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PostPosted: Thu Dec 11, 2008 2:32 am 
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most of us are 100% wtf?

screenshot or something explaing wt u mean..plz :D

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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 12:43 pm 
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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 know, I was thinking the exact same thing. The way I see it, being legit means not cheating - playing by the rules. The TOS says not to exploit bugs found in the game. I'm not sure, but it might even say that you're supposed to report those bugs.

Does it really make it right because you (not fckl, but you in general) are cheating against a botter, scammer, hacker, or other cheater instead of cheating against a legit player? Cheating is cheating.

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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 4:29 pm 
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Or JM could, you know...be like Blizzard and actually give a rats a** about its own game...I think that works, it normally does you know when a company decides its going to be dedicated to allowing its players to experience a bot free playing zone...i dunno maybe thats too much to ask, a bit of a stretch, lets go back to the idea to tax gold, cause thats what will solve this problem, a tax raise...


you've got to be farking kidding ppl, come on now WAKE UP!

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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 4:59 pm 
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Quote:
Actually you get the person's character ID and coordinates when they become in sight radius of your character

you actually get far more information.

Quote:
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.

so you send a packet to server (from your charID) telling in some way: "hey, i herby sign that character to die as soon as he teleports."
rofl!
packets of proof or it never happened!


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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 11:14 pm 
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fckl wrote:
Quote:
Actually you get the person's character ID and coordinates when they become in sight radius of your character

you actually get far more information.

I'm just saying what you need to know for this to work.
Quote:
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.

so you send a packet to server (from your charID) telling in some way: "hey, i herby sign that character to die as soon as he teleports."
rofl!
packets of proof or it never happened!

You sign their "signature" the bug packet and it will get executed when they respawn via Ferry, I'm going to packet log it tonight hopefully decrypted.

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 Post subject: Re: Sunken Ferries.
PostPosted: Thu Dec 11, 2008 11:56 pm 
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That would get abused so badly :>


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 Post subject: Re: Sunken Ferries.
PostPosted: Fri Dec 12, 2008 3:02 am 
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VincentTurato wrote:
Besides, this exploit could actually benefit the legit community.

You're not legit if you use exploits.


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 Post subject: Re: Sunken Ferries.
PostPosted: Fri Dec 12, 2008 12:31 pm 
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ieatpasta wrote:
VincentTurato wrote:
Besides, this exploit could actually benefit the legit community.

You're not legit if you use exploits.


+1

It's amazing how many people are talking about the best ways to scam people or exploit various parts of the game. What ever happened to just PLAYING the game? I want the bots off the server as much as the next person, but exploiting the game shouldn't be the answer.

If you're going to do that, you might as well write a bot whose sole purpose is to run around murdering other bots all day, or making bots murderer and stripping them. :roll:

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Missing the good times in SRO... :love:

SRO:
1x, STR Blader (Thebes)
54, STR blader (Venice)
0x, INT wizard (Venice)
19, INT spear (Venice)
34, STR rogue/bard (Venus)
0x, STR blader (Venus)
8x, INT bard/cleric (Gaia)


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 Post subject: Re: Sunken Ferries.
PostPosted: Sat Dec 13, 2008 10:31 pm 
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Bop wrote:
what?


i speak...Retard...please explain

lolz by your siggy and icon you can tell you speak retard, hahha. sorry sprry I had such a a good laugh I forgot to stay on topic.

cheating is cheating no matter what, even tho in the right hads someting like this would get rid of a lot of gold bots I would think.

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 Post subject: Re: Sunken Ferries.
PostPosted: Tue Dec 16, 2008 6:43 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.


Why are you including Drew behind that?
First off, the packet to teleport is
TeleportOPCODE + NPCidYouAreTalkingTo + DestinationType + DestinationID
The opcode to appear on the other side is
OPCODESPAWN [No data here]

You can never specify a userID or any of the bshit you brought up.

What really happened is the following:
You went to teleport, and before you started teleporting you died and isrobot teleported you right away to town and then you said OMG HAX!!!!

The 2nd time you did it, you where smart
You teleported but then you looked at Saaya irie you pvert and then you look back at silkroad and OMG HAX your in town because a monster killed you after you teleported since you took too much time and isrobot auto-teleported you back to town.

Stop talking bshit about packet if you have no idea how it work.

#1 you clearly explain how to make an array to store playerID, which let me remind you, all the bot log the playerid, monsterid, itemid of everything around them >.>
There is nothing special about knowing that information it basically public information.
The real issue is WHERE YOU PUT THE PLAYERID, which in the packet, you never send such an information to silkroad...

The only exploit there is at NPC to teleport is a free direct teleport back to town which you don't loose any XP, and it can be done with packet injection
TeleportOPCODE + NPCidYouAreTalkingTo + DestinationType + DestinationID
Replace DestinationType by 01 and leave DestinationID empty.

