Kyle_Roberts wrote: »You can clearly see this guy got his ass handed to him :P
I bet there was some quality rage that day.
Any item generated in game can be tracked. Its how duplicated items can be identified and removed.
Its also how they trace gold and item trades.
wrlifeboil wrote: »
Not really.
And you *can* trace an item every time its changed hands.
Person A buys gold. Ises that to buy an item from person B. B buys an item from C, C buys from D.
Ban qave goes out.
A, B, C and D get banned for having tainted currency.
This isnt new and games have been doing it at least since D2.
Records arent held forever obviously, but they *are* held for a time.
wrlifeboil wrote: »wrlifeboil wrote: »
Not really.
And you *can* trace an item every time its changed hands.
Person A buys gold. Ises that to buy an item from person B. B buys an item from C, C buys from D.
Ban qave goes out.
A, B, C and D get banned for having tainted currency.
This isnt new and games have been doing it at least since D2.
Records arent held forever obviously, but they *are* held for a time.
Okay for example, each gold piece is an item. You're saying if I get 303 gold from a quest, for the sake of this example, the gold is numbered Gold Piece #0028838288 to #0028838590. I spend 100 gold to buy a gem in trade and so the seller gets Gold Piece #0028838300 to #0028838399. Then he spends those Gold Pieces on something else. The record for each of those Gold Pieces will continue to grow. At least until a gold sink eats it. Nah.
SuraklinPrime wrote: »wrlifeboil wrote: »wrlifeboil wrote: »
Not really.
And you *can* trace an item every time its changed hands.
Person A buys gold. Ises that to buy an item from person B. B buys an item from C, C buys from D.
Ban qave goes out.
A, B, C and D get banned for having tainted currency.
This isnt new and games have been doing it at least since D2.
Records arent held forever obviously, but they *are* held for a time.
Okay for example, each gold piece is an item. You're saying if I get 303 gold from a quest, for the sake of this example, the gold is numbered Gold Piece #0028838288 to #0028838590. I spend 100 gold to buy a gem in trade and so the seller gets Gold Piece #0028838300 to #0028838399. Then he spends those Gold Pieces on something else. The record for each of those Gold Pieces will continue to grow. At least until a gold sink eats it. Nah.
I get your point but it would have to be an incredibly bad dbase design to work that way - a decent design that considers space will be better in both storing tables and how it deals with cross references and ways to programmatically access them all. Part of that involves aggregating transactions separately from the follow on transactions.
wrlifeboil wrote: »
I'm sure they can follow the chain of transactions but do you think ZOS tracks every item in the game?
wrlifeboil wrote: »SuraklinPrime wrote: »wrlifeboil wrote: »wrlifeboil wrote: »
Not really.
And you *can* trace an item every time its changed hands.
Person A buys gold. Ises that to buy an item from person B. B buys an item from C, C buys from D.
Ban qave goes out.
A, B, C and D get banned for having tainted currency.
This isnt new and games have been doing it at least since D2.
Records arent held forever obviously, but they *are* held for a time.
Okay for example, each gold piece is an item. You're saying if I get 303 gold from a quest, for the sake of this example, the gold is numbered Gold Piece #0028838288 to #0028838590. I spend 100 gold to buy a gem in trade and so the seller gets Gold Piece #0028838300 to #0028838399. Then he spends those Gold Pieces on something else. The record for each of those Gold Pieces will continue to grow. At least until a gold sink eats it. Nah.
I get your point but it would have to be an incredibly bad dbase design to work that way - a decent design that considers space will be better in both storing tables and how it deals with cross references and ways to programmatically access them all. Part of that involves aggregating transactions separately from the follow on transactions.
I'm sure they can follow the chain of transactions but do you think ZOS tracks every item in the game?
wrlifeboil wrote: »
I'm sure they can follow the chain of transactions but do you think ZOS tracks every item in the game?
I would be very surprised if every item in the game weren't tracked. How else could it be accounted for / displayed / etc? Although it might explain the apparent ease with which people have been duping items.
Let's just say, if every item in the game weren't tracked, it'd be very poor design.
wrlifeboil wrote: »wrlifeboil wrote: »
I'm sure they can follow the chain of transactions but do you think ZOS tracks every item in the game?
I would be very surprised if every item in the game weren't tracked. How else could it be accounted for / displayed / etc? Although it might explain the apparent ease with which people have been duping items.
Let's just say, if every item in the game weren't tracked, it'd be very poor design.
