Nicely written, it clears up a lot of the myths or rumors.
Nicely written, it clears up a lot of the myths or rumors.
You know I was going to keep my mouth shut but when I logged in it forced me to come here so, enjoy.
This isn't a bad idea, but it suffers from tl;dr. If the point of the thread is to educate the ignorant it has to be in a format they will digest. Combine similar points:
Along with #4, just stating Nexam is useless.GMs are Not Developers
A GM is generally an entry-level employee who sits at a desk all day doing shifts of one of two things: patrolling in game to deal with suspicious activity, and responding to tickets by searching an online knowledge base for what the approved resolution for the nearest possible match is, and closing the tickets with that answer. Most of their answers are copy pasted because they have no ability to do much else. A good chunk of their answers are wrong because they don't understand what your issue is and/or don't have a knowledge article to address it in the way they tried looking for it or the way you phrased it. A GM has no control over the actual game code or the hardware. See #4.
Hime Has No Power
She's effectively a desk clerk in charge of the company newsletters. She writes up Notices to say what she's been told to say. She collects user feedback and passes it on to superiors who mostly don't care. She herself has no more power than your average word processor. It's not her fault she can't get things done; she's just in a really crappy job whose main purpose is to be the name to attach to the hatred when things don't go your way.
I'd recommend dropping the points that, even if true, present irrelevant information. For example
Who cares? Does them being in Tokyo affect anything? Aside from that asinine thread about suing Nexon, this fact bears no relevance on any discussion I can think of. And even in that thread it's not like this factoid would've made a difference.Nexon Corporate Headquarters is Tokyo, Japan
We don't know why, either, but for some reason they decided to move there for operational purposes. This may be due to them having picked Tokyo's stock market as the best place to release their IPO, or it may have been for tax reasons, or any other number of possibilities.
You can also save space by refraining from moralizing:
Aside from saying what a glitch vs a hack is, there's not much that needs to be here. Making statements about the community seems rather shortsighted when norms change with whatever exploits Nexon happened to leave in this week. I recommend refraining from referencing the TOS at all in this thread. Unless you'd like to make points 426 and 427 detailing the (also unenforced) minutia of other TOS terms."Glitch" vs "Hack"
A glitch is a naturally occurring error in the game. This can be due to a misconfiguration of the client or the server. A glitch can be positive or negative. An example positive glitch would be bigfoot having been poisonable originally. This was a mistake that meant he could be killed quite easily for large amounts of experience. A negative glitch example would be when phantom forest first came out and was missing a ladder. Anyone who entered the map would crash and be unable to get back in. Exploiting a positive glitch is a form of abuse. It doesn't matter that it's Nexon's fault it's doable. It's your responsibility to know better than to do it.
A hack is when someone uses a third party tool to modify the way the game works. This can be editing a WZ file to change how it behaves, using a packet editor to send commands to the server that the client itself would not normally send, injecting a dll into the client to rewrite how it behaves or any number of similar things. Regardless of why they're done, they're all against the terms of service and they're all wrong.
It could be argued that there's a third version; Modding. Modding is when you use a tool to edit the physical appearance of the game, not the actual gameplay. Some example usages of this would be changing the dictionary to make it clearer which items are which by name, or editing the sprites on certain mobs/objects to make them stand out more from each other, or changing your character's appearance. Or making meteor rain flaming sheep from the sky. The results of honest modding are only visible on your own machine, and while mostly considered "legit", is still a form of hacking and against the TOS.
Drop entirely. Replace with "Use Common Sense" or something similarly brief if you insist.If it's too good to be true, you should not trust it.
Nexon has said this repeatedly. If you do something they consider abuse it doesn't matter who got away with it, it doesn't matter who else did it. If they think you should be punished for it and are certain you did it, you'll pay the price and depending on how moody they are at the time the severity can vary wildly. Pay attention, use your head, and be prepared to defend anything you do. "I didn't know it was wrong" is seldom a valid excuse.
"It's just a game".
