Players using exploit to crash public games intentionally

These two users: {Call outs removed} are joining public games and intentionally using an exploit with druid summons/thorns to make everyone disconnect from the game, over and over and over again. They are doing this for every game that reaches critical mass. Please either patch the exploit or ban these griefers.

edit: another guy doing it: {Call out removed}

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Yes, other people have been doing it also intentionally crashing games with mosaic sin or other means.

Wtf are you waiting for to fix your game ?

https://i.gyazo.com/861b6ab9d1324883e34085deccc06eca.mp4

mosaic doesnt intentionally crash… it just does becuase too many particles.

i do remember back in thew lod day, i did have an aura barb i used to intentionally drop BM players and PK bots in my duel games until that was patched. all you had to do was be on the same screen and u would D/C them. so i would pm the GM dueler to go to a different act, and just pop in… and boot all the BM’s

unfortunately said tools can also be used for nefarious purposes

My point is that some people join public PvP games or any other type of games really with a mosaic sin just to spam meteors in order to crash the game intentionally.

It can also be done with druids as shown in my video.

In that instance, my game literally crashed but usually the game just drops for everyone.

This crap should really be fixed

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Blizzard needs to something about there are many players quitting this game because of this

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If this game was making them millions, they’d be on the problem in a hot minute. But, shareholders have to make money, and pouring resources into a (financially) dead end game like D2:R is a bad move.

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Yup, game is almost unplayable with these players crashing games ALL DAY LONG. I’ve been reporting players for nearly a year for crashing games, no actions taken to fix the game issues or ban these players.

Does Blizz even monitor reports and/or bug report any longer?

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This is about getting d2r back to the way it was otherwise no one will be ever playing this game again

we found the dropper’s main account
{Call outs removed}

he purchased several accounts to stay hidden, but his main was also used to drop when druids drop won’t work.

last patch was in 2023 ! they dont even read reports anymore!

Confirmed {Removed} was the main player

The problem here isn’t in the items, it’s in the renderer. Remember how the only way to eliminate the audio stutter followed by crashing at Shenk on NM/Hell was to drop from ultra lighting to the next step down? The reason was because of a bug coupled with a renderer that has limits far too low for the types of visuals in certain scenarios in this game.

The bug is that in NM/Hell, if Shenk spawns with the Multishot affix and is killed, that triggers each of the aerial bombardments to trigger three times, bringing framerates to single digits even on extremely powerful modern hardware. Not because the hardware can’t handle it, but the renderer can’t and that holds up critical functions and this is not a truly multithreaded game.

The renderer having such low limits highlights the fact that either the effects need to have their particle counts reduced on ultra to a more manageable amount, or the renderer needs to be updated such that it can handle the current ultra settings without crashing or disconnecting players.

The bottom line here is that the renderer is what is causing the problem and fixint it is ultimately where the solution will be found.

One thing that might actually eliminate both the Shenk issue and the one in this thread is decoupling the Resurrected engine from the legacy engine. Currently you can switch willy nilly between the two just by hititng G because both are running simultaneously. I’ve said it before and I’ll say it again since Blizzard seems to not have gotten the memo: Making it so that only one is running at any given time kills a lot of the problems introduced by forcing the hardware and software in particular to render both engines’ outputs at the same time. By decoupling the two rendering engines and having only one run at a time, you eliminate most scenarios where crashing and disconnects can occur due to particle overload. It will always be a limitation in the legacy renderer but there is no reason we should be suffering with that limitation when we’re using the Resurrected renderer.

From what I recall from other reports this exploit drops everyone from the game regardless of location, so even if you’re not onscreen to render the vines you’ll still get disconnected. I think Kabryxis might’ve explained it in one of his posts but I don’t remember, maybe something to do with too many packets for the server. Like the renderer is a related issue for sure but not the sole issue here if what I said above does happen to be the case.

In that case, it likely isn’t too many packets from the server, but too much data for the server client’s internal engine to handle at once. That’s a different fix, but along similar lines as a fix would be for the renderer itself. Basically, if everyone is getting DC’d regardless of location, that’s an indication that the server side is what went kablooey, not the players’ game connection.

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Another often overlooked aspect of the every day system is the audio device. The ordinary and very common Realtek soundchip can handle 32 “voices”, or 16 stereo “voice” samples. Optionally a proprietary sound card such as a Sound Blaster AE-5 Plus can process 128 “voices” or 64 stereo “voice” samples. If enough hardware “voices” aren’t available to process what is trying to play, and as long as enough processing power available, CPU post process downmixing of extra samples for the audio processor to handle is possible… HOWEVER, if the CPU is overwhelmed by too much post process mixing, it will lead to IRQ wait states, which equals system freezing. This can interrupt the standard flow of sent packets… Essentially the gaming PC itself is not regularly sending the necessary packets to “stay alive”, and they can be dropped from the game.

To see if sound makes a difference: The game has the option to disable reverb, which halves the number of audio samples that attempt to play… Or you can temporarily disable your audio device via device manager.

If anyone has ever played old ascii/text games on an old IBM x86 systems with PC speaker audio feedback without a dedicated soundcard, they will understand what I mean with system freezing.

Please address this Blizzard, this has been ruining everyone’s experience in public games.

Even more frustrating is the fact I can’t choose 2.0/2.1 stereo output from the game and it forces 5.1 output because my Windows setup is 5.1. The game sounds a lot crisper (dialogue especially) in stereo and not with voices going through my center speaker. Massively annoying.

+1 for this being a serious issue that I hope Blizzard staff can address, until a hotfix can be deployed a ban is needed on this user as he is making the game unplayable for others.

{Call outs removed}

I have opened a support ticket and been told by the Game Master they cannot take any action. I and others have been reporting this user for weeks with no action taken.

This is disappointing that we have to collectively bump a forum post to get the issue recognized, can any Blue respond to this post? Any advice on escalation?

If anyone at Blizzard so much as looks at this thread, the posts that have player names in them will end up being nuked from orbit. Naming and shaming isn’t allowed on the fora. The best you can do is if you think a player is using any kind of exploit, you can fire off an email to hacks@blizzard.com. However, do not expect a response as that email address, while monitored closely, does not net responses. Blizzard isn’t too keen on tipping off potential bad actors to impending actions.

I would remove the player names from your post.

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Since nothing is often the result, this is what the average player thinks hacks@blizzard.com is: