Common PW Exploits
DM_Djinn
Member Posts: 112
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Post edited by DM_Djinn on
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Second is also part of planning, knowing that you have computer is like not being a runner, just talk yourself out of situation or if you pursuing someone just make sure to be prepared (traps, hold, flesh to stone spells/scrolls)
As a household that has more than 1 NWN player it'd be a pain to have to go begging to servers to please whitelist our ip.
I've had servers ask for crazy intrusive stuff to prove that a husband and wife team play and I'd really rather not see that mentality made into an institution.
If you know about exploits that should be fixed in the game, please message the devs privately.
Certainly telling the devs is a good idea, but others need that information too. Just look at the clusterfsck around the meltdown/spectre embargoes.
Two months into launch turbine put in harsh anti dual boxing code and the Wife and I could no longer play together at the same time. We had to throw in the towel and had the guild over to a soft hearted friend.
And on the NWN front, I had one player who made an account of his own NPCs to use in RP situations so whenever you RPed with him there was a chance he would bring in his own random encounters. He had no desire to be a DM but having some commoners he could drag in on a dual box opened up his options.
Stacking Traps - Replace trap system with cast spell place traps on trap items, that run through a script instead of standard system. This will allow you to check for near by traps before placement and cancel if they are too close, also allow you to control the place trap DC / failure etc... (Did this in my HR base) trap routing system.
Transition Abuse - This is the same thing in all PVP the guy with the faster computer got the shot off faster and anyone will adjust as need. This can be mitigated with transition scripting. I see this as minor and player understand it.
Continual Flame and Merchants - Adjust 2da so light property give no boost to value.
Hostile/Non-Hostile Greater Sanctuary bug - Script on door, placables, actions like casting spells even non-hostile, canceling this / short time duration have already been explained.
Double Boxing - On client scripts to log and handle this have already been shown and PW people deciding how many players can be on an account has already been established.
I'm concerned about actual exploits that are very hard or impossible to patch, or even detect. DJinn reported one of (mostly) that kind in another thread, and it was rightly censored by the devs. There's others, and I really wouldn't want people posting them.
Funny you should mention spectre - I actually think that was handled relatively well by the industry. There's plenty of room for improvement, but compared to just revealing a vulnerability, this was pretty well done.
As to the other parts, I'd consider all of those to exploits. And all those listed can be addressed by PW admins/devs. If there are exploits that can only be fixed with code then BD should fix them. If there is nothing the PW can do then maybe they could be hidden but even then it might be nice to know what to watch for... If one person found it someone else will too.
They did pretty explicitly say that they will not participate in industry's disclosure practices and would immediately announce any vulnerability they are notified about. That's a sure-fire way to get excluded from the in-the-know group.
Going back to the previous exploits, I would never share something like described above with anyone who believes all exploits should be public.
If not public then what... How do I get the information I need to protect my servers from known exploits? Is there an invite only mailing list or forum? There's at least one listed earlier in this post that I had not come across before that I need to look into. I'm not arguing here strictly from a philosophical difference of opinion about the value of keeping vulnerabilities secret. It's a practical concern too
I haven't actually run a server in a long time, so I didn't pay too much attention to it, sorry.
FreshLemonBun has pretty much covered the surface, but if you look at the traps.2da you notice that it setup pretty much like the spells.2da because each trap has it own script. You can change all these to point to one script (trap routing script) this will allow you override the standard traps action when triggered with anything you can script or even just allow the trap to function as it intended. For placing traps, just make a new spell called Use: Set Trap and them make be use-able on items and add them to your new trap kits or override the old trap kits blueprints. This will allow you to gather data on the person setting the trap, where they setting it (if their another trap close by) if the pc has X feat give the trap bonus damage etc... Look at my HR Base module in scripts for setting the traps hr_inc_spellab, hr_spell_routab (custom function SET_TRAP) and my traps.2da to get a better idea and come back for any more questions. For when the trap goes off look at scripts hr_traps_router and hr_inc_traps for custom functions. I have few trap kit examples in custom / miscellaneous / kits. Hope that helps
HR BASE LINK
Besides that most of the concerns aren't actually exploits and you would probably have better luck asking a question on the scripting forum, or posting a bug report if it's a bug.
~item duping is a problem
~how is it a problem, what exactly are they doing to make it happen
~can't post it cause then people will know how to do it
~ok well how do I prevent it
~cricket...cricket...cricket
This same back and forth has been going on since the dawn of Neverwinter forum time. If you don't at least know what the fixable exploits are, you can't fix them. And if you can't ask what they are then you won't know what to ask that needs to be fixed or what to even ask for on the scripting forum. So again where is a person supposed to start?
No one is entitled to anyone elses time or expertise.
If you know of an exploit that needs fixing then please report it to beamdog.
Otherwise