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 Post subject: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 5:02 am 
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I have recently been a victim of the "Sunken Ferry" glitch. It is when a character, crossing from one ferry to another, gets randomly killed, losing experience and being respawned back into town forcing the player to walk or take a horse back to that ferry resulting in massive amounts of time being wasted.


Programmers that have basic knowledge of packets can packet log this glitch when it happens to them, then minutes before a character crosses the ferry, the programmer can sign the victim's character ID and cause them to experience the glitch.

Something good can come out of this...
An experienced coder, such as Drew Benton, can create a new character then repeatedly cross the ferry until he gets the error. He then can create an application that stores all characters ID's within the radius his character is in, into a dynamic multidimensional array.
He then can "ReDim" the size of the array, that way the size would be the exactly the same as the amount of characters that are in the array, which would be easier to scan through them.
Example: 10 players = Array: aryNamesIDS(9, 0) (Visual Basic)
9 is the amount of characters (it's 9 not 10 because 0 also counts as a number in programming languages)
0 is where the character's ID is placed.


Drew, or the programmer, can then create a script that checks whether the incoming player is a bot or not, by doing the easiest, checking the specific route the bot takes. If the player is a bot, he can sign the character's ID and the player will die when taking the ferry.

The programmer can then leave the bot checker on 24/7 killing ALL bots who cross the ferry.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 5:07 am 
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VincentTurato wrote:
I have recently been a victim of the "Sunken Ferry" glitch. It is when a character, crossing from one ferry to another, gets randomly killed, losing experience and being respawned back into town forcing the player to walk or take a horse back to that ferry resulting in massive amounts of time being wasted.


Programmers that have basic knowledge of packets can packet log this glitch when it happens to them, then minutes before a character crosses the ferry, the programmer can sign the victim's character ID and cause them to experience the glitch.

Something good can come out of this...
An experienced coder, such as Drew Benton, can create a new character then repeatedly cross the ferry until he gets the error. He then can create an application that stores all characters ID's within the radius his character is in, into a dynamic multidimensional array.
He then can "ReDim" the size of the array, that way the size would be the exactly the same as the amount of characters that are in the array, which would be easier to scan through them.
Example: 10 players = Array: aryNamesIDS(9, 0) (Visual Basic)
9 is the amount of characters (it's 9 not 10 because 0 also counts as a number in programming languages)
0 is where the character's ID is placed.


Drew, or the programmer, can then create a script that checks whether the incoming player is a bot or not, by doing the easiest, checking the specific route the bot takes. If the player is a bot, he can sign the character's ID and the player will die when taking the ferry.

The programmer can then leave the bot checker on 24/7 killing ALL bots who cross the ferry.


"Kill packet editors with a packet editor."
If I posted all the glitches that I know that are similar to this, there would be nobody in Hotan until there is a SRO client update. Who knows if the new client for legend 3 + has the fix or not. Why bother putting this out to the public? Keep it a secret and abuse it alone, it makes glitches much more fun.

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Last edited by ImmortalKiller on Wed Dec 10, 2008 5:09 am, edited 1 time in total.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 5:08 am 
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VincentTurato wrote:
I have recently been a victim of the "Sunken Ferry" glitch. It is when a character, crossing from one ferry to another, gets randomly killed, losing experience and being respawned back into town forcing the player to walk or take a horse back to that ferry resulting in massive amounts of time being wasted.


Programmers that have basic knowledge of packets can packet log this glitch when it happens to them, then minutes before a character crosses the ferry, the programmer can sign the victim's character ID and cause them to experience the glitch.

Something good can come out of this...
An experienced coder, such as Drew Benton, can create a new character then repeatedly cross the ferry until he gets the error. He then can create an application that stores all characters ID's within the radius his character is in, into a dynamic multidimensional array.
He then can "ReDim" the size of the array, that way the size would be the exactly the same as the amount of characters that are in the array, which would be easier to scan through them.
Example: 10 players = Array: aryNamesIDS(9, 0) (Visual Basic)
9 is the amount of characters (it's 9 not 10 because 0 also counts as a number in programming languages)
0 is where the character's ID is placed.


