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finding exploits.. : General Discussion

Posted: February 21st, 2006
dxwo316
its there a secret to finding these, or do you just have to be in the right place at the ring time? i love the site and want to get premium service but i dont have the cash....and i cant find any exploits or bugs to post for the game i play :( any thoughts on how i could help the site and get premium service?
Posted: February 21st, 2006
Total Posts:164 Joined:2005
Well...I guess its am mix of shear luck and insight into programming. I'm a CS major so it helps to understand possible bugs in code or coding errors that are common.

You typically want to bang the hell out of boundry conditions in many parts of the game. Where they might have been off by one on the index in a loop.

IE. In Neocron 1, if a character had the maximum money allowed on his character and traded 1credit to another character the other character would get the full maximum character amount of credits instead of just the one.

The best insight and Most productive process for exploit/bug finding is simply to view the coding process as a series of contract/policy driven decisions. In that way you simply think about where someone may have "forgotten" something or simply not checked for a certain condition.

IE. In neocron your attack rating is based on what weapon/item you are holding. This works normally because in most situations when you are fighting you are holding your weapon. When they introduced vehicles to the game they had some gunned vehicles. the interesting catch is that you sit in the gunners seat...you don't "hold" the gun so your hands are free. So what we figured out is that they verify your requirements(to make sure you can use the gun) and set your attack rating at the moment you "sit" in the seat. After that if you "hold" a weapon or a device that lowers or raises your attack rating, your attack rating will now be set to reflect what your holding and not be based on the fact that your "sitting" in the gunners seat.

In my opinion the most fertile exploit grounds are to do with policy problems in the game itself and not the code itself being buggy. Where the coders and game creators simply forget to check something or set/verify things at one level but not another.
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