Sorry bro, this is the wiki for Hackers: Join the Cyberwar mobile game. We don't deal with real life hacking here, (and I personally don't have time for it anymore ... 20 years ago maybe, but not now :P)
If you enjoy hacking you'd love the game this wiki is for though. :D I'll pop you the links to download it for free below. :)
The description of building threads reads: "Each additional Building Thread provides the same boost as the previous thread, and costs twice as much", well, correct me if I'm wrong, but I was expecting for the time to be halved each time, since the "boost" from 1 to 2 bt, is halving the time. I was a bit disapointed when i found out that its not the same boost, more like, 1bt - full time, 2bt - 1/2, 3bt 1/3 and I presume 1/4 and 1/5 for the others.
My intention is not to be annoying about detail, just though it could use a better descripion, maybe. Sorry to bother you
It's a common misconception, but each thread does provide the same amount of utility. Each building thread assigned to a build/upgrade causes time to pass at 1 real time second per thread assigned.
When 1 second per thread is expressed as a percentage however, the total time taken results in 100%/50%/33%/25%/20% of the original time. ie, 1/1, 1/2, 1/3, 1/4, 1/5 of the required time. While this does look less effective as more threads are added, this is not the case, as each thread is working at the same rate as the previous one, ie, 1 second reduction per second.
If time was to half at each additional thread, this would result in the following with a 1 hour build:
1 hour with 1 thread
30 minutes with 2 threads
15 minutes with 3 threads
7.5 minutes with 4 threads
3.75 minutes with 5 threads
As you can see, it doesn't take this long to start looking ridiculous. With just 5 additional threads, each thread performs 3.75 minutes of construction, totalling in 18.75 minutes, yet manage to do 60 minutes worth of building. Extend this to 10 threads, and each thread only has to work for ~7 seconds to complete a 60 minute build ;)
Oh, of course, that makes complete sense! Thank you. Well, in my defense, I though 5 was the maximum number of building threads, and when facing several days/weeks of update, I must confess that halving each time doesn't sound that silly xD But of course makes much more sense that methodology. I guess was just wishful thinking! Thank you for enlighten me.
Yeah, I hear ya - some of the building times at later levels do seem to take forever, although they are fair overall. The Scanner and Sentry ones are especially crippling if you only have 1 of them, due to the node being out of commission due the upgrade - ofc, having just the one is an individual player choice. :P (Man, I'd go multiple Scanners and Sentries if I restarted :P)
5 is indeed the maximum number of building threads, I was just using that methodology to emphasise the diminishing requirements. Still, between 2 weeks with one thread and around 2 days with five, give me the latter every time :D
Yes indeed, building threads are precious things xD As I'm low level, only have one high level sentry. I must think carefully from now on, since the time it takes to upgrade will be very crippling indeed. But i must admit, I'm in no rush to get to higher levels xD things get really tricky xD It is already hard to get (and protect) the resorces to evolve what I want.
So, I studied the behavior of the kraken with black nodes. Apparently it simply does not follow the attack priorities, but yes its own set of rules. Also there seems to be a "default" selection and it allways follows the same path. And with this in mind, I find it hard to test the highest firewall or highest priority cases, because it could be that it is respecting this rules or it could be that the "default" path just happened to be that one. To test these, two players would have to set and modify the network specificaly to test each point.
Link priority is used as a deciding factor when two identical nodes are connected.
For example, if a Scanner has two identical level 7 Turrets connected to it, the Attack Priority will select the Turret that the player/network owner "linked/connected" to the Scanner first. This allows network designers to predict which way a Beam Cannon will go, even when identical nodes are used.
That's a great screenshot. :) The Kraken does indeed have a set path, although it was previously thought that this path was created through a selection similar to attack priorities, with regards to the firewall values of the targets and the perceived threat (such as choosing a Turret over a Code gate, regardless of firewall value for example.)
Your original screenshot does indeed rule out Wraithed nodes as being a factor. While the Uranium Factory screenshot does imply that antivirus status isn't a factor, this may be due to the "default path" being created when the Kraken is initially installed, which happened when both nodes are white and the Sentry antivirus didn't exist on either node at the time the Kraken is installed.