Drew, or the programmer, can then create a script that checks whether the incoming player is a bot or not, by doing the easiest, checking the specific route the bot takes. If the player is a bot, he can sign the character's ID and the player will die when taking the ferry.

The programmer can then leave the bot checker on 24/7 killing ALL bots who cross the ferry.


Except Drew Benton is a moderator at 0x33 and thus would be killing those who use his program? If he wanted to kill bots he could slip some sly shit in the bot they going to download causing the bot not to pot or something ..

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 5:09 am 
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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 5:12 am 
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Snoopy wrote:
VincentTurato wrote:
I have recently been a victim of the "Sunken Ferry" glitch. It is when a character, crossing from one ferry to another, gets randomly killed, losing experience and being respawned back into town forcing the player to walk or take a horse back to that ferry resulting in massive amounts of time being wasted.


Programmers that have basic knowledge of packets can packet log this glitch when it happens to them, then minutes before a character crosses the ferry, the programmer can sign the victim's character ID and cause them to experience the glitch.

Something good can come out of this...
An experienced coder, such as Drew Benton, can create a new character then repeatedly cross the ferry until he gets the error. He then can create an application that stores all characters ID's within the radius his character is in, into a dynamic multidimensional array.
He then can "ReDim" the size of the array, that way the size would be the exactly the same as the amount of characters that are in the array, which would be easier to scan through them.
Example: 10 players = Array: aryNamesIDS(9, 0) (Visual Basic)
9 is the amount of characters (it's 9 not 10 because 0 also counts as a number in programming languages)
0 is where the character's ID is placed.


Drew, or the programmer, can then create a script that checks whether the incoming player is a bot or not, by doing the easiest, checking the specific route the bot takes. If the player is a bot, he can sign the character's ID and the player will die when taking the ferry.

The programmer can then leave the bot checker on 24/7 killing ALL bots who cross the ferry.


Except Drew Benton is a moderator at 0x33 and thus would be killing those who use his program? If he wanted to kill bots he could slip some sly shit in the bot they going to download causing the bot not to pot or something ..


Or he could have his bot identify which characters are 0x33's bot's characters, and kill everyone else. IF the thing works.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 6:45 am 
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what?


i speak...Retard...please explain


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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 6:50 am 
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Bop wrote:
what?


i speak...Retard...please explain

What exactly don't you get? It's simple. Someone packet logs the glitch, then replaces their character ID with the bot's character ID and send the packet to the server, thus signing their character and causing them to die and return back to town when they cross the ferry.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 6:55 am 
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Would actually get joymax to fix it.


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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 6:59 am 
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Shadowfox542 wrote:
Would actually get joymax to fix it.

Well we could abuse this exploit for as long as we can, it's not our fault the glitch is there.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 7:21 am 
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VincentTurato wrote:
I have recently been a victim of the "Sunken Ferry" glitch. It is when a character, crossing from one ferry to another, gets randomly killed, losing experience and being respawned back into town forcing the player to walk or take a horse back to that ferry resulting in massive amounts of time being wasted.


Programmers that have basic knowledge of packets can packet log this glitch when it happens to them, then minutes before a character crosses the ferry, the programmer can sign the victim's character ID and cause them to experience the glitch.

Something good can come out of this...
An experienced coder, such as Drew Benton, can create a new character then repeatedly cross the ferry until he gets the error. He then can create an application that stores all characters ID's within the radius his character is in, into a dynamic multidimensional array.
He then can "ReDim" the size of the array, that way the size would be the exactly the same as the amount of characters that are in the array, which would be easier to scan through them.
Example: 10 players = Array: aryNamesIDS(9, 0) (Visual Basic)
9 is the amount of characters (it's 9 not 10 because 0 also counts as a number in programming languages)
0 is where the character's ID is placed.


Drew, or the programmer, can then create a script that checks whether the incoming player is a bot or not, by doing the easiest, checking the specific route the bot takes. If the player is a bot, he can sign the character's ID and the player will die when taking the ferry.

The programmer can then leave the bot checker on 24/7 killing ALL bots who cross the ferry.


