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Just like how Fp4 made it a requirement for you to have an identified account to enter guilds. The same should apply to enter towers in addition to a minimum of 10 hours. It's probably a better idea than the one I suggested in the original post.
Edit: In box fort you wasn't able to enter towers without having tag on? So why not do it to all towers this mean instead of scripting a code to disable unidentified accounts from entering towers, they can just disable players with no tag to enter towers since you have to be identified to get recruited into a tag anyways. In addition to the minimum hours suggestion I would say. |
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PKng in towers and Towering is so lame especially in MoD. They should just make people respawn in the flag room at MoD. Like the first day Deadwood tower was released. At least until this NGS thing kicks off
BTW Things MoD PKrs have cried about: 1. horses 2. arrow spam 3. chat blockers 4. lag blockers what else am i missing? weak |
Yes people complaining about people abusing lag/chat blocking to gain an unfair advantage or just to troll is weak
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Yeah if they don't like it there's always other towers. Or that daycare center...
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@Michael me personally don’t really care if you can’t enter a tower guildless but I understand that pk’ers wouldn’t really like that. However, since you couldn’t enter box fort without having tag on and the purpose of box fort is to test mechanics and new features. It’s safe to assume the developers original plan is to disable guildless players from entering towers. It will probably happen. By the way I forgot what was Fp4 thread about something you’re not capable of doing if you’re not identified? Was it not being able to join guilds or not being able to enter towers? |
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@jarace That was like the 4th time a certain fan tried to bait me into giving him my attention. I think my video of Mariah Carey’s “obsessed” was appropriate. He needs to understand that without his moderator title he goes back to being insignificant to me. Thx :blush: |
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My comment wasn’t directed to only you, you, 4-Lom & anyone else who shares your viewpoint. Quote:
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Colin stop trying to get other people´s attention dude
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PKers want to hit MoD up rather than these other areas simply because the space is cramped and small, leading to a higher target density. You won't get the same results without the potential to block entrances. Sard's got an overhaul, now it's reasonable. Snowtown got removed, for whatever reason. York Fort (the best one around imho) was also removed. Destiny, again, has no door issue. Three spaces wide. Castle got removed, but it had no door issue. Swamp could use a bigger door at the top, but there's ample room on the approach. Box Fort... was... mechanically interesting, but not super competitive. Except that last 'ice skating' iteration which, again, had no door issue. Three wide. |
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I think the design is fine, or would be with a few tweaks. We do not want all towers to be dead like Snow town used to be by changing their design to be anti-pk. MoD is meant to be busy, just how other towers are meant to be well protected. This is why the flag HP is different. I don't think we can blame the design for the lag blocking either. I have seen this account in particular create multiple accounts in a line to block wider entrances and pathways. In my opinion, the best way to go is to re-introduce needing a guild tag to enter towers, but only for players with less than a certain number of kills, let's say 300 for instance. |
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I swear some people just don't read or comprehend what others write. Read it again, see if there's something I said you don't understand, ask questions if you need to, and DON'T TRY TO PUT YOUR WORDS IN MY MOUTH! :D Easy, right? |
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i only read the title, so sry if you wrote this-v
what about a server sided time ticker that when you don't move or swing sword for 20 seconds, you get auto warped out of tower? (my logic: at least on the server side, the lagger will be gone = to all of our screen the person wouldn't be there) |
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In my opinion some sort of kills limit would work better than hours, it's much harder to get 100 hours than it is to get 200/300 kills. Players with lower kills could still enter through a guild tag though. They could just create a guild as well if worse comes to worst. |
I thought we already handled this… so why was it reverted? I complained about this years ago and Dusty or someone else made it so that it warps you to the tower's spawn if you're lag blocking after like 30 seconds or so, it quit working a long time ago and not sure why.
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noob accounts without guild tags have no business in towers to begin with imo
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Even if the issue that is allowing players to lag block is fixed, that suggestion should still be implemented to unable hackers from entering towers too. |
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As for the design thing. I guess it’s just a matter of opinion and what you consider the purpose of a tower. Do we agree to disagree? Quote:
#JumpingOnThe4-loomBandwagon @crono U still have me on the ignored list? Somebody quote this I have to disagree for the sole purpose that it keeps real noobs from exploring the server. I understand why some things need to be identified to keep players from cheating like getting slimes back in the day and transferring them to main accounts. Damn it there goes QesGOAT with more history lessons @zetelectic |
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If we would add a PK limit to every tower to avoid hackers it would end up meaning everyone would have to PK outside before being able to PK in a tower, that's why I think a hour limit would be the best since there's also no way to boost your hours but to idle for that amount of time, which I doubt random but dedicated hackers will do. |
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Fixed. Laggers are now kicked but in case that fails if you push a player for a few seconds in a fort you'll go through them.
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Doesn't work anymore
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EDIT:Nevermind i was completely wrong lol graal does pause when being drawn over. Just tested this in nod but it seems to warp me automatically? I mean era doesnteven pause |
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Update: Okay, so I actually logged on, and played around until I found someone I could test it around with. Anyway, nope they didn't even implement my proof of concept (that or they tossed it after a while). My original workaround was to see how far a player was from a pair of blocking tiles/objects horizontally and vertically and if both directions around a player were blocked (left+right or top+bottom, respectively, could be expanded to diagonals too.), set an attribute on that player "noblocking" that the movement system on other clients could check that attribute to see whether someone should be permitted to pass them. Of course that's not fool-proof because the client of the player that would be otherwise blocking controlled the attribute. Then another, more reliable way would be to just do the check for the player that's trying to move past the blocking player (i.e. check vertically and horizontally to the player's upcoming position independent of the presence of players, and if the same criteria is met just ignore players in the wall check). Another, though harder to maintain, solution would be to have NPCs that flagged tight passes as no blocking zones that the movement system checked. Though don't know if they'd let good ol' Dusty anywhere near the movement system. Update 2; Illustrative: Attachment 26151 So basically my original solution which was the implemented solution before iClassic, was to mark a player as not blocking in this scenario based on the horizontal passing range not being enough for another player to get around, same would be true for vertical passing ranges, or the combination of both. Although in hindsight to making this graphic, a square area the size of the player would be used rather than a line. The more reliable solution would be, after all wall checks excluding player checks, if the calculated position of your player would be this position without checking other players as walls, then ignore checking players as walls altogether. I'd opt to do this before pathfinding/side-movement motion altogether unless something comes up in testing where you'd want to recalculate side-movement for both scenarios. Meanwhile, doesn't prevent blocking on diaganols unless you do that check independently, which I didn't in my original implementation. |
Thinking about this more, actually, probably want player's upcoming position plus a space equal to the corresponding blocking area of any potentially blocking player in any fully client-based solution.
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Or... you could just put an npc zone where players can't block other players in doorways where this is an issue?
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what about that spot in front of the witch's house in swamp town? The surrounding area is all pk, and other players block passage... but there's a small set area that players can't kill each other and there's no blocking.
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no it's not a full level. It's an area inside a pk level where there's no pk and no blocking. its maybe 20 x 20 tiles.
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The problem has been fixed few weeks ago when Dusty posted. I didn’t see any lag blockers in the past, is it still happening?
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Bump. There’s a player that’s still capable of lag blocking the entrance.
https://m.imgur.com/a/AFObwl1 |
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