I don’t ask for much, but if I could ask for one thing it would be for a fix for the Heavy Sprint Glitch. It causes 2-4x the damage of a normal sprinting heavy attack. It’s far more difficult to dodge since the animation fails to execute properly. It’s a problem for PvP. Mods aren’t a solution people who play on PvP servers will not use mods. I understand this game is now basically in maintenance mode, but if anyone’s inclined to maintenance something, that would be a pretty good one to pick in my humble opinion.
Unfortunately, there is no way to stop it. The proof is detrimental. (basically taking assemblies apart or using a “hacked” version)
Will never happen.
First they are too dumb to figure it out.
Second they are busy doing damage control in Dune, their new important baby.
I explained the issue with this in a bug report thread. It’s not something that can be easily fixed as it’s literally a time-paradox type of thing. You would need to know ahead of time that the player is going to do that, the alternative is to channel the local action through the server too, which would add your network lag to your input lag - probably something people would like even less. The damage part though could be somewhat mitigated
Here’s the thread:
Hrod (creator of Dogs mods), I’ve heard, has already created a mod that fixes this issue, so supposing that’s correct it proves it’s something that can be addressed.
I can think of a few ways they could resolve this issue:
Sprint Attack Cooldowns: Implement a 1-2 second lockout between sprint attacks. This completely eliminates rapid exploitation.
Minimum Sprint Duration Requirements: Force players to maintain sprint state for at least 1 full second before qualifying for sprint attacks. This eliminates the precise edge-case timing (that 100ms window) where client/server states diverge, making the desync condition impossible to achieve.
Increased Stamina Costs: Make sprint attacks consume significantly more stamina than regular attacks. This creates natural rate limiting through resource management and prevents players from repeatedly attempting the glitch timing.
Animation State Locks: Once any heavy attack is initiated, prevent sprint attacks for a set duration. This breaks potential exploit chains and ensures clean state transitions between attack types.
Nuclear option: For that matter, if nothing else, they could remove sprint attacks from the game entirely, obviously not the best solution, but even this would be preferable to the alternative of allowing this exploit to continue to exist.
I can also think of several network solutions were the resources available to implement them:
State Reconciliation with Rollback: When the server detects client/server sprint state mismatch during attack processing, implement a localized rollback to the attack initiation moment. Recalculate the attack using the server’s authoritative state at that exact timestamp and send correction packets to synchronize all clients. This is standard practice in competitive multiplayer games.
Input Timestamp Validation: Server maintains precise timestamps for all state changes (including sprint key releases). When processing attack inputs, validate against the game state that existed at the moment the input was received, not when it’s processed. This prevents race conditions between rapid input changes and network processing delays.
Predictive Input Validation: Client sends both the input command AND the expected game state snapshot to the server. Server validates the state assumption and either confirms the prediction or overrides with authoritative calculation. This maintains responsiveness while preventing desync exploitation.
Your “time paradox” framing suggests a misunderstanding of how authoritative servers work. Modern multiplayer games handle prediction, rollback, and state reconciliation as standard features. Theoretically at least, I do realize they’re not going to want to put this level of work in, however, treating this as an unsolvable networking problem isn’t necessary when it can also be viewed as a game balance issue that can be solved through design constraints, not network engineering.
So there’s no need to focus exclusively on complex networking approaches while dismissing simple rate limiting, which is the industry standard for preventing input exploitation. Every competitive game uses cooldowns, resource costs, and state locks to prevent exactly these kinds of timing exploits.
It’s a bit of a false dichotomy to claim the only options are adding input lag or impossible prediction, it completely ignores state validation, rollback systems, and game design solutions that don’t impact normal gameplay.
The Heavy Sprint Glitch isn’t fundamentally a networking synchronization problem, it’s a game balance exploit that happens to manifest through network timing. This exploitable behavior could be solved through design constrains rather than trying to perfectly synchronize every edge case.
UDPv6 became a thing and left because it was likely nobody cared. It is worth mentioning solely for keeping Content-Type: at the top where the data starts. Content-Length: should be set, too… at the top. It’s not a guess, anymore.
Okay, so I just explained to you why it’s not easy to solve and provided a bug report that clearly explains the issue as well as lists some of the possible options.
Did you read that before typing that gigantic novel?
Oh okay, you should’ve said that before that you’re one of those people, then I wouldn’t have bothered Now I know!
No, you most certainly did not do that. You mentioned some of the band-aid “solutions” which do not fix the issue, just mitigate the effect (some of which I also suggested in the bug report) and then for good measure you threw in a word salad there with a bunch of buzz words you read on the internet, none of which have any relevance in this particular case and thought that you seemed smart when you clearly did not understand or even considered the facts that I mentioned.
As for the dogs of desert solution, I’m pretty sure they’re also using one of the band-aids, namely reducing the damage of the heavy opener if I recall (which I also think is one of the more reasonable ones, however does not fix the actual bug, only mitigates the effects)
Well, while your ignorance can be quite triggering, I assure you, I wasn’t “out to get you” I replied to a thread in good faith with factual information based on the source code of this game. Why? because I saw the topic and I remembered that I spent some time in the past tracking this particular issue down at the request of some of the pvp commuinty members.
But it’s always amusing to be then confronted with people like you, who cover their ears like a monkey and go “lalalalalalala” so they can ignore facts in favor of whatever scifi gibberish their brain throws out, I’m sure there’s a name for that “syndrome” too
See? this is one of the reasons I stopped posting on these forums, way too many people like yourself who prefer to talk about shit they have no clue about and simply lack the self-awareness to realize.. it just gets exhausting dealing with them.
I’m wondering how many is “them”. Last count was over 40 players just waiting for prime time. It’s enough to wipe a base (at any given notice).
I’m not sure why you’re saying that, the thing that triggers the animation server side is player input. It doesn’t know to begin sprint attacking before it receives from client info that an attack is triggered.
Solution would be to receive both the trigger and attack animation from the client: Not like the calculation is very rough anyway.
Unfortunately, if you move the animation client side, that is where the hackers eat. Meaning hackers would have another fun tool to grief with by modifying the animation
They’ve more than enough levers to pull on as is, plenty of which are more effective anyway
True.
If you can add a video that explains the situation more clear.
Although i disagree with the useless fights in pvp feedback, pvp needs “clean game”. I know that detain hacks is very difficult, but if Dennis really cares for pvp then he should prioritize these issues.
Pve doesn’t need this exploit anyway, but when people are using exploits to run their pvp fights then the whole gaming design effort is canceled.
So it’s best to be priority!
I think this discussion misses the fact that exiles has no more programmers working on it. Whats the point of throwing out solutions to the void?
Programmers are being hit like the smell of a dead horse.