DM east farming bannable?

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Re: DM east farming bannable?

by Memegank » Thu Sep 17, 2015 3:26 pm

Snautz wrote:It's only bannable if whatever you're farming involves exploiting a bug


What's to say the staff won't suddenly say "using /script ResetInstances(); and relogging while inside a dungeon and to quickly return to the beginning is a bug, any person previously found to be exploiting this has been given a permanent ban".

Sounds far-fetched, I know, but so does banning people for using API function calls that were present in retail (queuing for AV as a group) or banning people for gathering resource nodes where the intended respawn behaviour is unclear (Silithus hive throrium veins).

This is the point entirely, the legitimacy of all of these issues is highly debatable, and different people will obviously have vastly different opinions. It is this grey area which is a cause of concern for a lot of players right now who are fearful of losing their account over a snap decision from the Nostalrius staff.
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Re: DM east farming bannable?

by Arev » Thu Sep 17, 2015 4:35 pm

Daemon wrote: In such a situation, where you find a trick to get a *lot* of money (or important advantage) in a very short period of time, you should always ask a GM if it is legit before starting abusing it, since you may get banned for doing it afterwards.

Can a GM please confirm:

1. /script ResetInstances() and relogging can be used together to reset an instance 5 times per hour.

2. All of the Whip Lashers in DireMaul East may be killed and reset 5 times per hour.

As well, are we able to reset 5 times per hour for 12+ hours straight? Trying not to meme too hard, but is there a "maximum" amount of instance resets per day/week/month that might be considered "Industrial" ?
Last edited by Arev on Thu Sep 17, 2015 5:31 pm, edited 1 time in total.
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Re: DM east farming bannable?

by Mopar » Thu Sep 17, 2015 5:18 pm

I could actually see /script ResetInstances(); followed by /camp to quickly teleport from the bottom of DM:East to the front of DM west to suddenly be deemed to be exploiting a bug. Also resetting instances (at all).

Is it a trick that yields an important advantage?
Is it playing the game the way that it was meant to be played?

https://forum.nostalrius.org/viewtopic. ... 2&start=40
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Re: DM east farming bannable?

by Thompz » Thu Sep 17, 2015 6:07 pm

The mage/paladin/priest scenario is exactly the same, it's a class which has an advantage of making more gold than other classes. Hunters had the advantage of soloing DM, which was always blizzlike and was not fixed (the proper method, the split pulling was fixed) they have actually made it impossible to do the proper solo method where you could solo both chorush + king at the same time, which is pathetic. Since this is a class advantage to making more gold the same way mages/paladins/priests could farm lashers, it should also apply the same rules, or revert DM back to being soloable by hunters at least, it just seems hunters have been severely punished when hunters have always been the class which has stood out for farming things all other classes can't.
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Re: DM east farming bannable?

by Pugger » Thu Sep 17, 2015 10:23 pm

Arev wrote:
Daemon wrote: In such a situation, where you find a trick to get a *lot* of money (or important advantage) in a very short period of time, you should always ask a GM if it is legit before starting abusing it, since you may get banned for doing it afterwards.

Can a GM please confirm:

1. /script ResetInstances() and relogging can be used together to reset an instance 5 times per hour.

2. All of the Whip Lashers in DireMaul East may be killed and reset 5 times per hour.

As well, are we able to reset 5 times per hour for 12+ hours straight? Trying not to meme too hard, but is there a "maximum" amount of instance resets per day/week/month that might be considered "Industrial" ?
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Re: DM east farming bannable?

by Pugger » Thu Sep 17, 2015 10:24 pm

Mopar wrote:I could actually see /script ResetInstances(); followed by /camp to quickly teleport from the bottom of DM:East to the front of DM west to suddenly be deemed to be exploiting a bug. Also resetting instances (at all).

Is it a trick that yields an important advantage?
Is it playing the game the way that it was meant to be played?

https://forum.nostalrius.org/viewtopic. ... 2&start=40
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Re: DM east farming bannable?

by Snautz » Thu Sep 17, 2015 11:19 pm

Memegank wrote:
Snautz wrote:It's only bannable if whatever you're farming involves exploiting a bug


What's to say the staff won't suddenly say "using /script ResetInstances(); and relogging while inside a dungeon and to quickly return to the beginning is a bug, any person previously found to be exploiting this has been given a permanent ban".

Sounds far-fetched, I know, but so does banning people for using API function calls that were present in retail (queuing for AV as a group) or banning people for gathering resource nodes where the intended respawn behaviour is unclear (Silithus hive throrium veins).

This is the point entirely, the legitimacy of all of these issues is highly debatable, and different people will obviously have vastly different opinions. It is this grey area which is a cause of concern for a lot of players right now who are fearful of losing their account over a snap decision from the Nostalrius staff.

