Quote:
Originally Posted by Nirgon
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We've admitted to doing it, but thanks for evidence proving us right in making that statement.
Can you clear the record of this issue with posting (minus guildchat / ooc, I'm not asking for spying into that) the logs of the kill where Naggy died and casted breaths and fears on the fight? We've been trolled constantly with claims of legitimacy despite obvious proof after the fact that they've exploited all of their kills up until the most recent one.
Or, don't even post them. Just state you've read them, the dragons in question used their abilities properly on the kill and that's the end of it. I completely trust you on this, it's just been very quiet and I'm having a very hard time believing this can be stamped as a fully reviewed let alone fair situation.
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Server "Logs" work differently than you think. The logs you see as a client (in your log file) are completely different types of information than what the server sees. When you see "Lord Nagafen begins to cast a spell" the server sees.. lets see.. something like this:
Code:
struct BeginCast_Struct { // len = 8
/*000*/ int16 caster_id;
/*002*/ int16 spell_id;
/*004*/ int32 cast_time; // in miliseconds
};
The client then interprets that into the line of text that you see.
The reason I'm saying this is that the server does not ever put data into text format like the clients do, thus can not possibly write it's own logfile based on what clients see.
What we do have "Logs" for are data reorganized into a different structure, shipped off to a logging service, and written to a database. Example of the Encounter Database:
Encounter Header Information
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Encounter Entity Details
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The frontend to display that information takes it and uses SQL table joins to display the proper names for the ID numbers.
Long story short.. We don't have logs of mobs casting spells, doing damage, or ANY logs of any type of chat unless it is seen by our own clients.