What you proposing is an exploit and strictly against forum rules here.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 7:25 am 
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sama98b wrote:
VincentTurato wrote:
I have recently been a victim of the "Sunken Ferry" glitch. It is when a character, crossing from one ferry to another, gets randomly killed, losing experience and being respawned back into town forcing the player to walk or take a horse back to that ferry resulting in massive amounts of time being wasted.


Programmers that have basic knowledge of packets can packet log this glitch when it happens to them, then minutes before a character crosses the ferry, the programmer can sign the victim's character ID and cause them to experience the glitch.

Something good can come out of this...
An experienced coder, such as Drew Benton, can create a new character then repeatedly cross the ferry until he gets the error. He then can create an application that stores all characters ID's within the radius his character is in, into a dynamic multidimensional array.
He then can "ReDim" the size of the array, that way the size would be the exactly the same as the amount of characters that are in the array, which would be easier to scan through them.
Example: 10 players = Array: aryNamesIDS(9, 0) (Visual Basic)
9 is the amount of characters (it's 9 not 10 because 0 also counts as a number in programming languages)
0 is where the character's ID is placed.


Drew, or the programmer, can then create a script that checks whether the incoming player is a bot or not, by doing the easiest, checking the specific route the bot takes. If the player is a bot, he can sign the character's ID and the player will die when taking the ferry.

The programmer can then leave the bot checker on 24/7 killing ALL bots who cross the ferry.


What you proposing is an exploit and strictly against forum rules here.

viewtopic.php?f=2&t=103794&st=0&sk=t&sd=a
That is another exploit, a mod clearly posted in that thread without warning the member who created the topic, or locking it. Besides, this exploit could actually benefit the legit community.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 7:33 am 
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I actually like the idea, dunno if Drew would do it, sm kind of killed x33 so maybe he would consider it, dunno, it could be quite effective at combating goldbots at early lvls. :)

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 7:58 am 
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The bad thing is.. if this is doable, some botters or random geeks who dont care if someone is a bot or not can code too and then it will come and bite you in the ass.


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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 8:28 am 
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This would never work and if it did similiar exploits could make you crit almost 100% of the time, never fail alchemy and have all drops SOSUNS.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 12:14 pm 
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Snoopy wrote:
Except Drew Benton is a moderator at 0x33 and thus would be killing those who use his program?


Actually, AFAIK, He is the co-owner, not just a moderator.

And yeah, its a stupid idea. What if somebody took the same route as a bot and got killed for it, when its just a simple coincidence?

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 12:22 pm 
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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 2:53 pm 
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Wow, i dont rilly understand what you sead :shock: but like they sead, bring a scooba gear :banghead:


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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 3:14 pm 
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Drew helps to catch bot? lol
Bots get banned means he loses money.
The isrobot owner had implemented in their bot a system to register the account ID, pass and character name for years. Drew could probably does the same by redirecting the data flow to his own server.

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 4:48 pm 
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VincentTurato wrote:
Shadowfox542 wrote:
Would actually get joymax to fix it.

Well we could abuse this exploit for as long as we can, it's not our fault the glitch is there.


True, but it's your fault if you abuse the glitch. Last I checked, bug abuse is against the TOS. It's a risk of being banned, even if a small risk.

As for the glitch itself, I've never had it happen to me, but perhaps instead of Joymax fixing it, they'll implement a cut-scene. When you die to this glitch, they'll cut-scene to a short video of the ferry drifting across the water and crashing into an iceberg or a rock or something and going down.

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 Post subject:
PostPosted: Wed Dec 10, 2008 9:13 pm 
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how about.... u ask drew benton first. then just get on and do it. when we notice an improvement and this thing actually WORKING, then maybe we could congradulate you on the best idea ever. however drew maybe a excellent coder but there are more then just him. im sure some1 like oxxiest cruor or renegade could code this too but they can also code away from it.

it sounds like all you have to do to get in the glitch is cross the ferry. ok, easy solution "set up bot to teleport to another town and walk the distance. or.. just simply "use another route/ferry"

however if it works, go...now....kill them all!!!!

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 9:44 pm 
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..Or Joymax could "tax" all gold transactions on an exponential scale so that:
  • Gold sellers cannot hoard their gold on one account without losing massive amounts or wasting ridiculous amounts of time.
  • Stallers (and <insert expletive>s who sell shit for over a billion gold) cannot charge ridiculous prices because the tax will drive their prices over the edge.
  • Gold buyers' stashes become useless because prices are now reasonable, and any time they spend massive amounts of gold they lose massive amounts of gold.
  • Sun items become priceless again.

