[crossfire] Ideas needed to fix exploit

Mark Wedel mwedel at sonic.net
Thu Mar 2 00:55:47 CST 2006


Gabriele Dini Ciacci wrote:

> What about not allowing to kill a player that has not gained xp from his 
> last death?
> (not that has only permaXP, but not gained xp from last death, this way 
> we stop easy->hard skill xp transfering to some share too).
> 
> So if player A is the one killed by player B the script driving player A 
> should be more complex cause it have to locate a monster and kill it, 
> but if a player can write a scipt that locate monster and kill it, the 
> point of abuse does not exist anymore cause it can just run the script 
> on player B and get easy xp while he sleep (given enougth monsters, that 
> is the overall problem).

  But I think the problem in this particular case is that killing the other 
player gets lots of exp - more so than killing monsters can.

  Also, I can think of some relatively easier ways to script exp gain - many of 
the item creation/identification skills can do so (smithery, jeweler, sense 
magic, etc).  That won't get a player a whole bunch, but if the point is to 
reset that flag so that someone can kill that npc again, that is sufficient.

  Now you can start getting stuff like 'X amount of exp has to be gained before 
someone can get exp for killing the character'.  And if X is sufficiently high, 
item identification won't work.

> 
> Morover xp gain from pking imho should be related to xp lost by the pked 
> player scaled by an ammount in server configuration file that must be 
> basically less than 1, so a player with 2 characters can't pile xp 
> naturally, values less than 0.5 are suggested cause this also stop 
> easy->hard skill xp transfer.

  I agree on that much - as it is now, it would seem that at some point, you can 
get an infinite loop.  So making it so that player get exp based on how much is 
lost seems like the safest thing to do, and also perhaps the easiest.





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