Quote:
Originally Posted by XAzraelXx
Mal ein Zitat von Falo:
Heist in der Theorie ist es möglich evtl. hat Fabi ja nen weg gefunden^^
|
He's bending around the fact that there could be a check missing server side. It is true the encryption key for the packets are unique to every single client. And the key changes every couple of seconds for every client based of the server time and player login credentials. This is why if you try hooking the client with WPE or another packet sniffer, and then try sending packets you will disconnect. You would have to calculate the new key before you could possibly send a new packet. All you have to do is hook the clients send() function and pass it the data to build and encrypt it. This is how packet bots are built for every single game (the client handles the packets). Other then that he cannot confirm the bug unless he looks for himself. I for one can say this exploit
might be possible as the attack system permits a attack speed of 1. This means the server allows the client to send the attack packet several times every second, and the server does register them (damages do register). Since attack speed hacking works (you attack monster -> client sends "im attacking X monster" packet -> server registers the action) I would assume this exploit exists. Tho keep in mind the server should still register it as a hack. You will get HACK_ATTACK print out in the gameserver console if this is true. So doing this does require some knowledge that only a few of us are actually capable of. On servers without packet encryption you could do this easily with WPE. On servers without you will be pretty much a stick in the mud, as I doubt any one of us will release a public tool to do it. Tho you can easily protect your server against this exploit even on non-encrypted servers by using a packet filtering firewall. You can simply monitor how many times X packet is coming in from each client per time frame. And limit it to a reasonable number, such as one not capable of reaching with stackable speed improvement items.
Quote:
Originally Posted by great1nitin
This seems fake to me, completely fake. As damage multiplier is at server side not just client side. Even if you edit something to increase damage, server will use it's default values. So, it seems he got too much time in his hands and doing nothing but making fake videos.
|
Read my reply above.