dccharacter wrote: »What I don't get is why developers can't put a simple red flag system in the game.
-Item counter increases faster than XXX with no sale involved
-Same message sent to zone more than XXX times/time period
-Two coordinates change while third is frozen for long and char is not swimming
-More than XXX reports about spam from player
etc.
These two are alright, and would highlight cheats, not prove them but enough for a gm to watch them and see if they are genuine or botterdccharacter wrote: »What I don't get is why developers can't put a simple red flag system in the game.
-Item counter increases faster than XXX with no sale involved
-Two coordinates change while third is frozen for long and char is not swimming
etc.
These two are not alright, person stuck will repeatedly send a LFG message, and counting how many spam reports as a metric opens up abuse.-Same message sent to zone more than XXX times/time period
-More than XXX reports about spam from player
GossiTheDog wrote: »For info, a week ago a memory hacking site (I won't name for obvious reasons) published a ZIP file which adds:
- Gradient Speed Invert (go faster up/down slopes rather than slower)
- Infinite Dodge Rolls
- No Fall Damage
- Super Speed (very fast)
- Walk in Air
Walk in Air basically lets you fly through the air. People aren't getting banned for that, reading the comments. You can also toggle off clipping by toggling the memory value (clipping = collision).
tcl(toggle collision) on the console, then you can walk through anything. Seems like those things are handled client-side rather than server-side.
YourNameHere wrote: »Here is an add-on that was suggested to me by another forum user. This can help you report those types of bots.
I got it, and it works wonderfully.
http://www.esoui.com/downloads/info181-FastReport.html
What you are talking about would be an auxiliary analytics server that runs in parallel to the game universe. This means it wouldn't affect performance of the mega-server one bit. Certain actions would be forwarded to this analytics server where they'd be kept in a history to be analyzed. From this history, patterns can be detected that indicate bot activity as opposed to human activity.
Of course, even this can be foiled. Randomizations can be introduced into the bot programs so that they aren't following such predictable paths.
The real reason it's not done though is money.
GossiTheDog wrote: »The server does no collision detection - it's all done client side - so you can turn off collision detection (using memory editing tools) and then fly around the map. You can also fly under the map - bots started doing this shortly after launch. If you see a resource disappear right in front of you, look down. You will see a name tag appear, but no person. They're under the map.
Would be fun as heck to see a bounty board implemented, bots flagged for PvP, killed over and over again so bounty hunters could get rich quick.They run around in patterns waiting for random enemy respawns in the open world. Anybody notice that as well? It's obvious by their group movement.
Yeah I know, that would cause all other kinds of issues, but a guy can dream...
GossiTheDog wrote: »For info, a week ago a memory hacking site (I won't name for obvious reasons) published a ZIP file which adds:
- Gradient Speed Invert (go faster up/down slopes rather than slower)
- Infinite Dodge Rolls
- No Fall Damage
- Super Speed (very fast)
- Walk in Air
Walk in Air basically lets you fly through the air. People aren't getting banned for that, reading the comments. You can also toggle off clipping by toggling the memory value (clipping = collision).
They run around in patterns waiting for random enemy respawns in the open world. Anybody notice that as well? It's obvious by their group movement.
mark.coogan_ESO wrote: »AeliaVicusPlave wrote: »And I recognized one bot i remember by name, reported him already at the same spot days ago when he was still lvl. 3 - now he is lvl. 6 and came back to exploit.
And this is why the ZOS current 'strategy' (and I use the term in the loosest possible sense) for dealing with the botting issue is little more than a feeble PR exercise.
Every once in a while, I sometimes remember that some of the Chinese dudes controlling the bots likely have slave-drivers over them, and unpleasant things happen to them if they don't meet some quota.
What a world we live in...
The number of invisible / unreportable bots ganking all the nodes in starter areas has gotten completely out of control. I didn't realize there wasn't server-side client position checking until these started. I spend more time reporting players than playing myself - and I suppose I could just not give a damn, but it feels like that's ZO's job. There are more bots than players in the starter zones.
I have 12 days left on my free 30 days, after which I'm canceling my account. I enjoy the game but dealing with bots is like a second job.