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View Full Version : Dupes and Getting Online



X__Grahf__X
Mar 19, 2001, 05:12 PM
I was just wondering if any dupers (or those that have duped items) have had a problem getting online? I called Sega customer support for an unrelated problem (Only use the Sega brand VMUs, Memory, and 4x memory cards, trust me!) and they asked if we had any duped items, which I didn't, told us the prob was with our 4x generic memory card, and told us that on Sat night/Sun morning they implemented a block on all duped items that you wouldn't get past the lobby. I was just wondering if this plan is working?

BTW I don't care either way about duping as long as people are having fun!

Lamalas
Mar 19, 2001, 05:26 PM
I have heard some friends talking about the message that pops up and won't let them join games. Also Lamalas has no problems!!! Now I don't have to worry that some of the items I was given early on were duped! http://www.pso-world.com/images/phpbb/icons/icon_smile.gif

One of my friends has also told me a potential workaround to this message, but I shall not reveal it as I do not support GS'ing or Duping in any form.

So...to my knowledge...it is working. Sega's workaround however is to go offline and drop all of your duped and/or created items, then you'll be able to log on again.

OtakuDC
Mar 19, 2001, 06:29 PM
SEGA has absolutely no way of knowing the difference between a duped or not duped item just as none of us do.

What the new filter does is to not allow any gameshark modified items (i.e. Level 999 mags) into games. IF you store the item in the bank before you get the warning you may use it but if you forget to store it before the next time you join a game it will block it even if it is in the bank.This is good news...no God/HP plus 9000 online.

On te other hand, serioulsy come on...no one has anyway to tell duped items apart and if you traded for a duped item...big deal.Not many people find theses super-rares so it WAS probably duped somewhere along the line...Get over it

BTW we won't have to worry about duping in version 2 ! Which is something i'm excited about. But as long as everyone is duping and chances are some of your stuff is duped you should chill out.

beany
Mar 20, 2001, 12:55 AM
"BTW we won't have to worry about duping in version 2 ! Which is something i'm excited about. But as long as everyone is duping and chances are some of your stuff is duped you should chill out."
Hmmmm, did i miss a post? How are they planing on preventing? I hope so. Although the heaven Judgement (?) i have is probably duped, i have one thing to say, "yeah, you can have my gun. rains of death from above first!"
laterz

segagameplay
Mar 20, 2001, 01:42 AM
The banks should be checked shortly too if whats coming down the pipe is true here.

hey
Mar 20, 2001, 01:52 AM
to get in rooms with duped or hacked weps/armors/units..etc. go offline get all of your duped/hacked weps/armor/unit ect. and put them in your bank . then bam ur in a game.

Red
Mar 20, 2001, 02:15 AM
I put all my stuff that i have got through trades in my bank..... but i still cant get pass the lobby some one plz help me....http://www.pso-world.com/images/phpbb/icons/icon_frown.gif

Seutekh
Mar 20, 2001, 03:20 AM
it's simple, Red.

Dump all your ill-gotten goods, and rejoin the rest of the world.

Ukyou
Mar 20, 2001, 04:10 AM
Hey, I couldn't remember the addy for that PSO2 idea site so I thought I'd just post it here...

All items use a creation id that is a combination of the following factors:
Area, Time, Spawn: boxes should all have a unique number, ditto with monsters, and if..
Offline: serial number and access key combined and encrypted
Online: ship, block, game #( all game's online should be assign an id)

If this system was used, wouldn't be IMPOSSIBLE for any item to have the same ID?
Meaning, have the servers check for identical item id's and if found, destroy both copies. That'd about do it for duping, right? ^_^
Also, there should be strict error checking, for IDs that can't exist. Times before/after the game was released/current time, ship/game numbers out of bounds, wrong monster numbers...blah blah.
That'd kill off gamesharking an item's ID

forte
Mar 20, 2001, 04:22 AM
That'd cost money to set up that programming and servers to search for the checksums of each item http://www.pso-world.com/images/phpbb/icons/icon_razz.gif

