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HACK used by Quincyspirit and proof

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HACK used by Quincyspirit and proof

Postby Truthbringer » Thu Jul 27, 2017 3:41 pm

once A3 Mania a wonderful game server is now turned in to hackers pit due to ignorance of GM, petty hackers like Quincyspirit alias(Eklavya),Freedy,Puchku,Goldenarrows alias (Rainbow) are using hacks and destroying wonderful game play in a once wonderful Gamer Server.

GM kindly take action, banning for ever is the minimum action that should be taken so that it will act as DETERRENT against using of any such CHEAP TRICKS in game.

LINK OF YOUTUBE
https://www.youtube.com/watch?v=i7kBpBdrTrk
video



P.S. EVERY ONE SHOULD PROTEST AGAINST UNFAIR GAME PLAY.


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Re: HACK used by Quincyspirit and proof

Postby Truthbringer » Thu Jul 27, 2017 4:04 pm

https://youtu.be/W_85ScBiPrk

now this video is of Puchku with my MS


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Re: HACK used by Quincyspirit and proof

Postby Orb » Thu Jul 27, 2017 5:26 pm

You temoz people are epic :)) u call this hack ? =))


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Re: HACK used by Quincyspirit and proof

Postby Goldenarrows » Thu Jul 27, 2017 5:29 pm

@Draculin =))

@GM Come on GM what days the server is seeing?

People who can't distinguish between a game/ms lag and a Speed Hack. I get a lot of these daily!!!

HAI MEEEEEEEE BUGEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!!!

Be a5 fast. Hop into my list =)) =))


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Re: HACK used by Quincyspirit and proof

Postby Truthbringer » Thu Jul 27, 2017 8:03 pm

Goldenarrows wrote:@Draculin =))

@GM Come on GM what days the server is seeing?

People who can't distinguish between a game/ms lag and a Speed Hack. I get a lot of these daily!!!

HAI MEEEEEEEE BUGEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!!!

Be a5 fast. Hop into my list =)) =))

can you kindly see second video and see my MS????? huh?? don't comment blindly.
i request GM to see the second video and see my MS, its GREEN which shows clear indication of HACK, so you comment is invalid.


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Re: HACK used by Quincyspirit and proof

Postby Brodax » Thu Jul 27, 2017 11:44 pm

Truthbringer wrote:https://youtu.be/W_85ScBiPrk

now this video is of Puchku with my MS

Lol...!!
In this video Puchku is lagging..
This kind of shit happens with me daily, nothing new.
When his Net connection was unstable he came near you but when his net connection got stable he went back to the place he was. He didn't even hit you when he came next to you but when he went back he did.
And MANIA doesn't support Speed hack, If he was using it he would have been kicked from the server in 2 Second's.


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Re: HACK used by Quincyspirit and proof

Postby [GM]Scar » Wed Aug 02, 2017 10:22 pm

The jumping of the character is not technically a hack. It's a result of a client <-> server synchronization issue. Essentially when a moving character is going out of range and suddenly comes back in range, the client assumes the character has already moved to the end location. This is only specific to your client and any other character which is in sight of the character in question will see the character at it's actual location. It is considered as a hack only when the player jumps to a farther location and actually attacks. As you can see from the video, once the character attacks, the client is informed about the proper location of the player and that is when the player actually goes back to it's original location (You cannot move while attacking). This is only with respect to your client.

Inorder to save bandwidth and CPU cycles, the server only informs your client about the start location and end location of a moving opponent and your client moves the character accordingly. Due to this, when the character goes out of range and comes back in, your client assumes that the character has already moved to the end location in the meantime. The only way to circumvent this issue properly would be to inform each client about the exact position of each player as they move, which will exponentially increase the bandwidth required for playing the game. For example, if a player is moving 10 blocks, there has to be 10 times data sent instead of 1. Imagine if 10 other players are in range, that would mean 10x10 = 100 times data is sent when a player moves 10 blocks. This will increase the server load and also increase the bandwidth requirement of each client. If you are in a map with a lot of moving players, you could end up choking your connection which will induce lag eventually.

I will see if I can make this jumping effect much less noticeable, but it will have eventual side effects.


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Re: HACK used by Quincyspirit and proof

Postby trdumbs » Thu Aug 03, 2017 12:19 am

[GM]Scar wrote:The jumping of the character is not technically a hack. It's a result of a client <-> server synchronization issue. Essentially when a moving character is going out of range and suddenly comes back in range, the client assumes the character has already moved to the end location. This is only specific to your client and any other character which is in sight of the character in question will see the character at it's actual location. It is considered as a hack only when the player jumps to a farther location and actually attacks. As you can see from the video, once the character attacks, the client is informed about the proper location of the player and that is when the player actually goes back to it's original location (You cannot move while attacking). This is only with respect to your client.

Inorder to save bandwidth and CPU cycles, the server only informs your client about the start location and end location of a moving opponent and your client moves the character accordingly. Due to this, when the character goes out of range and comes back in, your client assumes that the character has already moved to the end location in the meantime. The only way to circumvent this issue properly would be to inform each client about the exact position of each player as they move, which will exponentially increase the bandwidth required for playing the game. For example, if a player is moving 10 blocks, there has to be 10 times data sent instead of 1. Imagine if 10 other players are in range, that would mean 10x10 = 100 times data is sent when a player moves 10 blocks. This will increase the server load and also increase the bandwidth requirement of each client. If you are in a map with a lot of moving players, you could end up choking your connection which will induce lag eventually.

I will see if I can make this jumping effect much less noticeable, but it will have eventual side effects.

NICE ONE GM
BUT
LOL do you think that the dumblets T will understand it?

Just say no hack done. That would be enough.

Tried telling these bums 1000 times in their own language but the refuse to understand the difference between speed hack and sync issues :))


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Re: HACK used by Quincyspirit and proof

Postby truthonmywords » Thu Aug 03, 2017 3:47 pm

Lol :))


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Re: HACK used by Quincyspirit and proof

Postby Juscallmeargo » Sat Aug 05, 2017 5:49 pm

epic,LOL
well said GM :) =)) :))


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