Basically when you are in the thief town and you use the teleporter there to go back to your original town.
The packet being sent is destinationType = 01 and no destinationID specified.
That packet can be sent from any teleporting NPC

Though all you can do is teleport yourself to your town and you loose 0 xp and it cost 0 gold.
This is the closest that the exploit your talking about can be.
So basically record the ThiefTown teleporter and resend that packet from any teleporting npc.

It a known exploit that rev6 is aware of for about 6-12 months now.
This exploit has been tested many time to try to do an extension of the exploit to do a trade run and get the npc to teleport you back to your town with your trade load, every attempt failed.

Even the level 1-20 teleport to last teleport area and teleport to last place you died can't be used to cheat the trading system.

So an exploit to teleport directly to town from ferry NPC for free and instant with no delay does exist, but then again, it isn't that much of an exploit...
Though Joymax could fix it...
But I don't see why Joymax would care about it...

Also there is nothing as making someone else die while teleporting -_-
If such a thing exist, make Drew come here and say that it exist.

Unless you guy have further objection, this topic should be locked,
only flaming will come from such a thread from now on.


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 Post subject: Re: Sunken Ferries.
PostPosted: Tue Dec 16, 2008 7:07 am 
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Couldn't traders use this to get from ferry to Constantinople really quick or vice versa? Or thieves use this to avoid the 5 minute bandit scroll time? If that is the case, then this method of teleporting is not just a minor exploit.


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 Post subject: Re: Sunken Ferries.
PostPosted: Tue Dec 16, 2008 7:27 am 
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ieatpasta wrote:
Couldn't traders use this to get from ferry to Constantinople really quick or vice versa? Or thieves use this to avoid the 5 minute bandit scroll time? If that is the case, then this method of teleporting is not just a minor exploit.


No, it has been tried many time, every method to teleport which there is ~5 differents (thief town teleport, normal teleport with destinationID, teleport to last place you died, reverse teleport and a few special teleport) method packet wise to teleport.

None of them work when you have a trader animal spawned.


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 Post subject: Re: Sunken Ferries.
PostPosted: Wed Dec 17, 2008 3:07 am 
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Kubijo 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.


Why are you including Drew behind that?
First off, the packet to teleport is
TeleportOPCODE + NPCidYouAreTalkingTo + DestinationType + DestinationID
The opcode to appear on the other side is
OPCODESPAWN [No data here]

You can never specify a userID or any of the bshit you brought up.

What really happened is the following:
You went to teleport, and before you started teleporting you died and isrobot teleported you right away to town and then you said OMG HAX!!!!

The 2nd time you did it, you where smart
You teleported but then you looked at Saaya irie you pvert and then you look back at silkroad and OMG HAX your in town because a monster killed you after you teleported since you took too much time and isrobot auto-teleported you back to town.

Stop talking bshit about packet if you have no idea how it work.

#1 you clearly explain how to make an array to store playerID, which let me remind you, all the bot log the playerid, monsterid, itemid of everything around them >.>
There is nothing special about knowing that information it basically public information.
The real issue is WHERE YOU PUT THE PLAYERID, which in the packet, you never send such an information to silkroad...

The only exploit there is at NPC to teleport is a free direct teleport back to town which you don't loose any XP, and it can be done with packet injection
TeleportOPCODE + NPCidYouAreTalkingTo + DestinationType + DestinationID
Replace DestinationType by 01 and leave DestinationID empty.

Basically when you are in the thief town and you use the teleporter there to go back to your original town.
The packet being sent is destinationType = 01 and no destinationID specified.
That packet can be sent from any teleporting NPC

Though all you can do is teleport yourself to your town and you loose 0 xp and it cost 0 gold.
This is the closest that the exploit your talking about can be.
So basically record the ThiefTown teleporter and resend that packet from any teleporting npc.

It a known exploit that rev6 is aware of for about 6-12 months now.
This exploit has been tested many time to try to do an extension of the exploit to do a trade run and get the npc to teleport you back to your town with your trade load, every attempt failed.

Even the level 1-20 teleport to last teleport area and teleport to last place you died can't be used to cheat the trading system.

So an exploit to teleport directly to town from ferry NPC for free and instant with no delay does exist, but then again, it isn't that much of an exploit...
Though Joymax could fix it...
But I don't see why Joymax would care about it...

Also there is nothing as making someone else die while teleporting -_-
If such a thing exist, make Drew come here and say that it exist.

Unless you guy have further objection, this topic should be locked,
only flaming will come from such a thread from now on.


Second person to realize this is a fake thread.
Didn't have to write an essay to prove this is fake
Smart ass :roll:

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