The original attack priority tests were made using the method you described. :) Kraken testing however, must not have been a part of that. ;)
Oh, ok, indeed link priority can only be tested with someone. I've started this game just a few days ago, and since it has been arround for a while, honestly, I'm amazed that kraken wasn't "studied" before. Unfortunatly I do not know anyone in the game to follow up on this study, sorry.
Regarding the "default path", when I took the last screenshot (3 of the second image) I waited for the node to get full black, only then installed the kraken, so, i dont think the "default path" is selected when kraken is installed, but rather it's built in the network.
If I can provide any further details or tests I will. Thank you
Thanks for the info regarding waiting for the AV to fully install.
In hindsight, it would make sense that the network has a pre-defined path laid out for a Kraken, especially since it is known that the path remains the same - it wouldn't make too much sense to have to "walk the path" first and then force the Kraken to take the same steps if something changes. Easiest game design option would indeed be for the Kraken know the path beforehand. :D
I've made a preliminary adjustment to the Kraken page based on both previous and current information, but any further details/test results would be very much appreciated. Thank you too. :)
The long term plan is usually to force the attacker to spend more programs than they wish to, to progress though your network. Connecting a Guardian to a Code Gate can certain extend the life of a Gate, but it can equally extend the life of any node. If the attacker was going to use a Battering Ram regardless, you've essentially let them use the same high power weapon on both the Guardian and the Gate, and it's not costing them anything extra.
Connecting it to a relatively low level Code Gate that they didn't think they needed to Ram however, and now you've created an additional point where *not* using a Ram takes a lot longer than expected, and will buy you far more than the additional 3.5 seconds the attacker requires for an additional Ram blast in the scenario above. Give attackers as many ways as possible to make a mistake ;)
As you mention, at higher levels this won't work so well. Not only can Beams do well against low level Gates, but there's more program space for additional Wraiths and Rams.
Code Gates are still a viable target mid-game. Essentially, you want Guardian shields to proc as many times as possible to get the most out of it. Attaching it to a Code Gate is a sure fire way to get a least 2 additional shields out of it. :)
I tried to calculate some math about the black Ice and scanner choke vs protector, but, which is better? Turret and scanner choke w/ sentry vs protector or black ice and scanner choke w/ sentry vs protector , correct my calculations if I'm wrong:
3x Black Ice lvl 21
damage per blast in 6.5 sec: 889
1x Sentry lvl 21
Damage/ node in 6.5 sec: 851.5
1x Scanner lvl 1
Buffer size: 10,640
Regen in 6.5 sec: 4842.5
Total damage per 6.5 sec: 5221.5
Deducted from regen: 379/6.5 sec= ~58/sec
Time to fully destroy protector: ~183 secs
Since black ice needs 6.5 seconds to fire, I made all the equation equal 6.5 seconds by n* 6.5. And on the last 2 equation, convert it back to per second, so n/6.5. Is it correct?
It's a bit off. While I understand your reasoning for 6.5 seconds, this allows regeneration to be taken into account when damage hasn't happened yet, and also doesn't take into account subsequent Black ICE damage that happens every 3.5 seconds. Consider the following instead:
Level 21 Protector regenerates 744.8 per second.
For the first 6.5 seconds, it's just 3xSentry damage = 393 per second. On it's own, a level 21 protector will last indefinitely.
Once the Black ICE starts hitting, it's 3xBlack ICE + 3xSentry damage = 1155 damage per second. The damage will spike, with the Black ICE dealing 2667 damage and the antivirus hitting for 1375.5, while the protector recovers 2606.8 every 3.5 second cycle. (1435.7 / 3.5 = 410.2 per second)
Damage per second is 1155 - 744.8 = 410.2
As the Protector has a Buffer of 10640, it would take ~26 seconds.
In reality, since the Sentry isn't capable of capturing on its own due to Protector regeneration, it takes the Black ICE hits to push over the threshold. The Black ICE hits would occur at the 27.5 second mark.
Level 21 Protector regenerates 744.8 per second.
Not counting the 0.5 seconds it takes for a Turrets to target, the damage is 3xTurret + 3xSentry = 828 per second.
