That's just upsetting news to me, to say in the most positive way. I have my last pointers here on the issue- that I request that Camp please hear out.
After all the talk on cheats, and even dupes, I have since spent a week experimenting with the cheat tools I have found online on several private servers with supposingly similar settings to kRO. I have sent a PM to you with regards to these tools before. There's no other better way to understand the situation than to actually experiment with them and test them out to gain a broader perspective.
I can safely confirm to you that no tool can bypass fixed cast time, nor can they bypass aftercast delays set on skills, which are server-side checked. Only skills that the character is naturally able to spam (like a RK with no cast and max aftercast delays in magic strings), gets spammed at a much higher rates, especially if accompanied by illegal Sprite modifications that removes skill animations. Which means illegal advantages since they can cast 7 to maybe even 8 or 9 casts a second without needing high aspd, over players who legitly spam 3-4 per second max with max aspd.
This proves a few things to me:
-LKs still can't spam BB without removing fixed cast time.
-Cool down is effective in preventing spams in any skills, but is clearly overdone for bowling bash, only limiting the abilities of a LK and even RKs unnecessarily. It only serves as an unjustified nerf on a skill that does not deserve this treatment, while ignoring skills that are justifiably in greater needs of such cool downs at the current renewal stage. Just changing the cool down to 0.2 seconds will have done the job against packet spam, while the team chose to set a 0.5 seconds cool down, which affects real players using the skill. I wonder, did you choose such a high CD only because it had a 1000% modifier- as I further compared it to the 0.3sec cool down added to double strafe? That would truly be biased.
In fact, Dragon breath, Aimed Bolt, Cart Cannon, and plenty other strong skills with insanely high modifiers, currently are fully available for packet spamming should the player meet the required of cast times. Cool downs should be prioritized or even necessary for many of these skills, and your best example, bRO, has only chosen a 0.2 second cool down for dragon breath so that real players are unaffected.
-some measures that other servers have taken successful is to introduce packet delaying on server side that alerts the server if packet spamming is performed, while also regulating these packet spammed casts to 0.3 seconds. I have seen it first hand in one of the servers I tested in the prior week, and have found the source for the packet delay protection. Feel free to ask me for the links.
I am able to do video tests on request, and perhaps try out on Chaos if the team is willing. As far as I am aware, iRO has zero protection against any of these tools, a far worse comparison to other servers who are better protected while hosting smaller group of players and incurring much lower costs.
If this is still unable to convince you (Camp) or Oda to at least reduce the cool down, I cannot help but perceive that the team is simply inflexible and unwilling to make better changes- especially if you do not state how cheats means the cool down have to stay at 0.5 seconds when I have taken the time and effort to test out for you that it is unnecessary for it to be so high.
Maybe then it would be time for me to move on to other entertainment sources after tons of time and money spent in this game.
Edited by blackCROSSCY, 15 March 2016 - 05:25 AM.