Author Topic: Assignment cooldown workaround/exloit  (Read 4686 times)

mAdman

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Assignment cooldown workaround/exloit
« on: September 08, 2014, 01:08:56 AM »

I'm sure I won't earn any favors by letting you know this, but it does seem to go against the design and can cause bugs;

If you have completed an assignment and are on cooldown, you can currently still accompany others who are doing assignments by joining them as they leave for the mission (after the new assignment has been given to the different player), this can then be used to "cycle" assignments per player or group/half group, essentially making it possible to repeat these quests almost nonstop (granted you won't get the xp reward every time, but you get all the loot and kill xp).

I understand why the cooldown is there in the firstplace (for limiting the xp farm potential), but you could make other workarounds for this, for example the traveling speed on the world map is very fast, you could slow it down exponentially and make the assignment locations a much further distance away from base, the forced travel time acts as a physical time barrier removing the need for a cooldown timer. If the random encounters were functioning too, this could make the time taken to travel to and fro extended by the element of randomness. It also makes the idea of redoing the quests more of a functional challenge than an annoying timer.
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paragon

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Re: Assignment cooldown workaround/exloit
« Reply #1 on: September 08, 2014, 02:21:24 AM »

There's nothing good in watching like you travel on the world map.
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cirn0

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Re: Assignment cooldown workaround/exloit
« Reply #2 on: September 08, 2014, 02:34:00 AM »

The cooldown is there not because we want to limit it actually.

It is added purely for technical reasons: it was lagging the server when everyone was running them constantly.

Do not want a repeat of launch day do we? :D
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Seki

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Re: Assignment cooldown workaround/exloit
« Reply #3 on: September 08, 2014, 02:35:53 AM »

The cooldown is there not because we want to limit it actually.

It is added purely for technical reasons: it was lagging the server when everyone was running them constantly.

Do not want a repeat of launch day do we? :D
and will be there some fixes or server upgrade after which will be that cooldown removed or it will stay like that ?
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mAdman

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Re: Assignment cooldown workaround/exloit
« Reply #4 on: September 08, 2014, 03:10:50 AM »

The cooldown is there not because we want to limit it actually.

It is added purely for technical reasons: it was lagging the server when everyone was running them constantly.

Do not want a repeat of launch day do we? :D

Oh I see, that renders my appraisal quite useless then >.<

I didn't realise there was a correlation there. My mistake. :D
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Myakot

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Re: Assignment cooldown workaround/exloit
« Reply #5 on: September 08, 2014, 11:51:06 AM »

cirn0 - It would be freaking awesome if you would say why the cetain change was made, so that players would understand your reasoning ^^ (still can't find a reason for why you now can flee in cmbt mode =\ ).
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Poker-Jack

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Re: Assignment cooldown workaround/exloit
« Reply #6 on: September 08, 2014, 01:23:48 PM »

(still can't find a reason for why you now can flee in cmbt mode =\ ).

1) Because it's a real time game
2) Because you recharge AP while on the move

3) think about the logic of those two things combined with the flaws of "Cannot leave, still in combat"
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Herbie

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Re: Assignment cooldown workaround/exloit
« Reply #7 on: September 09, 2014, 07:31:04 AM »

problem is, it is really easy to escape pvp encounter, you just have to run to exit grid and 100% chance escape. I guess it also can be exploited at core factions spawn, just spawn asa 15 member team, kill all, loot all, or go back to grid if people are there.
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