Net damage per second is 828 - 744.8 = 83.2 damage per second
As the Protector has a Buffer of 10640, it would take ~128 seconds.
There's a small amount of rounding on the wiki. Protector regen is 10640 * 0.07 per second. There's a possibility that the game rounds up too, but decimal places were used above to keep things as accurate as possible. 745 works just as well :)
Black ICE can kick out some serious damage to big Protectors, as long as you can buy them the time they require.
Its not so much a case of "easily destroyed" as "forcing a player to consume more". Most things can be destroyed with enough Shockers. If you're having to use 6 Shockers on a single node, plus attack programs that are replaced, you're forcing players to spend 40+ library space on a single point of your network - that's huge!
Point for point, Scanners make better chokes than Guardians.
I'll try to max shockers. ;) They also provide time on installation of some huge viruses on higher levels. Well, that's what I saw. But, what if the shocker was played, lets say it can stun for 12 seconds, then you installed a blaster, will the blaster's attack add up to the stun duration or will they both play at the same time,meaning that the blaster's stun won't add up to the shocker's?
My understanding is that there's a slight difference in Blaster and Shocker stuns and their interaction with passing on Sentry antivirus, which is why they have different statistics - Disable and Freeze.
Because of this, I don't believe the effects stack. I'd love to see a video that says otherwise however!
Is it better to use shocker & protector as a stronghold combo than ice wall & protector? Because at higher levels, you would need more than one ice wall, and that too upgraded to at least level 7. But even a low level shocker can buy you the six seconds you need for a protector. So which is more cost effective on choke points?
Not usually, although it depends on your current ICE Wall/Shocker costs and where you're looking for efficiency. Shockers are usually more efficient for saving B-coins, but ICE Walls are definitely more efficient when looking to reduce downtime between hacks due to their quicker compiling speed.
With lower level ICE Walls, it's very easy to consume 2 programs towards mid-game as Sentry power ramps up. In these cases it becomes a case of which you value the most, compile time or b-coins. Practically, using Shocker also has a lower learning curve, but note that a 6 second Shocker won't always do the job - some networks find a way to refocus your beams, causing them to take longer to re-target the initial node.
At higher levels, ICE Wall is a clear winner as Shocker and Wall b-coin costs become very similar, and a single wall is all that is required in the vast majority of cases.
My account in hackers have been overlapped, I can connect to google play but not on facebook? Can you help me? Thanks. My username is Cross, level 36 (well, the level of my 2nd account, the one who overlapped my level 25, Cross, account) Hope it helps locate my account! :D
You have a Level 36 network which is connected to Google. You also have a Level 25 network which is connected to Google on a different email, and is also connected to Facebook. You want to disconnect the Facebook account from your Level 25 and add it to your Level 36 .. this right?
If so, go to your Level 25 network, and to World Map > Settings > Facebook:Connected. Clicking that should disconnect you and say Facebook:Connect. You should then be able to go to your Level 36 network and connect it form the same World Map > Settings menu.
But, when I uninstalled the game I only connected the level 25 network to google, and when I just remembered on level 30, it was too late to connect it to my facebook account, which is pretty sad... :(
When recovering a network, it's not possible to restore a network that isn't connected in some way.
If you still have access to your original network on any of your devices, it'll still be possible to detach FB from one and attach it to the other. If it's not possible for you to log back in to your original network however, it's not possible to recover it as there's no information on that network to send back to you. :(
Thanks, amigo! Sorry for the late reply, do the developers have an email account or sort of any communication device so that I can tell them any report going wrong about the game? So far, the overlapped account is the only thing I encountered. It was fun talking to you, thanks for the help! :D
If you've somehow managed to get 2 different networks on the same email address, there's a decent chance that the second network has overwritten the first one. Since it was connected at some point though, there's a chance it'll be able to be restored at least. :)
The address to send it to is email@example.com - send a message there, and they'll check to see if your network exists first, and if so, explain a way to recover it.
If a text is showing in red, that means that the link is pointing to a page that doesn't exist.
- If any link shows in red, please check that the link is pointing to the correct page.
