Their intention was to focus on the campers for that change. The bots are a different matter and will be handled by either implementation of a game guard system designed to check for macros and programs that affect game behavior or they will start setting things where the more times you kill a boss in a row the less you get till you get nothing making all camping useless.
Ah, I wish it were still so simple.
Back in the day, Bots were automated one of two ways (the ways you're thinking of)
They worked essentially as macros, feeding input directly to the client, and the really smart ones were able to respond to feedback From the client and use a script to "play" the game.
The more determined, intercepted the data-stream client-server to modify data as it was sent.
Both of those could be Detected by efforts within the game client.
But modern bot software is the result of companies Using those forms of detection. It no longer touches the game client in any way.
Instead, it controls aspects of the game by sending the codes from your Keyboard, Mouse, or gamepad/etc to the operating system itself.
There are only 3 ways to detect a bot via code.
#1 - Look for it specifically, ask windows for all running processes and see if it is one of them.
Problems : It is Illegal (still debated) a privacy issue. And it can be Easily voided by cloaking the program as a Known process.
#2 - Test for artificial input sources.
Problems :Not possible with neew software because (as I detailed) they don't Use artificial inputs, they lie to the OS and it sends Real inputs.
#3 - Write a monumental Artificially Intelligent anti-Bot that observes the Behavior of a character, and decides if they are acting Human enough-- otherwise, they're a bot.
Problems: False positives, and the bot scripts simply get added on to, giving them more Human aspects.. random length pauses, and movements, opening trade with one another, sending Tells to one another...
This is why I continue to hope they will get some Actual GMs in the game. The idea that they can Code a solution - is just... I won't say Impossible, but so close you would need an electron microscope to see the difference.
Censorious wrote: »I'm dismayed that they decided to 'fix' the minor problem of farming and did nothing to deal with the major one.
Perhaps it really is too difficult for them.
If I remember correctly, by botters intercepting the packets through their program prior to the game actually reading it we get the speed hackers and people wreaking havoc in The World (total //.hack flashback there).
Eventually they will have to move Precedence of coordinate handling to the Servers, allowing the Client to do it is just Begging for these things.
My GUESS is they are working on getting the servers to verify, but have to do a lot of sanity checking. So for example porting to any wayshrine area is allowed, as is to any dungeon entrance, but porting above a certain distance elsewhere is not. They've then got various quests that teleport you, which would have to be catered for.
Otherwise you have issues such as when people got banned for being underground when they had the falling through the ground bug rather than when they were running around underground taking crafting nodes.
Even if they do:Windshadow_ESO wrote: »Don't the the bot runners just use stolen CC# to buy the accounts they need?
kamohs212eb17_ESO wrote: »Btw, IP is easy to mask.
...
They should ban by CPu' product id. Or HDD product id.
I hope Zeni will make a guard system as soon as possible.
Although I generally agree - its unclear if there are less bots in the game or not; I am certainly getting less spam and seeing less bot like activity. But your results may vary.Rantog, you're absolutely correct. A bot fix would imply that there would be less bots in the game. Are there less bots in the game? No. Are players adversely affected? Yes.
Loot spawns randomly. If you have a game in which loot spawns randomly, then players will need to kill a boss more than once.
This fix is flawed.