While true, the point of a game is to have fun. People who go out of their way to ruin the fun of a game for other people as their own way of having fun are known as griefers. They're a miserable excuse of a player who should really find a different hobby.
They're different aspects of the same point.
For the sake of informing people about NEXON the company.
It's an explanation of why each one is wrong.
HA
HA
COMMON SENSE
THAT'S A GOOD ONE
No, but seriously. Do you have a real comment?
Hopefully some ill informed Maplers may stumble upon this and actually become educated. This is great EOS.
I learned little tidbits from this :)
The Tokyo headquarters is just dumb, dumb, dumb. It was probably for financial reasons, but still. Simply stupid.
Nexon is neither international nor domestic, simply a failed hybrid of both. This is why GMS/SEA/EMS are falling in comparison to KMS. There is simply no way to get precise execution when the customer and the service provider are separated by thousands of miles, oceans, language barriers, and cultural differences.
Last edited by Leaves; 2012-02-04 at 12:27 AM.
Ohh this was a fantastic read. Thanks!
Very well written except the part about scrolling (sort of). The RNG that determines pass or fail is done when the scroll is made, not as you scroll.
Single scrolls have been tested before with a lot of painstaking examination. I don't know how stacks work, perhaps there is a "is going to work" field that has the whole stack set to one that goes through the RNG again when the top scroll is removed.
I could probably prove it to you, but it would take a lot of work and I've lost my own touch with that sort of thing since I stopped coding for private servers and such two years ago.
Edit: Also, if it was in fact done while you were scrolling and a way to exploit that was found, and believe me, it would, white scrolls wouldn't be so abundantly duped.
I wish this popped up for everybody while MS is loading. Seriously. It's been said before, but excellent job.
I'm also sure you've heard your share of opinions, but I really do think a thoughtful post like yours could easily benefit from some spacing between sections.
How exactly have they been "tested"? Did you forget that the database schema has been publicly released more than once? All consumables have the same fields in the database, and none of them is a magical success rate field for the very simple fact there's absolutely no reason to predetermine such a thing. It'd be one more value to permanently keep track of, when that value will literally only be used once in the items lifetime.
Your "source" on this is pineappleing with you. How a private server may have done it has no bearing on how Nexon did it.
You are definitely right that it would take a lot of work to prove it to us, because it's absolute bull and you'd more or less have to bend reality to demonstrate it.
Another very simple way to prove this is bull; If it were true a scroll would have the exact same results when restored via rollback. Many many of us have woebegotten stories of that wonderfully scrolled item we had made, lost due to roll back, tried to recreate and nuked.
Random chance is left to random chance, not some predetermined value in the scroll itself. That is the exact sort of garbage we're trying to dispel with this.
Remember the meso exploit rollback?
Before it I scrolled a weapon, 5/7 60's passed.
After the rollback I had to scroll it again. 4/7 of the same stack of 60's passed.
Do you realize how absurd that is, from a coding point of view? Why generate a "going to work" for each scroll, if you're only going to lose it when you stack them? And then generate the success state of the next scroll when you use/drop/sell the top one from the stack?I don't know how stacks work, perhaps there is a "is going to work" field that has the whole stack set to one that goes through the RNG again when the top scroll is removed.
So much easier to roll the success when the scroll is used.
If a way to exploit anything is found, it would be, of course. In fact, I would think that a pre-determined "will succeed" would be much easier to exploit than one that is generated on the spot by the server.Edit: Also, if it was in fact done while you were scrolling and a way to exploit that was found, and believe me, it would, white scrolls wouldn't be so abundantly duped.
A predetermined will-succeed most definitely would be infinitely more exploitable, you could simply hook a DLL into the client to tell you which scrolls were going to succeed or not, more or less the same way hackers could pre-determine potential. There's virtually no way to exploit a server side random chance of success. That's the entire point of doing it server side. Your scroll sends the trigger and consumes itself, the server determines the outcome and reports it back. It's a classic case of #8 in the list, in how client-server should relate.
...Hopefully this will solve a lot of questions.... >_>
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