PTS 2.7.2 - Effects longer than 30 sec now act same as less than 30 sec.
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So no more checking if other player has mundus stone equipped, no more checking if someone has food/drink active or is a werewolf/vamp? |
I was honestly expecting a lot more collateral damage from their attempt to nerf Miat's addon. Hopefully they don't do anything else.
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If double/triple/more mundus exploit comes back (again) for third or maybe fourth time (since its back again) it will be much harder for players to discover it or find potential exploiters...
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I can confirm that on PTS GetNumBuffs('reticleover') and consequenty GetUnitBuffInfo('reticleover', index) return nothing. EVENT_EFFECT_CHANGED is not registered for them as well.
I think i should say sorry about that:) |
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And really a mild disturbance compared to some other things that can be done with API. In my opinion PVP in this game needs more transparency, in the end what addons can do, besides presenting the information in easier to understand manner? |
This restriction is only for pvp or even now for pve ?
Thinking about the Jgroup that is a great addon that help the leader to check if everyone has food for example If pve is concerned by this then i am sorry to say that it is really silly to create addons for pvp knowing they will bring problems and limitations for pve as a result, just to help some ego-pvp to feel better .... |
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They just forgot to apply consistent treatments to all the buffs. Now they did, and believe me pvp suffered much more than pve from this. |
We are looking at some changes to this ruleset before it goes live that still address the PvP concerns but allow PvE buff addons to continue to work.
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This change obviously severely limits the features of my addon. Can i (we) get an official stance on which parts of the addon are not desirable within ZOS design direction? Even after the change i have some ideas how to still get the info i need for the addon to work. This will be noticeably more cumbersome and unreliable (probably) though. In any case my intention is NOT to start an arms race with you guys. And i don't really want to spend hours of developing an intricate system to circumvent this change only to realize you will counter it with some other change:) So, please, tell me which features are fine to have within your vision and which features will get an active countermeasures from you? Thank you, PS. Chip, in 5-10 min i'll PM you an exploit, that i found, that is very much possible with the current API. It technically allows to automate almost any players actions and CONDITIONALLY call protected and PRIVATE functions even when in combat. Cheers:) |
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2. What i have as an idea is to somehow get the UnitId to UnitName link from "reticleover", since you patched getting that from EVENT_EFFECT_CHANGED. Now the question is - if i'll be able to find a way of doing that it, will it technically be within the paradigm of "not allowing you to detect the presence or actions of a hostile player without having to see them" even though the addon will keep track of them by unitId after the initial recognition has happened? This way for anybody to be tracked by the addon the player will need to manually mouseover them. So, if i'll be able to perform this, will it still be against the paradigm?:) And if not, will you be able to provide a fucntion to GetUnitIdFromReticleOver() then to make it considerably easier for me? Thank you! |
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As far as saving off the name of units as you reticle over them, that sounds fine since the player has to target them in some fashion. What would you need the unit id for in this new system? |
Question : so any player you have targeted once, if going stealth, would still be tracked by your addon ?
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The only thing that is left is reticleover target buff info. Right now on pts this info is blank. Was that the intended decision or a collateral result of not supplying buff info to addons through the events? In my mind even though these buffs might not have been cast by you, having this information on reticleover fully falls into the "not allowing you to detect the presence or actions of a hostile player without having to see them" doctrine. After all you can visually see most if not all of those buffs, so it feels consistent to allow addons to get the target buffs information from reticelover target only. What is your stance on this part? Quote:
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Sorry about breaking your addon. |
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On a side note, please consider posting the results of the investigation of the exploit i PM-ed you, when you find the time. Addon's authors need to know if/that they can't use it in addons, until you fix it (i doubt you will allow it to be like it is now). |
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