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 Equilibrium: call for play testers 
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Unread post Re: Equilibrium: call for play testers
This post is the bug I'm talking about. It should be easy to test if it affects the version you're using.

Edit: I just tested it in 2.11, and it doesn't drop you back to the command prompt when you're attacked. However, I did notice something strange. Gonna start a new thread in bug reports.

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Last edited by Mongoose on Fri Nov 04, 2011 12:18 pm, edited 1 time in total.



Fri Nov 04, 2011 12:01 pm
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Unread post Re: Equilibrium: call for play testers
Mongoose wrote:
This post is the bug I'm talking about. It should be easy to test if it affects the version you're using.

The move planet/eject players to sector bug has been fixed.

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Fri Nov 04, 2011 12:07 pm
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Unread post Re: Equilibrium: call for play testers
T0yman wrote:
The move planet/eject players to sector bug has been fixed.


The original one was, but there was a new, worse one. I think it was just fixed a couple days ago with the release of 2.13.

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Fri Nov 04, 2011 12:30 pm
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Unread post Re: Equilibrium: call for play testers
Mongoose wrote:
T0yman wrote:
The move planet/eject players to sector bug has been fixed.


The original one was, but there was a new, worse one. I think it was just fixed a couple days ago with the release of 2.13.

10/24/11 was the release date for 2.13 and that is the one I an referring to as being fixed.

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Fri Nov 04, 2011 12:32 pm
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Unread post Re: Equilibrium: call for play testers
As soon as I can, I'd like to work with you guys to do some testing of combat and overcome this ability to spam and lock up a player. I'm almost positive we can do it from my own tests, but it's always better to test with real conditions, remote connections, etc.

Mongoose, obviously we don't want latency and CPU to be a determining factor, but both random and deterministic outcomes can be fun. There's nothing inherently wrong with either. Poker and chess are both great games. I personally think that the ability to attack or escape in TW should depend on the ship type and should be mostly consistent. It shouldn't depend on your connection speed, latency, or whether or not you're using a bot. That's the target.

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Fri Nov 04, 2011 12:40 pm
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Unread post Re: Equilibrium: call for play testers
T0yman wrote:
Mongoose wrote:
Cruncher wrote:
If my macro is ay1^May1^May1^May1^May1^May1^May10000^M

You are spammed, unable to do anything. You cannot move attack or retreat.


I don't understand this. What immobilizes you? Is it a result of the bug that drops you to the command prompt when there's activity in the sector? I thought that was going to be fixed in 2.13. And where does online auto-flee figure into this?

Cruncher and I tested this on 2.07 so I am not sure if it is still the same or not. I believe JP was going to fix it, I just have never tested it.

Where there any movement delays in the game you were testing?

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Fri Nov 04, 2011 2:16 pm
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Unread post Re: Equilibrium: call for play testers
Micro wrote:
T0yman wrote:
Cruncher and I tested this on 2.07 so I am not sure if it is still the same or not. I believe JP was going to fix it, I just have never tested it.

Where there any movement delays in the game you were testing?


I think there were, it was the Sandbox game on the old beta server, also set for 56k emulation up and down.

But, I cannot honestly remember if there were ship delays or just the emulation.

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Fri Nov 04, 2011 2:38 pm
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Unread post Re: Equilibrium: call for play testers
Cruncher wrote:
You are spammed, unable to do anything. You cannot move attack or retreat. So to be doubly deadly, spam single fig hits of 1000, then do a surround, and final kill, get the ship and the pod.
If movement delays are disabled (constant 250ms), then a player can do a surround in less than 2 seconds. If movement delays are on, it should take 30-60 seconds to do a surround. So isn't it better for combat if movement delays are ON?

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Fri Nov 04, 2011 2:40 pm
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Unread post Re: Equilibrium: call for play testers
Micro wrote:
Cruncher wrote:
You are spammed, unable to do anything. You cannot move attack or retreat. So to be doubly deadly, spam single fig hits of 1000, then do a surround, and final kill, get the ship and the pod.
If movement delays are disabled (constant 250ms), then a player can do a surround in less than 2 seconds. If movement delays are on, it should take 30-60 seconds to do a surround. So isn't it better for combat if movement delays are ON?



A single fig attack x 1k will spam them plenty long enough to do the surround then come back for the kill.

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Fri Nov 04, 2011 2:55 pm
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Unread post Re: Equilibrium: call for play testers
Cruncher wrote:
A single fig attack x 1k will spam them plenty long enough to do the surround then come back for the kill.


So it's the wall of text that immobilizes them?

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Fri Nov 04, 2011 3:01 pm
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Unread post Re: Equilibrium: call for play testers
Mongoose wrote:
Cruncher wrote:
A single fig attack x 1k will spam them plenty long enough to do the surround then come back for the kill.


So it's the wall of text that immobilizes them?


I'm not exactly sure. When JP does his own tests, it works as it should hit 1 hit 2 hit 1 hit 2 etc.. but he's exactly equal ping with his two charactors.

You get two players together, and it matters not who has the faster ping, just who starts the attacks first gets to spam the second one with a "wall of text" as you say. Followed by wham-bam, you're at the menu, no reaction time at all. I can type the attack commands or send my macro, but it matters not.

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Fri Nov 04, 2011 3:14 pm
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Unread post Re: Equilibrium: call for play testers
I'll run some tests, too. I want to see what happens when the target of such an attack is running a saveme script that tries to move them or transport them away immediately when the 1-fighter attacks begin.

Maybe the server doesn't process input while there is output queued. If that's the case, I can imagine a lot of ways to exploit it.

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Fri Nov 04, 2011 3:25 pm
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Unread post Re: Equilibrium: call for play testers
Set a script or macro to fire off a couple thousand single figs and see if the other play can get a command off... since saveme is a script it might fit in the command, but typing by hand to get away from such an attack might not be doable.

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Fri Nov 04, 2011 3:29 pm
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Unread post Re: Equilibrium: call for play testers
Well, usually when you have ANSI turned on and you get a message while at a prompt, you receive the ANSI command to erase the current line, then the message, then the prompt is redisplayed along with any partial input you've typed. When hit by this fighter spam, I imagine that it would be hard to see what's going on, but you should still be able to type commands. But maybe not. We shall see.

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Fri Nov 04, 2011 3:43 pm
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Unread post Re: Equilibrium: call for play testers
It's doable, the this version is not near as fast on the rapid fire as version 2.07. So it is possible you could hit > to retreat if they had to fire 3 or 4 rounds to get away.

Here is what I used.
Code:
#Rapid Fire Test

echo "*How many single figs to fire?"
getconsoleinput $num
setvar $i 1
while ($i <= $num)
   send "ay1*"
   add $i 1
end
halt

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Fri Nov 04, 2011 3:51 pm
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