Dealing with exploiting raids

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Re: Dealing with exploiting raids

by bails » Sun Mar 29, 2015 2:05 pm

+1
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Re: Dealing with exploiting raids

by Arcenius » Wed Apr 01, 2015 11:51 am

+1
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Re: Dealing with exploiting raids

by Jackyy » Wed Apr 01, 2015 12:10 pm

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Re: Dealing with exploiting raids

by lupeh » Wed Apr 01, 2015 2:19 pm

I totaly agree with this, best would be if a gm watches the raids occasionally.
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Re: Dealing with exploiting raids

by Gi01 » Wed Apr 01, 2015 2:22 pm

+1
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Re: Dealing with exploiting raids

by Ourk » Wed Apr 01, 2015 2:36 pm

+1
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Re: Dealing with exploiting raids

by Azalus » Wed Apr 01, 2015 2:41 pm

Well that first post summed it up when it wasn't delusional.

If the content is bugged it should be removed.

If I'm not mistaken this post is about killing bosses that aren't scripted correctly, and therefore easier to kill. I don't see how you can blame the players for that. This server has boasted about it's years of development, and that came back to bite it in the ass with MC.

It should be clear that the first couple guilds to get into the end game content on private servers always run into this. Developers aren't perfect, and neither are their scripts. In the case of this server no outside group ever tested Rag. We were all of the assumption that they would have scripted it correctly.

What ended up happening was they released content that wasn't finished and the first few guilds in there got a bugged fight. That's not their fault. I know that grizzly went in there to get server first. If they noticed any bugs on any of the fights they reported them immediately, but they weren't going to stop. It's not their fault that the released content wasn't perfect.

When you talk about guilds "exploiting raids" and what you really mean is guilds killing the bosses that aren't scripted right, but still available to be killed, then you aren't talking about a player side problem.

If bosses aren't scripted right and they're easier that's the developers. Should we ban the developers for 30 days for releasing bugged content? At least then the people responsible would actually be punished instead of this witch hunt for the next best thing.

Making players take the fall for bad scripts is bull-shit. You're all blind to the real problem, but you don't seem to care.
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Re: Dealing with exploiting raids

by Hyvorïe » Wed Apr 01, 2015 3:05 pm

+1
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Re: Dealing with exploiting raids

by Armilus » Wed Apr 01, 2015 3:38 pm

Unfortunately the situation is never this black and white. Here are a few examples.

Taunt bug - ED
For about a year we knew that something was wrong with agro on the drake bosses in BWL. We didn't know WHAT was wrong with it, just that sometimes people would go way above the tanks on the threat meter without pulling agro. We assumed that the threat meter wasn't working properly. Eventually we found out that Taunt was completely broken. Instead of setting the tanks threat to the same as the bosses previous target, it was ADDING the previous target's threat. Since the normal strategy on the drakes is to have an OT taunt just before the wing buffets everyone was accidentally exploiting these fights massively and in fact, the boss could not be killed without abusing this.

Not only that, but MANY bosses are not immune to taunt. Literally every guild on the server that had cleared any raid content would be banned according to the stance you propose.

Ragnaros bug - Nostalrius
It's been revealed that ragnaros was not using his single target instant-death ranged attack when no melee are in range. Some guilds noticed this after all their melee died and just kept going. Other guilds killed ragnaros without ever running into the situation where all their melee was dead; however, they may have been slightly too slow getting back to the boss after a knockback at some point and if things were working correctly, one of their ranged would have been killed. There is no way for the players to know that they were 0.2 seconds slow that one time and yet nothing happened.


As you say, the server is provided for free and the admins can do whatever they want but that's a two way street. If they took the insane hardline stance that you propose then every raiding guild would do the same. Aka, if there is ONE bug in any raid content, we aren't playing on this server.
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Re: Dealing with exploiting raids

by Ivina » Wed Apr 01, 2015 3:58 pm

We need to differentiate script accident and exploit.

I was on French version of Nos and made MC many times. Ragnaros was fine. The scripts have been re-used for Nostalrius begins, but the server was in a closed-beta state for month's. It means devs worked a lot without continuous tests from players. Ragnaros bug is not a matter of "unfinished" script, but is rather a good and old script that was broken by recent developments, and was not detected by the test team.

That a script is affected by another and need to be fixed is something that can happen. It happened with Ragnaros, and there is a risk it will happen again as long as devs continue to improve the server. That's almost unavoidable.

You just can't ban players for having ran into a boss that had a broken skill.

Bans should come only if the bug is seen but not reported, or if the will to exploit is obvious: like respawn timer exploit or instance binding exploit.

If a boss has a broken skill, then I would rather say it is the staff's responsibility to fix it asap, or at worse to disable the loots on that boss until it is fixed. If a guild received some loots a little bit easier because of the bug, and it wasn't in a purpose to exploit, and something is done asap, that definitively won't ruin my game.
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