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Topic ClosedDiplo rank exploit?

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Rill View Drop Down
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Direct Link To This Post Posted: 14 Oct 2012 at 01:28
sending 400 t1 thieves solo seems like rather a waste of time.  Why not just send enough to clear a rune then some to test the defenses?
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dunnoob View Drop Down
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Direct Link To This Post Posted: 14 Oct 2012 at 01:00
Diploing inactives with diplo defense is no exploit, notably after 400 solo T1 thieves died to cancel the ward.   If there is a diplo defense there's also a failure chance:  Lots of T2 thieves returning without goods, lots of T2 thieves returning not at all, and of course also no score. 

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Direct Link To This Post Posted: 14 Oct 2012 at 00:05
JP, it's an exploit because they're diploing themselves, or occasionally an inactive with known theft defense.  The increase in score is caused by essentially meaningless activity.  In April the devs outlined plans to have a portion (or all) of defending diplos die, which would successfully address this problem.  Obviously implementation of this idea has been significantly delayed.
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Direct Link To This Post Posted: 13 Oct 2012 at 23:56
I don't think there's any way that could be an exploit. Near as I can tell, rankings are based on the # of units overcome (or killed, for that matter, by defending thieves). I think it's more likely that the player knows what they're doing when it comes to thieving an undefended town.




ps I don't see why some people get angry about thread resurrections :-D
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Direct Link To This Post Posted: 13 Jun 2012 at 00:27
Could be also the opposite effect:  Player A defends with 100 thieves and a ward of destruction.  Player B forgot that an ordinary ward of destruction has only 250 charges, and sends 400 T1 mineurs (= T1 thieves on solo missions) good enough to take out a ward of intentions.  Almost all T1 thieves from 251 to 400 won't make it, and player A gets a better diplo score over some minutes.  
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Direct Link To This Post Posted: 12 Jun 2012 at 23:32
I just saw a Diplo score creep up slowly, changing every 2-5 seconds-ish. I can only think of two possible reasons for this:

1. Any score is not added in one go, but is interpolated on a timer (I've never observed this).
2. That player is using an exploit, e.g. sending a single T2 thief against a town with just a T1 thief in it (repeatedly and quickly), resulting in success and no losses because of rounding.

This happened too long and too often to be a batch of diplo quests.

I can write a petition, with specifics, but rankings seem a petty thing to concentrate on.


Edited by Albatross - 12 Jun 2012 at 23:36
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