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HP Info Terminal => News & Updates => Topic started by: siremi on August 02, 2012, 02:02:56 AM



Title: Updates for the new round
Post by: siremi on August 02, 2012, 02:02:56 AM
PvP updates now available:


- IP Leech takes over IP Dealer find IP functions. IP Leech is very very useful now.


- IP Dealer
   -> Public server: 50 HPD
   -> Faction server: 250 HPD
   -> Secret server: 2500 HPD
   -> private server buy removed

- IP Change
   -> runtime is:
      24h, no AP cost
      20h, 500 AP
      16h, 1200 AP
      12h, 2000 AP
      6h, 3000 AP
   
- Change pwd
   -> runtime is 60 minutes
   
- Removed online status from top ranking

- Messages room shows online status only if sender is in your group or friend list accepted

- Friend list is two way, you get pending until the other approves your friend request.
   -> no neutral/enemy categ in friend list, just friend
   -> All one way friend list get removed
   -> if one removes a friend from list, it gets removed on other end too
   
- Rev damage
   -> when activated on a target, the Rev server takes 25% of the malware damage power inflicted, while the attacked target gets 75% of the malware power damage.
   - as it targets the server, both servers get damage in the blast.

- Damage Hacker mission
   -> give out primary IP only if the player has a bad reputation with the faction
   -> chance to get primary IP is diminished

- IP Cloaker protects against IP Leech. IP Leech version need to be greater then running IP Cloaker, when it encounters an IP running a cloaker.

- IP Cloaker protects against process tracer finding the IP. PT version need to be greater then running IP Cloaker.

- IP Cloaker protects against Virus Identifier for the IP. VI version need to be greater then running IP Cloaker.

IP Cloaker is a must to run on any respected hacker server. Higher version is better.


Title: Re: Updates for the new round
Post by: WolfDoc on August 02, 2012, 04:40:52 AM
If ur not going to add the ip buster I think ip change should be left alone, i personally think the ip change thing will kill alot of game play, bc people won't actually kill others missions or anything along these lines bc they can't effectively hide, so the better, faster guys will be doing most missions, while smaller guys will be stuck doing scraps. The game is based on player vs player actions right?


Title: Re: Updates for the new round
Post by: asdfth12 on August 02, 2012, 11:43:19 AM
What WD said. It's rare, but I agree with him on this.

If were not getting the IP buster, I'd rather have the current time to change, but have a monthly IP change limit to keep things kinda ballanced.

A kinda interesting solution, but why not increase the HPD cost instead? The cost for a ip change will double everytime you change your IP, and the cost would reset to its base at the end of the month.



Title: Re: Updates for the new round
Post by: ivandrago on August 02, 2012, 02:11:00 PM
:thumbsup: @ siremi


Title: Re: Updates for the new round
Post by: siremi on August 02, 2012, 02:19:06 PM
Alright, might be a short delay until update (a few days) until we get the IP Buster in place, but don't worry the new round will be interesting so prepare :)





Title: Re: Updates for the new round
Post by: Numbers on August 02, 2012, 08:27:52 PM
http://hpforum.etvirtualworlds.com/index.php?topic=3683.15

is the ip buster the same as the original idea? I'm just wondering if I should play or move on, as I disagree with some of the changes.


Title: Re: Updates for the new round
Post by: siremi on August 02, 2012, 09:21:28 PM
I think I got a better idea, the IP Buster idea is too open to abuse.


Instead, the IP Leech can be improved to take over the purchase / IP Dealer functions like this:


IP Leech will work like this:

Chance to acquire IP from 50%(default) to 100% (with extra time, version)

IP can already be in IP Db.

min/max Version on target => Min runtime required:
0.1-0.11 => 15 minutes
0.11-0.2 => 30 minutes
0.2-0.3 => 45 minutes
0.3-0.4 => 1 hour
0.4-0.5 => 1h 15 min
0.5-inf, 3 hours
5-inf, 24 hours

IP Cloaker can protect against Leech, if it protected, the Leech says it could not penetrate the cloak. Leech version has to exceed the cloak version.

A log is created on the server that was leeched:
IP leak detected! IP Leech virus from [xxx.xxx.xxx.xxx] has acquired localhost IP!

So if the leech gets the IP, the target gets a warning in the logs, and the IP of the server with the leech vir.


Results look like this:
 Scanning for target IP...
 Found the target! Target IP is xxx.xxx.xxx.xxx
 Server name: xxx's Server
 Maximum version file type is #NAME V x.x
 File is hidden with version x.x
 File is encrypted with version x.x


I think that makes it more balanced, combined with the PvP changes in the first post. The target / victim has a chance to retaliate too, and because of the 24 hour limit to IP Change, he can't really change IP so much but he is at least warned that someone got his new IP...

So, you can have server farms with IP Leech on them, dedicated for gathering IP's I guess, should be an ok replacement for the IP Dealer, maybe with better potential even, if you're willing to invest in researching the IP Leech and dedicate a powerful server for it...



Title: Re: Updates for the new round
Post by: Numbers on August 02, 2012, 10:10:34 PM
imo that does sound better than the ip buster, gives more purpose to the ip leech and is not as over powered.


