Schrono Wrote:Exactly, 1,000 angry customers sending them tickets is better than maybe 30-40.
Actually 5 people reporting them to the Better Business Bureau and/or the Federal Trade Commission would have more impact than 100,000 people logging a ticket.
y0y0y0y0shi0 Wrote:Nexon, then decided to change it because of all of the complaints.
Actually their engineering department admitted a mistake there - they weren't testing correctly and kept coming back with "It's working the way it's supposed to" until we provided them the test case scenario they weren't using and they realized they'd only fixed it half ass. It wasn't changed "because we the people it", it was changed because it wasn't actually working the way they thought it was.
Blaine Wrote:I think I remember discussing this with Fiel or someone a while ago...the way it's set now, the whispers go to the client, and the client looks to see if your whispers are blocked or not, so even if your whispers do happen to be blocked, you're still being spammed packets asking whether they are or not.
This is somewhat incorrect. The flood attack is still being done using the server as an intermediary - The packet editor sends the whisper packets to the server for delivery to the target. If it were client to client you'd show the IP address of the attacker while one is occurring, not the IP address of the channel you're logged into.
Since all that traffic is passing through the server anyway the server could be configured to cut it off and auto ban the attacker the instant they exceed a threshold that no legitimate player can send in a given period. Even just DCing them and purging all messages from them that are still in transmissions would be enough, I just favor autobans because as long as the threshold is appropriately high there is absolutely no way to trigger it on accident.
It's not having what you want - It's wanting what you've got.

