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07-20-2009
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | | But they won't increase by 1000 with every tick of 1 you do. I see noone lagging so bad that they get their packets from future. | Donate to remove ads, get your "DONATOR title, and get access to the MMOwned community's elite Shoutbawx. 
07-20-2009
| | Site Donator | | | Join Date: Mar 2007
Posts: 766
Reputation: 20 Level up: 31%, 624 Points needed |     | | | Lol. That's what the ridiculous threshold would be for :P Getting up to 2k ms lag is possible, but you would eventually get disconnected after your 'latency' gets above the threshold. | 
07-20-2009
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | | Uhm ..
Let me give you an example:
Normal - Speedhacked - Lagging
0 - 0 - 0
1 - 10 - not here
2 - 20 - 1, 2
3 - 30 - 3
4 - 40 - not here
5 - 50 - not here
6 - 60 - 4
7 - 70 - 5
See the difference between lagging and speedhacking? oO
Or do I get something completely wrong? ..
Last edited by schlumpf; 07-20-2009 at 04:24 PM.
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07-20-2009
| | Site Donator | | | Join Date: Mar 2007
Posts: 766
Reputation: 20 Level up: 31%, 624 Points needed |     | | | Yeah, I see what you mean now. I guess whenever blizz starts looking for things like this, we're going to have to find some other way than modding tickcount. Maybe bugs. Not sure why it works but, changing your Z and dismounting lets you keep speed after you log back in. Maybe something working with that. | 
07-21-2009
| | Corporal | | | Join Date: Mar 2009
Posts: 17
Reputation: 9 | | Quote:
Originally Posted by BoogieManTM Doesn't need to be client side detection for any of this. it can all be done on the server side, which we all have no idea what is going on behind the curtains. | The question we need to ask ourselves though, is how practical is it to check movement against world boundaries every time every player sends a movement packet. | 
07-21-2009
|  | Master Sergeant | | | Join Date: May 2008 Location: Under your bed
Posts: 97
Reputation: 17 Level up: 31%, 345 Points needed |   | | Quote:
Originally Posted by joetheodd The question we need to ask ourselves though, is how practical is it to check movement against world boundaries every time every player sends a movement packet. | You don't have to check every packet. Random samplings, every 10 packets, etc.. It would be a big hit to really verify all forms of movement at all times, but it'd be worth it in my opinion. If I was blizzard, i would be doing it. |  | |
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