Destroyer OP FLASHBANG and other grenades exploit! - Bug Reporting - WarpPortal Community Forums

Jump to content


Photo

Destroyer OP FLASHBANG and other grenades exploit!


  • Please log in to reply
6 replies to this topic

#1 Fionaresi

Fionaresi

    I am New.

  • Members
  • 8 posts
  • Playing:Dragon Saga

Posted 23 January 2018 - 08:51 PM

Hello everyone,

 

I know that many people mention the Destroyer class "Flashbang" bug and many people are trying not to mention it. But since it's a really big and annoying bug I'd like to adress it today.

 

The bug makes the flashbang and other grenades, the Destroyer class can use, having a really far range and thus hitting on many places they should not. 

 

The same does NOT apply to the Sentinel class.

 

Here is an unlisted video about it (only visible with link).

 

 

 


Edited by Popcorn, 23 January 2018 - 11:32 PM.

  • 0

#2 Popcorn

Popcorn

    Woodie-Holic

  • Dragon Saga Staff
  • 5559 posts
  • LocationGermany, Europe, Earth, Milky Way, Universe
  • Playing:Dragon Saga

Posted 23 January 2018 - 11:15 PM

Thank you for your report. We will look into this bug. Please know that I had to remove the video because it shows an exploit/abusable bug in public. However I have downloaded and saved it to be able to refer to.

 


  • 0

#3 Fionaresi

Fionaresi

    I am New.

  • Members
  • 8 posts
  • Playing:Dragon Saga

Posted 23 January 2018 - 11:50 PM

There are further methods to do things like this, so if any of my information may be able to help detecting the cause of this please hit me up with a private message. Thanks for looking into it.


  • 0

#4 easykill1215

easykill1215

    Amateur Blogger

  • Members
  • 223 posts

Posted 24 January 2018 - 01:16 AM

Watched the vid and must say that kind of long range never happened to me by just using chain combo up and Flashbang, will test it later. If there's some other things that need to do to trigger the bug then it will be helpful if you can provide the info to Popcorn.

If it's like that right now then it really should be fixed.

I feel like the sorcerer's blizzard can do the same thing, saw only a few sorcerer in the server can freeze enemy with blizzard though enemy wasn't even in range or wasn't in that spot (can't be delay case)
  • 0

#5 Nobility

Nobility

    Amateur Blogger

  • Members
  • 105 posts
  • LocationThe Fire Nation
  • Playing:Dragon Saga
  • Server:Kaye

Posted 24 January 2018 - 01:53 AM

It's been bugged for years, the only reason y it didn't see much use was cuz flash would cause people to lag walk. I reported the method probably a year ago but it never got fixed, brought it up again when discussions were made on fixing the lag walk on flash as well as sending tickets detailing on how to replicate the bug but it still didnt get fixed. After dealing with nade abusers for so long, specifically flash, my friends and I decided to go record the method just to show how broken the skill is. As for what fion is talking about, u can also achieve the same results at a certain height by being launched, it's just less consistent than the method shown in the vid which was y it was left out. You just need to be able to gauge the right distance to be able to glitch it which isn't hard at all if all u do is pvp. Hope this gets fixed soon.


Edited by Nobility, 24 January 2018 - 01:55 AM.

  • 0

#6 Popcorn

Popcorn

    Woodie-Holic

  • Dragon Saga Staff
  • 5559 posts
  • LocationGermany, Europe, Earth, Milky Way, Universe
  • Playing:Dragon Saga

Posted 25 January 2018 - 06:58 AM

Hello Community!

 

First of all thank you for your feedback and the video. It was pretty helpful. 

After some hours of investigation it turned out that not any of these skills is bugged but the whole collision calculation for projectile based skills was bugged (grenades are considered as projectiles).

 

Several test runs ended with positive results. The issue will be fixed by the next maintenance.

 

For the tech freaks:

To proper calculate if a target has been hit or not a geometry is created which has the extents of the skill area and the length of two calculation positions. A direction verctor is calculated from the flight path of the particular projectile. For a proper calculation of a rotation using a 3x3 matrix 3 vectors are needed: A direction vector, an up vector and a right vector. All of these vectors need to be normalized (which means all components of the vector must have a length of 1.0 in total). The direction vector was okay. The former devs then calculated the right vector from the direction vector using the cross product of direction vector and a fake up vector but they missed to normalize it. This leads to a right vector not having the length of 1.0 if the direction vector is some kind of diagonal. After that the real up vector was calculated as a cross product of right vector and direction vector. Since the right vector was wrong the result of that caluclation led to a wrong up vector.

Now that a normalization function for the right vector has been added the calculations and therefore the collisions are working correctly.


  • 4

#7 easykill1215

easykill1215

    Amateur Blogger

  • Members
  • 223 posts

Posted 25 January 2018 - 10:55 AM

Great work
  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users