I know the forums is the hotspot for drama and brewing up conspiracy theories, but there are no point in pondering about situations that never has and never will occur.
It's a simple script that literally does the same thing as logging out inside an instance while being in a group does, and on top of that, it's gonna be impossible for GMs to monitor this. All of this is known by the staff (as opposed to the bugged veins in silithus), so IF they ever decided on changing dire maul east or reset scripts, they would just ninjafix it and let everyone go on with their day, that's how they do it everytime.

No nodes ingame are on fixed spawn locations, so why would the silithus veins be any different unless if they're bugged? I have a hard time believing someone who leveled mining from 1-285ish wouldn't know that, and mind you only 5 people were banned, since they claimed the vein timers and held them for mutliple hours a day, no random bypassers who just mined them once and left was banned. You could argue that the punishment is harsh, but that's not my point. My point is perma banhammers aren't randomly thrown around on people who farm in high volume, even though dramaqueens sure wants to make it look like they are. Just don't exploit shit, and think things that may seem sketchy through before actually doing them and you won't get banned.
Last edited by Snautz on Fri Sep 18, 2015 2:39 am, edited 1 time in total.
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Re: DM east farming bannable?

by Mopar » Thu Sep 17, 2015 11:56 pm

Snautz wrote:...
No nodes ingame are on fixed spawn locations, so why would the silithus veins be any different unless if they're bugged? I have a hard time believing someone who leveled mining from 1-285ish wouldn't know that, and mind you only 5 people were banned, since they claimed the vein timers and held them for mutliple hours a day, no random bypassers who just mined them once and left was banned. You could argue that the punishment is harsh, but that's not my point. My point is perma banhammers aren't randomly thrown around on people who farm in high volume, even though dramaqueens sure wants to make it look like they are. Just don't exploit shit, and think things that may seem sketchy through before actually doing them and you won't get banned for exploiting stuff.


You are wrong on one point Snautz. ALL nodes in game for mining and herbs are in fixed locations. They always spawn in exactly the same spot. The random part of it is whether that node is live or dormant.

The nodes in Silithus continue to be in exactly the same places they were, AFTER the fix that Nost applied. This is the design of the game. What they changed was that they randomized the spawn time rather than it being on a 45 minute static timer. This randomizes the apparent locations. But when a mining node appears, it is always in it's fixed location.

This by the way is how addons like Gatherer work; by tracking the known locations that a herb or mine spawns in, and what spawns there.
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Re: DM east farming bannable?

by Ravni » Fri Sep 18, 2015 1:02 am

Mopar wrote:I could actually see /script ResetInstances(); followed by /camp to quickly teleport from the bottom of DM:East to the front of DM west to suddenly be deemed to be exploiting a bug. Also resetting instances (at all).

Is it a trick that yields an important advantage?
Is it playing the game the way that it was meant to be played?

https://forum.nostalrius.org/viewtopic. ... 2&start=40


Bump - we still need official confirmation on whether or not this is considered an exploit. Obviously many people, myself included, think that this is reasonable law-abiding farming activity, but given the recent ban-wave it is not at all clear whether the Nostalrius staff shares this view.
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Re: DM east farming bannable?

by Snautz » Fri Sep 18, 2015 1:28 am

Mopar wrote:
Snautz wrote:...
No nodes ingame are on fixed spawn locations, so why would the silithus veins be any different unless if they're bugged? I have a hard time believing someone who leveled mining from 1-285ish wouldn't know that, and mind you only 5 people were banned, since they claimed the vein timers and held them for mutliple hours a day, no random bypassers who just mined them once and left was banned. You could argue that the punishment is harsh, but that's not my point. My point is perma banhammers aren't randomly thrown around on people who farm in high volume, even though dramaqueens sure wants to make it look like they are. Just don't exploit shit, and think things that may seem sketchy through before actually doing them and you won't get banned for exploiting stuff.


You are wrong on one point Snautz. ALL nodes in game for mining and herbs are in fixed locations. They always spawn in exactly the same spot. The random part of it is whether that node is live or dormant.

The nodes in Silithus continue to be in exactly the same places they were, AFTER the fix that Nost applied. This is the design of the game. What they changed was that they randomized the spawn time rather than it being on a 45 minute static timer. This randomizes the apparent locations. But when a mining node appears, it is always in it's fixed location.

This by the way is how addons like Gatherer work; by tracking the known locations that a herb or mine spawns in, and what spawns there.

Honestly dude, uninformed people voicing their opinions on topics they don't know anything about is one of the main reasons the forums are so cancerous, the other reason being the crybabies eating it raw (as long as it's negative). Just look at the person posting right before me. 5 people are banned and now it's suddenly a "ban wave" :roll:

Let's go with an example I'm familiar with.
Gromsblood in Desolace got 12 potential spawnpoints, but there can never be more than 4 up at once in the zone. You can leave all 4 up for eternity and the rest of the spawnpoints won't fill up.
Let's say you pick just one of them, then it will appear in any of the open spawnpoints in exactly 45 minutes. This is how all nodes work afaik, with the exception of black lotus. Black lotus is the only node which both got a random spawn timer and a random spawn location.
TL;DR Spawn timers are fixed (except for black lotuses) Spawn points are not.
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