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Content


Old dupe

This is old but still working dupe method... anyway that method is really hard

8 Player Dupe:

What you will need:
1) 8 chars, call them C1-C8 for the time being. (More chars create more certainty)

2) A method for creating server-lag (this is optional, but timing is more imperative if this is not provided)

3) A method for causing a game-server crash.



First a little background:
When a character leaves a game, the game server saves all characters present in that game. This cannot and does not happen concurrently (all at once) ... it happens sequentially.

Assume for the sake of argument that there are 8 players in a game, and player 3 leaves... the game will first save player 3 (the leaving player) and will then save players 1 - 8 (1, 2, 4, 5, 6, 7, in order.

This method revolves around the idea of causing the game server to crash part-way through this save cycle, and thusly causing some of the characters in the game to save, and others to not save.

For best results, the method should be carried out as follows:
1) Players C1 - C7 all join a game in order, C7 should be holding the items to dupe and C2 - C6 should all have inventory + stash + cube full of 1x1 items. (this is to cause the processing overhead for saving each character to be maximized)

2) C8 joins a game on the same server.

3) C7 drops the items to be duped.

4) C1 picks them up.

5) The server-lag method is used to eat server-side processor cycles. Enough lag to crash the server or desync it is NOT required at this point in time, just enough lag to cause a near-desync and substantial action-delay.

6) C8 stands ready to perform the server crash on a pre-established automated trigger.

7) C1 leaves the game and C8 IMMEDIATELY performs the server crash (using the MSD module. This should be done using a trigger, or even better using a clientless bot to send the relevant packets immediately C1 sends the game-leave packet.

Tada... if the server was lagged enough, and C2 - C6 have inventories sufficiently full of 1x1 junk, you have now duped. C1 will save and C7 will roll back.

Server-side observed symptoms of the use of this dupe method and derivative methods are a period of unusual lag, followed by a sudden server crash.

Most accidental rollback dupes happen via a process similar to this, and this method has been used by some fairly large item suppliers for some time now. It's pretty much unpatchable without a total reworking of several key elements of the game architecture... which isn't going to happen.

The lag method is the msd module and the game crashing method is the trigger module.

Ejoy





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