SaitoH
Mar 20, 2001, 12:15 PM
That's a great idea.Didn't they do that in Diablo 1? The only problem I foresee is trading. What If a person duped a couple of items then traded them for legit items before a server check? Unless there was someway to do a check, to verify if the item is actually legit, before you trade. One other point, if the server was checking for serial #'s would the game have to pause during this search?

hmmmmm this could get confusing. http://www.pso-world.com/images/phpbb/icons/icon_razz.gif

Ukyou
Mar 20, 2001, 11:23 PM
How about when you LOG ON, it scans you entire character first, and it does a scan whenever a player joins a game. Comparing IDs across different games/ships...etc would be excessive, but just within one little game sounds reasonable. Yes, it would costs a little more for the bandwith but programming it would be easy. And I think PSO's been profitable enough to be able to spend extra on PSO2 ^_^

pcmorris
Mar 21, 2001, 01:16 AM
hmm... site of PSO Ideas... could it beeeee....

this one:
http://www.nevikdreams.com/PSO2/

I remember seeing the site a while ago. I really gotta bookmark this page.

Red
Mar 21, 2001, 01:30 AM
cant anyone help me with this??

Narusegawa
Mar 21, 2001, 01:50 AM
Unfortunately ukyou, the method you mentioned will not work. First the server has to be scanning basically all the time for item info from your characters which would create a large load on the server, plus your bandwidth. Second what is to prevent someone with a debugger from analysing a bunch of valid items and following the valid item generation algorithm to generate fake items?

The only way I see it is something similar to how PGP encryption works. Each item qouls have a unique serial number assigned by the server, and the item information would be encrypted on your VMU. Items would not be written to from memory, but recieved as a stream to be saved to your VMU from the server. Your serial number on your DC would be used as a public key, while sega/servers holds a private key. All item information on your VMU would be thus encrypted. So your DC could use it's public key (ie your serial number) to decode, but it couldn't encode an item as only the server has the private key. However this has it's own problems as you would need to be online to get any rares, and you would probably need to be online to grind it. (although the latter can be different) But this way no gameshark or exploder codes could create or duplicate any rares, because you cannot create an item, because you only have the public key, which only allows you to read the item info into memory.

Tell me what you think. kinda severe, but I'm pretty sure there would be no way around this, unless they happen to crack PGP encryption, which is somewhat unlikely.

DooMStalK
Mar 21, 2001, 02:09 AM
That'd sure take a lot of space on your mem card...

SaitoH
Mar 21, 2001, 02:13 AM
So basically the only option would seem to be server side saving. If you have to log on to get a rare item and use grinders etc. You might as well keep the save file there permanently. That way its tucked safely away from hacker's. No offline play would suck though..............ARRRGGGHHH! Any solutions going to have its downfalls. Oh well.

Ukyou
Mar 21, 2001, 10:03 PM
On the 2nd post, I suggested to ONLY scan at logon, and when a person joins (thinking about it, you character shuld be quickly checked before ya save too...) It doesn't have to be constant. Sure it'd be even more effective that way but it wouldn't be worth the bandwidth. Just checking when the game's loading anyways takes cares of a large chunk of duping.

And yes, eventually, someone could create a "keygen" program for this, but this should still chop duping down by like 99%. No method is truly safe, but this way has merit. I mean hell, someone could hack into the servers and alter the server-side saves. It's unlikely, but hey, Microsoft's servers were hacked, and aren't the Sega servers using Microsoft's software? =P

Automatically rejecting an idea because it isn't 100% fool-proof isn't a good basis. Hmmm, computer's release a small dosage of iron into the air. Extremely excessive exposure can lead to lead poisoning... Hey, looks like they didn't care about that. Cars, mass-production... poor lil ozone layer. Electricity, ehh, to easy to rip on, but it's so helpful. ^_^

You go ahead and think up a 100% fool proof way to prevent duping, but I can think up the really small chance of how that wouldn't work as well. =P