OMG_Epiphenomenon

Free mana: is it an exploit?

Free mana: is it an exploit?

If you drop an item that increases total mana, it lowers your mana max and subtracts the mana it added from your pool. Mana, however, cannot go below zero. This allows someone to run their mana dry, drop their plenor crown, and pick it back up gaining 1500 mana instantly. Would you all consider this an exploit? If so, it should probably be fixed.

123,027 views 61 replies
Reply #26 Top

PS to the OP, its usually best to private message or e-mail the developers directly if you think you have found an exploit. It takes time to create a patch and the less people that know about an exploit the better.

Reply #27 Top

The question is, does it also work with health?

Reply #28 Top

PS to the OP, its usually best to private message or e-mail the developers directly if you think you have found an exploit. It takes time to create a patch and the less people that know about an exploit the better.

Haven't been around that long, have you?  The best way to get an exploit fixed is to spread the word about it.  That way many people will be using it and if the devs were blowing off fixing it they sure as hell can't now.  It quickly gets patched and everyone wins.

Reply #29 Top

Everybody except the people who get their games ruined because the exploit is now common knowledge. God knows I've seen that happen often enough... I guess I've been around too long :p

 Gamebreakers often never become common knowledge, particularly in beta tests.

If your worry is that the bug never makes it on the developer's radar - one advantage of private correspondence is that you can get positive confirmation.

Reply #31 Top

Yes, this is a nasty exploit. Also works with health (you have 0 health after dropping the item, but you won't die, unless something hits you of course).

 

But this shouldn't be hard to fix. I imagine they just need to have an additional data structure of which a list is saved for each Demigod and in this data structure the ID of the dropped item and the actual loss of health or mana is saved (for example 0 if you were already on 0 mana). And then when you pick it up again, you'll only gain what you lost before.

Reply #32 Top

Heh, QoT shield = life.

Shield costs mana

I can see QoT players doing this in a heart beat once they learn it.

Reply #33 Top

To be fair I don't see why it's not just made that when you buy an item with +mana pool, it doesn't automatically give you the mana.  Since all shops (aside from artifact ones, boohoo) are right beside a regen crystal I don't see it as being much of a problem.

Reply #34 Top

Quoting Shurry211, reply 8
To be fair I don't see why it's not just made that when you buy an item with +mana pool, it doesn't automatically give you the mana.  Since all shops (aside from artifact ones, boohoo) are right beside a regen crystal I don't see it as being much of a problem.

 

:thumbsup:

Simple as that!

Reply #35 Top

k1  for hoping Stardock takes a look at this.

Reply #36 Top

k2  Maybe it will get abused a bit, I think for most players the hassle of doing this is enough to put them off. Some few who get comfortable doing this might benefit. the solution proposed here - that the added mana from items add to you rmax mana and not current mana - is an elegant solution. It seems like a right choice to implement that.

Reply #37 Top

Quoting Shurry211, reply 8
To be fair I don't see why it's not just made that when you buy an item with +mana pool, it doesn't automatically give you the mana.  Since all shops (aside from artifact ones, boohoo) are right beside a regen crystal I don't see it as being much of a problem.
Well the artefact shop is a problem, since you get items there with much greater mana and health increases than in the item shop. I don't think anyone would want to not get the additional 1600 health filled right up when buying the Girdle of The Giants for example, somewhere in the middle of the map...

Also I don't think anyone wouldn't want to get the instant health bonus when leveling up in mid-fight for example or when using a skill point for Enhanced Attributes. Sure, you could draw a line between items and levels & skills, so that items will not fill up the additional bonus but levels & enhanced attributes will. But that seems very artificial.

Reply #38 Top

It could be made so then that buying an item grants you an instant boost to the health or mana, and that picking an item up from the floor does not.

With health though I do not see this as such a huge issue since no one would possibly intentionally exploit that. Your strategy should not revolve around losing health to use this trick. It is too risky to do that. With health this exploit could be useful on occasion, but not gamebreaking.

With mana though you will want to do exactly that - burn all your mana and gain it back, repeat. You can indeed revolve a strategy around that. that is why I think with health this is not a big deal but with mana it is.

The solution that boosts should come from buying rather than picking items up from the floor seems decent enough.

Reply #39 Top

Quoting Shurdus, reply 13
It could be made so then that buying an item grants you an instant boost to the health or mana, and that picking an item up from the floor does not.
Yeah, this would make sense too.

Reply #40 Top

Or, maybe, allow dropping items only witin the radius of a healing crystal. This will also make such an exploit useless.

Reply #41 Top

Quoting aalex12, reply 15
Or, maybe, allow dropping items only witin the radius of a healing crystal. This will also make such an exploit useless.
That is far too artificial and removes a team work element from the game, since your teammate would not be able to drop a health potion out in the field then, to help you out when death is imminent.

Reply #42 Top
I am sorry for a noob question, I have never dropped an item before. How do you do it?
Reply #43 Top

Quoting AnnihilatorX, reply 17
I am sorry for a noob question, I have never dropped an item before. How do you do it?

 

right click on it in your character screen.

Reply #44 Top

Not to mention that the game drops the weapon always at the same spot so you can easily make a script to further abuse this.

For example item that gives 1500hp refreshing every millisecond== invulnerability if the game wouldn't lag.

This needs attention before those scripts ruin this shizzle !

Reply #45 Top

This is actually a pretty serious exploit, surprised it hasn't been as big until now. This is more game-breaking than the idol exploit, imo.

Reply #48 Top

The way I think it should be, and is in most games with mechanics like this, is that only the max goes up and down.

Thus, if you suddenly pick up a plenor crown and you're at 3000/3000 mana, you should then be at 3000/4500 mana. 

If you have plenor crown and you're at 4500/4500, drop it, and pick it up again, you should be at 3000/4500 mana.

Reply #49 Top

Quoting Jinx, reply 23
The way I think it should be, and is in most games with mechanics like this, is that only the max goes up and down.

Thus, if you suddenly pick up a plenor crown and you're at 3000/3000 mana, you should then be at 3000/4500 mana. 

If you have plenor crown and you're at 4500/4500, drop it, and pick it up again, you should be at 3000/4500 mana.

that's what I said but they whined about artifact shops, because by the stage you're buying artifacts you're gonna get wiped if you don't get the health from them right away 'cos you only have like 80 hp and mana per second by then.   :waaaa:

Reply #50 Top

Quoting Jinx, reply 23
The way I think it should be, and is in most games with mechanics like this, is that only the max goes up and down.

Thus, if you suddenly pick up a plenor crown and you're at 3000/3000 mana, you should then be at 3000/4500 mana. 

If you have plenor crown and you're at 4500/4500, drop it, and pick it up again, you should be at 3000/4500 mana.

 

Second this! Devs please fix this in the next patch. Stardock make GPG listen... :)