This anticheese system is straight up awful. I'm usually pretty busy due to miscellaneous work irl for which I have to log out a lot. This anti-cheese system does not help at all, I try my best to be in the safest spot, no mobs around, full hp, blocked in, and this malignant piece of code still kicks me out. Players speculated that it's related to grave timer but it really isn't since I got kicked after 1 death. I've bug reported this before and it got marked as fixed but it really isn't fixed. I would once again like to request a revaluation on this system since it has costed me multiple a15 runs (4 this week).
#Zenith Hubris Check
1 messages · Page 1 of 1 (latest)
Did you die before you log out
Small fix would be to give it harsher checks such as more mobs around or the player be at less than 50% hp with lifeline on cooldown
i see iot happen a lot
a couple times a week
it is really bad when your teammates lag out as well
It shouldn't even exist. It punishes laggy people more than people with actual cheesing intent
i remember i lagged out right b4 brood started
0 entities 0 deaths
and still got sent to lr
Sounds about right
for code part it most be here https://github.com/TeamMonumenta/monumenta-plugins-public/blob/9c6d9ff7e0350e4826ba212727a296811f809e4f/plugins/paper/src/main/java/com/playmonumenta/plugins/depths/DepthsListener.java
the radius for mob detection is 6 , add tag DISCONNECT_ANTICHEESE_BOSS_TAG and DISCONNECT_ANTICHEESE_MOB_TAG when in boss or 6 radius has mobs. then you get 1 death penalty in boss , 2 in mobs. And after that it calculate if your revive time is too low then send you into lootroom. If I not reading these wrong
here is the how duration calculate which is 15s a12+ and every death decrease sqrt(deathamount)*7*20 and you start with 0 death.
so here if you died once , then logout in mobs tag trigger it should be like sqrt(3)*7*20 which is around 12.12 , and since base is 15 now you are at 2.88s! and now you lower than this value
then you trigger combat log!
ok this is how it works ig.
hope this help out
This ^^
Especially considering not everyone can be physically close to the servers
also fun fact , every time you advance a floor your death amount decrease by 1
??
Why is that even there what??
This has affected me a singular time in my first a12 attempt where our whole group except for nookplayz just got hubris randomly
Ever since I've never even been hubrisd

I never see people "randomly" hubrised in my party but whatever
don't know how it detect mobs
We log out in safe area get hubris
It's nebz one time was literally like 10 remove ability before boss room in with no deaths and he logged in and out and got hubris
Then I has also lagged out mid brood and logged back in fine 🤣
does it count soulweaver as mob 
It's just an inconsistent system which for now until its a proper system should probs just be replaced with a simpler one or removed
Either way no matter what they do people with lag will suffer
you know there is glowing slime in chest reward

ye boss has less penalty and bm has weird detection
in before there even cheese spot where you can just afk there
Absolutely agree Bumky
This system has ruined so many runs on my guild (GTM) since we're known for bad internet
Out of curiosity since I don't do much zenith, and have never had this apply, what actually is the "punishment" for the cheese detection? Does it just straight up send you to the lootroom if you log out "in combat" (which doesn't seem to be accurately working according to yalls testaments)
it lootrooms you yeah
add up your death amount
if it excess than it's lootroom-ed
It sounds like from what people have said they've had little to no deaths and instantly been sent to lootroom, so if anything maybe there should be a cap on how many times it can tick down the revive time, so misfires like these don't get punished as badly, but repeated use does
Best case scenario is to obviously reduce the likelihood of it misfiring, but if a bandaid fix is needed, reducing the severity or capping it in some way could be a better option until the issue with the misfiring is figured out
If anything just remove it
ive seen someone lag out f1 and get lootroomed
when it was their first death/disconnect
The intended function definitely doesn't work
unless someone lagging out flags the system multiple times
compared to a clean disconnect
I think the system does more harm than good
maybe make it so in cases where ud die you take 50% extra dmg
so ppl dont get ruined
like fort 2 minutes
Me as another case got lootroomed with shit wifi
gtm has suffered lots from this... more runs ended by ping than by actual skill issue
my internet provider has had issues with that multiple times....
half of my runs i die to shit wifi, and i know some people who could not complete sirius simply due to too much traffic blocking
more of an issue in strikes since its only 1 life and usually id have to wait a lot to que one again
I would once again like to request a revaluation on this system since it has costed me multiple a15 runs (4 this week).
the idkpangs experience
Hubris rework idea : If you reloggend get hubrised , you take double damage for 2 minutes. If you are graved ,you get sent to lootroom.
If I'm not mistaken there already is some sort of anti-cheese in place to punish login off while graved (#announcements message queue in the issues we had before the anti-cheese was added), making it so you loot room immediately.
Although ironically enough this has also given me a false positive a time my internet went down while I was alive, I died in the delay before the server realized so and kicked me, then since my logoff was technically while I was on a grave state, it immediately sent me to LR on what had been a perfect a15 run up to that point, which became a mediocre f2 run due to being one man down
I'm not sure if anything could realistically be done about that but it feels like any and all anti cheeses do end up harming poor connections a lot more
I feel like if you want to bother combat logging constantly to get permenant iframes and do a 6 hour a15 run that is a fair enough win
just add a cap of like 10 total log outs before hubris so it doesnt get too absurd
For me I would like it keep same detection but leave grave when logout , and the others must held the grave. If the grave didn’t held. They eat penalty and do same calculations thing. If they held until they log back then don’t give penalty
that would be awful if people lag out in bosses such as broodmother
its basically a death sentence if you have to sit still for more than five seconds in there
personally i think what i suggest woul be just and taking double dmg will discourage it to be done in a cheesy way
double damage would make you focus on just dodging
the current system is also very inconsistent . like yesterday nebz electricity went out in a group of mobs and he was perfectly fine without getting punished. at a dif time bumker logs out for 2 mins cause irl stuff and he gets lootroomed. And a week ago even nebz logged off to restart wifi(i think) in a room with 0 mobs and just got hubrised.
As it stands , i think the system does more harm than good .
you gotta die once at least to trigger it....
yo can we get some more yapping in here cause someone is gonna old post this
and i spent an entire 3 seconds writing this 🥺
They gonna spent 4 seconds to close it ig
Don’t think so