- As all article pages that are required for the game have already been created, there is no need to make a new page for any article. If you're looking for a specific link, all of the links for Turkish pages can be found at the bottom of the page here.
I've reverted your changes to the FrontPage-Turkish template, as other pages are dependent on them. Most pages are named in the same way as in-game, to help players transition from the game to here. If you wish to have the text say something different than the link then use:
[[The link that is used|The text that is displayed]]
to display the correct text. For example:
[[Hackleme Bağlantı|Hackleme Devresi]]
If an article must be renamed, please communicate that with me, as there will be more than just the pagename to change to have things working correctly.
Also, there is only a single set of images on the wiki, as there is no need for a renamed image for every language. For example, there is no "B-Coin Madeni" image, as it's the same icon as the B-Coin Mine.png image :)
I did see the Bitxoin error though ;) That was due to the source info saying Bitxoin. :P As above, since 1 change results in numerous dependencies being affected, I've renamed the Bitxoin page to Bitcoin, as well as changed the Front Page, Node and Flag templates to point to the correct page. I've also deleted the duplicate page that was created.
I've gone to great lengths to create most things that are needed for every language, and am currently in the process of updating all the pages with the latest information. (So far, all the nodes are complete and ready for translation, and the programs are in progress.) If there's anything I can help out with, leave me a message and I'll get back to you as soon as possible. :)
The link to it is here: http://discord.me/hackersmobile - or if that one has expired, there's one on the main page. They also ask for a screenshot of your network to show you play the game (as there's a decent number of people looking for "Hackers" for other reasons :D)
I did provide you the link on Discord, but thanks for the message that you'll not be around on there.
Here is the image link: https://vignette3.wikia.nocookie.net/hackersthegame/images/0/0e/Community-header-background/revision/latest?cb=20170801134217
Here is the wordmark: https://vignette4.wikia.nocookie.net/hackersthegame/images/8/89/Wiki-wordmark.png/revision/latest?cb=20170801133314
Regarding deleting pages, the information provided on the Chinese pages here have had a huge amount of updates, and are currently displaying more accurate information in comparison, as well as additional information that is not included on the zh.wikia pages. Therefore I have no intention of deleting the Chinese pages here at this moment in time.
Okay, thanks. I will update the pages, but will you be able to make an announcement to let those users know to edit to the Chinese wiki instead? It would be better to keep each wiki with their own languages.
As well as this, will you consider adding Abuse Logs onto this wiki?
The announcement is still on the front page. Contributors have the choice of where they wish to edit. :)
My assumption is that, if/when the Chinese pages get adjusted on here, it's most likely due to either a) the pages here are already up to date, and they're adding to the extended information on here or b) the individual doing the editing is using the additional information from the English pages to help them update the Chinese articles.
We have someone from VTSF pop over every now and again to hand out bans where needed. Fortunately, we don't receive that many issues. Fingers crossed it stays that way!
Once all pages are updated, will it be okay to delete all the pages on this wiki? I think it would be best for different langauges to have their own wikis, as their Main Page will be in their own language, whereas in this wiki the Main Page would be in English.
Also, can you tell some of those Chinese translators on the Discord to take a look at the Chinese wiki? Once I am able to use Discord again (and perhaps edit full time), I may need some more users to help me with the project (as LianSheng is not around to help currently).
I'm sorry for being very difficult with this, it is just that I cannot use Discord to talk to you in real time. I would just like to ask, though, if you are able to delete the pages after they are updated into the other wiki.
I'm not 100% sure why you're so insistent on having the pages here deleted, especially since players are actively using the pages here. :( I see no issue with having information duplicated here to increased availability. There are multiple links on the main page which direct to zh.wikia/Chinese navigation menus if individual players would prefer that.
Regarding translators on Discord, I can certainly ask them to take a look at zh.wikia, as I understand you will need help with the project. I have zero control over contributors however - like yourself, they do things when they have the time!
The reason to have them deleted is that if one of the two (eg the English wiki Chinese pages) are updated and the other one is not, it will look very strange. Most wikis usually once the languages are set up, the pages are kept in the other wiki. It would be better just to keep them in their own wikis, as the users will understand to have the pages in their own respective wikis.