Title: Re: Updates for the new round
Post by: WolfDoc on August 02, 2012, 10:17:21 PM
point of the IP BUSTER was to get a certain targets ip, bc lets say, Norill attacks me, changes ips, How can i re find him if he goes into hiding? and if it takes 24 hours to find a ip gives the other guy the ability to just change ips again..


Title: Re: Updates for the new round
Post by: WolfDoc on August 02, 2012, 10:20:09 PM
cut the v5 to inf to 12 hours and ill make it work..


Title: Re: Updates for the new round
Post by: siremi on August 03, 2012, 02:56:00 AM
cut the v5 to inf to 12 hours and ill make it work..

We'll see we try with 24h for 5-inf first and go from there.

I think you can find them easy enough, just need a server farm with IP Leech and search for the 0.5-inf, that takes only 3 hours to recharge.

It will also give the server name and highest soft in there when it leeches the IP, so you have some additional info on the spot to try and find a specific target. Targeting someone directly is too powerful for sure.



Title: Re: Updates for the new round
Post by: Ulurukangoo on August 03, 2012, 08:08:04 AM
cut the v5 to inf to 12 hours and ill make it work..

We'll see we try with 24h for 5-inf first and go from there.

I think you can find them easy enough, just need a server farm with IP Leech and search for the 0.5-inf, that takes only 3 hours to recharge.

It will also give the server name and highest soft in there when it leeches the IP, so you have some additional info on the spot to try and find a specific target. Targeting someone directly is too powerful for sure.
Yes! Don't let WD make the rules! :D


Title: Re: Updates for the new round
Post by: norill on August 03, 2012, 11:25:13 AM
d**n, i wanted to quit, but these changes are too good.


Title: Re: Updates for the new round
Post by: ivandrago on August 03, 2012, 03:43:08 PM
Yeah they are. Someone plz give me heads up when they're implemented.


Title: Re: Updates for the new round
Post by: WolfDoc on August 03, 2012, 05:45:48 PM
ok well can we get the ip found using this, to auto add to the ip database?


Title: Re: Updates for the new round
Post by: siremi on August 03, 2012, 09:10:47 PM
Yeah they are. Someone plz give me heads up when they're implemented.

ETA is a few days. I've finished the IP Leech modifications and doing the PVP mods right now.

Expect an update in a few days.


Title: Re: Updates for the new round
Post by: WolfDoc on August 04, 2012, 02:35:17 PM
I think that instead of a 24 hour rule on ip change it should just be increased in cost, like 1,000Ap and 25,000 HPD. If u cant change ips then who wants to do missions bc u know someone can follow ur bounce trail back and have ur ip for a great deal of time..


Title: Re: Updates for the new round
Post by: asdfth12 on August 04, 2012, 03:17:34 PM
The pretty much screws over the lower leveled players though with costs that high though.

How about keeping the base AP cost, double the current hpd cost, and then have that cost double for every server you own?


Title: Re: Updates for the new round
Post by: Numbers on August 05, 2012, 07:55:39 AM
at 1000ap i would have to not play for 16h to change it.... at 300 it is currently 5 hours, would 3-5h be an acceptable ip change time?


Title: Re: Updates for the new round
Post by: asdfth12 on August 05, 2012, 08:42:58 AM
AP is easy to come by so not really.

But you did give me a idea...

How about decreasing the AP cost to 100, keeping the current hpd cost, having the reset set to 24 hours and then having the option to use additional AP and hpd to decrease the time? Each additional 100 ap and 1k hpd you pay will decrease the time to completion by 1 hours.



Title: Re: Updates for the new round
Post by: siremi on August 05, 2012, 12:49:46 PM
AP is easy to come by so not really.

But you did give me a idea...

How about decreasing the AP cost to 100, keeping the current hpd cost, having the reset set to 24 hours and then having the option to use additional AP and hpd to decrease the time? Each additional 100 ap and 1k hpd you pay will decrease the time to completion by 1 hours.



That's a good idea, I'm thinking maybe several options to select when you start the IP Change task:

24h, no AP cost
20h, 600 AP
16h, 1500 AP
12h, 2500 AP
6h, 4500 AP


Might stimulate usage of AP a bit, and if you need a fast IP Change you pay with AP for it... sounds reasonable.

but the 1k HPD cost stays the same, so even newbie players can use it.






Title: Re: Updates for the new round
Post by: WolfDoc on August 05, 2012, 03:43:28 PM
i can live with that..


Title: Re: Updates for the new round
Post by: siremi on August 06, 2012, 12:15:09 PM
Update completed.



Title: Re: Updates for the new round
Post by: icemonster on August 06, 2012, 04:17:04 PM
The HPD cost shoud vary consoant the power of the player. If power <= 1M: The cost should be 1k; If power > 1M but < 10M: The cost should be 3 or 4k. e.t.c e.t.c
Cause its just too easy to get 1k when we have 300M power.


Title: Re: Updates for the new round
Post by: Ulurukangoo on August 06, 2012, 04:45:10 PM
The HPD cost shoud vary consoant the power of the player. If power <= 1M: The cost should be 1k; If power > 1M but < 10M: The cost should be 3 or 4k. e.t.c e.t.c
Cause its just too easy to get 1k when we have 300M power.

Yeah that's true, why not scale HPD cost aswel?