Yeah, I wasn't clear enough apparently. More specifically can they track every unique gold piece as it passes through each hand? I'm picturing a red dye pack going off in a bank robber's stash. Each bill with the dye is tainted. So the equivalent would be when game gold goes into a gold seller account, the red dye would be the userid of the gold seller?
Youre confusing inability with lack of desire.
Its not that they cant, its that they wont.
Difference.
Not keeping information basically means "not a single techie there should have a high school diploma" and this is last on the probability list.
SuraklinPrime wrote: »I'm pretty sure I have seen a couple of harvest bots sporting VR1 levels this evening - tell tale sign of standing patiently waiting for you if you get to a node before them and harvest but don't collect.
Do you have to beat the Main Quest to get to VR1 or does hitting level 50 automatically give you the title?
If we have 'genuine' VR level bots then we're going to see the VR levels invaded too.
seneferab16_ESO wrote: »I had a close friend who used to bot Diablo; I almost threw up on him when he told me that. For him it was never about the money, all about being sneaky and trolling dem devs. He couldn't care less about the community or the game.
starkerealm wrote: »seneferab16_ESO wrote: »I had a close friend who used to bot Diablo; I almost threw up on him when he told me that. For him it was never about the money, all about being sneaky and trolling dem devs. He couldn't care less about the community or the game.
Wow... I've got a dilemma here. My pathological hatred of botters is at war with my need for schadenfreude against Blizzard.
There are fully-leveled bots out there. I know of at least one who had leveled fifteen characters to Level 50.
I'd post more, but when I did so yesterday a mod deleted the post, claiming it was advertising. Guess ignorance is bliss.
wrlifeboil wrote: »
Not really.
And you *can* trace an item every time its changed hands.
Person A buys gold. Ises that to buy an item from person B. B buys an item from C, C buys from D.
Ban qave goes out.
A, B, C and D get banned for having tainted currency.
This isnt new and games have been doing it at least since D2.
Records arent held forever obviously, but they *are* held for a time.
Alphashado wrote: »There are fully-leveled bots out there. I know of at least one who had leveled fifteen characters to Level 50.
I'd post more, but when I did so yesterday a mod deleted the post, claiming it was advertising. Guess ignorance is bliss.
Lvl 50 is far from fully leveled. In fact lvl 50 is only 1/3 of the journey.
wrlifeboil wrote: »
wrlifeboil wrote: »
Not really.
And you *can* trace an item every time its changed hands.
Person A buys gold. Ises that to buy an item from person B. B buys an item from C, C buys from D.
Ban qave goes out.
A, B, C and D get banned for having tainted currency.
This isnt new and games have been doing it at least since D2.
Records arent held forever obviously, but they *are* held for a time.
Well, you're mostly wrong about Diablo 2. Prior to version 1.09 items did NOT have a UUID which was a major reason there was such a problem with duping (think SOJ). 1.09 added UUIDs to most types of items but even then, "common" things like gold pieces, pots, and gems still don't have UUIDs.
Since then, game companies have "learned from Diablo" that you need to use UUIDs or your game will be ruined by duping. Now, the question is, how far does ESO go with UUIDs? Sure, the legendary gear surely has UUIDs but the overhead of generating UUIDs and tracking the transactions of every single piece of gold might have lead ESO to follow Blizzard's lead when it comes to "simple items".
Unless you've read the code or heard it straight from the devs, please don't assert your speculation as "Truth".
Decompiling the code and reading it is the easy part.
And you vastly misunderstand how easy it actually is to do these things.
Sure, *you* may have trouble keeping track of item identifiers but a code wont.
Decompiling the code and reading it is the easy part.
And you vastly misunderstand how easy it actually is to do these things.
Sure, *you* may have trouble keeping track of item identifiers but a code wont.
I've been programming since the 70's so I'm pretty sure I have a reasonable understanding of what's involved here.
Decompiling the code and reading it is the easy part.
And you vastly misunderstand how easy it actually is to do these things.
Sure, *you* may have trouble keeping track of item identifiers but a code wont.
I've been programming since the 70's so I'm pretty sure I have a reasonable understanding of what's involved here.
Decompiling the code and reading it is the easy part.
And you vastly misunderstand how easy it actually is to do these things.
Sure, *you* may have trouble keeping track of item identifiers but a code wont.
I've been programming since the 70's so I'm pretty sure I have a reasonable understanding of what's involved here.
Just because youve been coding since the 70s doesnt necessarily mean you know a lick about modern systems.