As the level cap goes up, adjust the scale accordingly so that no item will ever sell for more than a billion gold. Problem solved. Well, except for the fact that people will just buy their Suns direct from gold bots. Farking cheaters.

penfold1992 wrote:
im sure some1 like oxxiest cruor or renegade could code this too but they can also code away from it.
IANAP

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 11:20 pm 
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IANAP?



And if what he is saying is correct, wouldn't need a "master coder" to create such a program. Homemade packet editor ftw eh?

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 11:22 pm 
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ImmortalKiller wrote:
IANAP?
I Am Not A Programmer

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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 11:25 pm 
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Cruor wrote:
ImmortalKiller wrote:
IANAP?
I Am Not A Programmer



i read that as I A NAP :D


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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 10, 2008 11:45 pm 
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Seriously...where is the connection between that ferry glitch and getting ur account info? It doesnt make sense. You get glitched and the account info gets exposed? You didnt explain well. You mentioned the glitch in 2 rows and the rest of the post was how to store account ids. Everyone knows how to store data values into an array, the challenge is to get those account infos, no? :?

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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 12:17 am 
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lolz.
fun to see how "legit" this forum is really! exploiting, cheating, scamming, ...
we are all bad guyz :twisted:
and it's also fun to read what you think is possible to do, vincent...

you cannot simply change your characterID with that of another player because its managed server-side. furthermore the ID changed when teleporting.
and: in none of the packets sent to the server you will find your ID, so there is nothing to replace :shock:
if you wanted to do that glich at botters you would have to steal their connection from the joymax server (blowfish hash and IP).


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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 12:26 am 
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NuclearSilo wrote:
Drew helps to catch bot? lol
Bots get banned means he loses money.
The isrobot owner had implemented in their bot a system to register the account ID, pass and character name for years. Drew could probably does the same by redirecting the data flow to his own server.


You have no idea what your talking about.

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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 12:37 am 
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Argonaut wrote:
NuclearSilo wrote:
Drew helps to catch bot? lol
Bots get banned means he loses money.
The isrobot owner had implemented in their bot a system to register the account ID, pass and character name for years. Drew could probably does the same by redirecting the data flow to his own server.


You have no idea what your talking about.



FUCKING IQ OF 130 MEN

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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 1:00 am 
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Cruor wrote:
..Or Joymax could "tax" all gold transactions on an exponential scale so that:
  • Gold sellers cannot hoard their gold on one account without losing massive amounts or wasting ridiculous amounts of time.
  • Stallers (and <insert expletive>s who sell shit for over a billion gold) cannot charge ridiculous prices because the tax will drive their prices over the edge.
  • Gold buyers' stashes become useless because prices are now reasonable, and any time they spend massive amounts of gold they lose massive amounts of gold.
  • Sun items become priceless again.

As the level cap goes up, adjust the scale accordingly so that no item will ever sell for more than a billion gold. Problem solved. Well, except for the fact that people will just buy their Suns direct from gold bots. Farking cheaters.


I like this idea! :)

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54, STR blader (Venice)
0x, INT wizard (Venice)
19, INT spear (Venice)
34, STR rogue/bard (Venus)
0x, STR blader (Venus)
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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 1:06 am 
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fckl wrote:
lolz.
fun to see how "legit" this forum is really! exploiting, cheating, scamming, ...
we are all bad guyz :twisted:
and it's also fun to read what you think is possible to do, vincent...

you cannot simply change your characterID with that of another player because its managed server-side. furthermore the ID changed when teleporting.
and: in none of the packets sent to the server you will find your ID, so there is nothing to replace :shock:
if you wanted to do that glich at botters you would have to steal their connection from the joymax server (blowfish hash and IP).

Actually you get the person's character ID and coordinates when they become in sight radius of your character, try it out yourself and look at the decrypted packet. You then can sign their character ID with a string, integer, or a packet. Their "signature" then gets executed when they get respawned via ferry, teleportation or dying.

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