Also, if you are able, it would be good to send a request to Wikia asking to enable these three things for this wiki:
Discussions (as an improved version of the Forums)
ImportJS (extra tools to improve this wiki, such as the Discord Integrator Widget)
Abuse Filter (a program which if vandalism is detected, it will prevent the edit from being published)
1) I am about to get seriously pissed about the auto-disconnect function in the game. I often play for longer than 3 hours (just because I forget about the time and keep playing) and I play actively: seeking hacking targets, hack them, loot resourses and seek new targets. I do this to climb in the hacking reputation ranks.
What happenned to me now already for the third time in a reasonable short time is that I start a hack in the wold map, and WHILE the screen becomes blank to load the network layout of my target, I suddenly get the message 'Online too long. You have been disconnected or someone else is hacking you'. I cannot do anything else but restarting the app, only to notice that the app recorded my hack I started (but I even did not have the change to see the target's network layout) AND FAILED the hack.
I already lost 48 reputation points from this. I find it frustrating that an active players gets punished for being active by getting failed hack penalties when the hack itself was not even started. Those failed hacks are listed in your hack history but you can not review them because the button is greyed out. So the app itself sees there is something wrong, but the rep deduction comes anyways. Some players in the world map are almost never reachable because they seem online a long time. So this can be done to safeguard against some hacking without any penalties, it seems. But if an active player is online for long enough time and starts a hack ... well ... then he surely must be punished for being active, right ???
Either the dev should stop punish active players by getting their rep killed on a fake failed hack, or he should program the app so that a disconnection can never happen when the user just pressed the button to connect to another network (from within the World map). Please fix this or state that active players WILL get punished for being active.
2) This is an issue in the World map that happens to me a lot: I am right handed. I play the game on my phone. When I want to look at a network of a player displayed in the world map and reach for the CONNECT button, the app very often registers me pressing the 'refresh target' button and just refreshes the world map instead of showing the network of the target, costing me to lose that target AND costing me the credits for the refresh. I already must have lost over a million credits this way. It gets annoying. It should be much user friendly if the app displays a pop-up asking if you really want to refresh the search or not. This way, accidentally refreshing the world map would be avoided. The problem is not caused by a faulty calibration of the screen. I do lots of other things on my phone and have no callibration issues of the toutch screen in any app. The problem is that the 2 buttons (connect and refresh) are displayed right next to each other and the app (possibly because of the position of my hand) registeres the wrong button press. Not user friendly. If a pop-up is not what the dev wants to do, then he just has to place the 'refresh' button on top of the screen instead of below (right next to the connect button of the network on the world map). Putting that button on another place on the screen would even involve less programming than a pop-up. So I see no reason why this would not be addressed.
Please Luminaar, reply to me about those 2 issues. I know you do a great job and I respect your time and energy you put into this wikia. My frustration now is pointed towards those issues I have spoken of and are not directed to you. But I need to know if those problems are getting to be addressed in the future updates or not, because it is killing my fun playing this game. In case you want to look up if I tell the truth about failed hacks due to getting kicked by the app after pressing the connect button, my ingame name is changed from 'frankukai' to 'Bloody_Mary'. All failed hacks I talk about happened when I played with 'Bloody_Mary'.
Hey Frank, it's been a while :) Hope you're keeping well outside of the Hacker-related issues.
1) What's happening from a technical point of view, is that your connection is "opened" when you view another network, but your "open connection" is being hijacked. This got fixed a while back, so it's seeming as though there's potentially a window where this can go wrong, given that this seems to be happening to you while you're loading the target network. I have a request from TA regarding letting them know if this happens again, so the best I can do for the moment is forward this to them and get back to you on the matter.
2) Screen real estate is a valuable thing on most most devices, so while compact icons are necessary, I can certainly see where this may cause issues. It's doubtful a confirmation will be seen as viable, but I'll pass on options with the details you mentioned above, with regards to relocating the button, swapping it with the home network button, or maybe even reducing the "hit box" of the button itself.
I have no reason to doubt your word :) I'll pass the two bits of info on, and let you know if I hear something back. :)