I know this will never see implementation of course, but there is a simple solution to the Bot problem.
To solve the Bot Problem you just need something that will interrupt an automated process. And you want that thing to not inconvenience other players.
Zenimax seems to have been able to eliminate the simpler type of "rubber band bot" at Dolmens but now there are still the more complex bots that run around and farm resources on a predetermined route.
All that's really needed is to sprinkle in a type of sprite that adjusts the character's course slightly. Right now only a few monsters have this ability and there are no bots in these areas. For example the sucky sucky flower thing that brings you back to its location would throw a bot completely off its route so botters curently just don't farm in those areas.
What is needed is a monster that:
1 - Has some kind of "chains" feature to pull a bot off its course by a small amount
2 - Appears randomly and moves around so it is impossible to plot a set course around them
3 - To prevent griefing it would do no actual damage and only sucks in a player once for a very short distance that you would hardly notice if you are actually at the controls. They would be rare enough that you would only encounter one every 4 hours of play, for example.
4 - Unkillable, no experience and no loot. These qualities could even be given to something like some birds, frogs, etc that are currently in game but you can't target.
Just to let you know, programs like mmo viper have logic to break that, if you move off course or die it respawns you or course corrects.
They even have chat bots that respond to people if they ask it if it's a bot I don't think most people understand the complexity of these programs.
The real way, the only way to combat bots is to have game masters that patrol and make it illogical for them to farm gold.
This includes going after the third party sellers in court by the way, if they know ZOS don't mess around and will use your ass if you gold sell, it makes them look at other games.
None of this will happen though because reasons.
lordrichter wrote: »Just to let you know, programs like mmo viper have logic to break that, if you move off course or die it respawns you or course corrects.
They even have chat bots that respond to people if they ask it if it's a bot I don't think most people understand the complexity of these programs.
The real way, the only way to combat bots is to have game masters that patrol and make it illogical for them to farm gold.
This includes going after the third party sellers in court by the way, if they know ZOS don't mess around and will use your ass if you gold sell, it makes them look at other games.
None of this will happen though because reasons.
Some bots will get stuck behind a rock or tree, executing the same scripted "break free" behavior. Sometimes for an hour or more.
lordrichter wrote: »Just to let you know, programs like mmo viper have logic to break that, if you move off course or die it respawns you or course corrects.
They even have chat bots that respond to people if they ask it if it's a bot I don't think most people understand the complexity of these programs.
The real way, the only way to combat bots is to have game masters that patrol and make it illogical for them to farm gold.
This includes going after the third party sellers in court by the way, if they know ZOS don't mess around and will use your ass if you gold sell, it makes them look at other games.
None of this will happen though because reasons.
Some bots will get stuck behind a rock or tree, executing the same scripted "break free" behavior. Sometimes for an hour or more.
Yeah that's because the person creating the path is dumb a.f.
NewBlacksmurf wrote: »oF they actually wanted to prevent them it’s a simple as forcing unique account information that’s logic based. Anyone with a duplicate address would require xyz steps to justify the other account.
Characters should have forced name limitations to make them real
Email addresses would/should also be checked and follow logic based scrutiny.
So once you get to the game itself, simple mechanics that cap gold, exp and loot in a zone per character if you’re there doing X, Y or Z
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
It was way more bots back at launch then overland was harder.If a bot can beat overland content without problems it means it is too easy.
Yes its not simple macros, macros are also used but its just advanced rubberbanding after all throwing AoE around.Won't change anything. I found a bot train and tried to mess up with their rotations, but it's not just a macro but a very advanced script capable of interpreting ingame information. For short, you can set a path on the map and will automatically acquire targets and resume their way.
I even tried to chain down an NPC that was targeted by a bot to mess up with the AI, but the bot will just keep following the NPC, kill it and find a way back to their farming route. Such scripts are currently impossible to mess with as a player, unless you are willing to spend the next hours killing every NPC on the bot's farm route.
And due to where the botting decisions are made, the only realistic way besides implementing an extremely complex botting behavior detection system (with a high risk of banning non-botting players) is... to report and deal with them manually.
lordrichter wrote: »I know this will never see implementation of course, but there is a simple solution to the Bot problem.
To solve the Bot Problem you just need something that will interrupt an automated process. And you want that thing to not inconvenience other players.
Zenimax seems to have been able to eliminate the simpler type of "rubber band bot" at Dolmens but now there are still the more complex bots that run around and farm resources on a predetermined route.
All that's really needed is to sprinkle in a type of sprite that adjusts the character's course slightly. Right now only a few monsters have this ability and there are no bots in these areas. For example the sucky sucky flower thing that brings you back to its location would throw a bot completely off its route so botters curently just don't farm in those areas.
What is needed is a monster that:
1 - Has some kind of "chains" feature to pull a bot off its course by a small amount
2 - Appears randomly and moves around so it is impossible to plot a set course around them
3 - To prevent griefing it would do no actual damage and only sucks in a player once for a very short distance that you would hardly notice if you are actually at the controls. They would be rare enough that you would only encounter one every 4 hours of play, for example.
4 - Unkillable, no experience and no loot. These qualities could even be given to something like some birds, frogs, etc that are currently in game but you can't target.
It is an interesting idea, and all it has to be is a "gravitational effect". Something that just pulls the character to the side unless a course correction is made. When the bots get off track, they can spend a long time trying to free themselves from some rock or tree, so course interruptions would definitely put a thorn in the side. Until they adapted, of course.
However, you are right in that they will not do it.
It has also been suggested that looting involves a CAPTCHA. They can do the game one where you have to pick all the cars, signs, or barbershop storefronts.
If a bot can beat overland content without problems it means it is too easy.
I'm really not a fan of mechanical or game effect changes made to counter bots.
The solution is make their work more costly than lucrative, as in actually getting speedy bans and faster reporting features.
It's quite simple to program a bot that uses waypoints for their route. So even if the bots gets pulled off their route, they will simply return to the last/nearest waypoint and continue.
If they get stuck, they will simply reset the route.
So in short, pulling them off route is entertaining (i've done it many times) but really has little impact on their overall functionality.
Dapper Dinosaur wrote: »The solution I'd attempt if I were Zenimax would be setting a threshold for the number of resource nodes of all types (excluding surveys) collected in any 4 hour window. Let's be realistic, NOBODY farms ores for that long at a time
I will just make this simple statement: Bots can never be fully eliminated from MMOs nowadays.
AI and Machine learning are mature enough that they can beat professional gamers (take a look at alpha GO and Dota2 open AI)
As long as a normal human is able to get around the anti-bot mechanics a well trained bot can do so too, or can even do better than a normal human.
So the best MMO companies can do is to make it harder (require more skill) for bot developers to develop one.
TheHarshWinter wrote: »2018. Bots already can avoid and fix their routes. Anyway most of bots are paid now. Bots are getting smarter. Wow.
