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Simple solution against Botting


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#1 Senuto

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Posted 13 March 2016 - 02:26 PM

Place a NPC like the Valentine "Sad Deviling" at the town exits of concerned / heavy botted maps.

Maybe with a code verification.. or a NPC that changes every few minutes so programs can't recognize ID's or whatever.

 


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#2 Inubashiri

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Posted 13 March 2016 - 02:57 PM

Changing NPCs like that requires a server restart every time you want to change

Edited by Inubashiri, 13 March 2016 - 02:58 PM.

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#3 Senuto

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Posted 13 March 2016 - 05:27 PM

Weekly change with maintenance, providing mutiple choice questions, for example: A picture of an Apple is shown, and u got 4 options to choose. When u fail, u will be ported back to town spawn point. When u fail 3-5 times, u will be ported to jail.

Seriously, u have any better idea? This finaly have to stop, it's clear to see that GM's are not present or overwhelmed.


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#4 Inubashiri

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Posted 13 March 2016 - 06:24 PM

You're preaching to the choir. Take my word that that won't make a dent, most of the bot have already similar capacha solving methods and if not you can program an alarm or safety mechanism.
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#5 RichieDagger

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Posted 14 March 2016 - 03:57 AM

The other day I was kicking around the idea of invisible dummy targets that wouldn't be readily apparent to a human player, but the automated nature of botting programs would latch onto them and get the account flagged. Not sure how RO's backend would handle the specifics of something like this or if third party software could implement a monster ID whitelist to bypass it.


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#6 Mayhem

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Posted 14 March 2016 - 09:40 AM

The other day I was kicking around the idea of invisible dummy targets that wouldn't be readily apparent to a human player, but the automated nature of botting programs would latch onto them and get the account flagged. Not sure how RO's backend would handle the specifics of something like this or if third party software could implement a monster ID whitelist to bypass it.

 

Wouldnt work either. The way monsters work they all have ids and bots dont attack things they dont recognize. So basically the bot wouldnt see it either.


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#7 RichieDagger

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Posted 14 March 2016 - 11:11 AM

Wouldnt work either. The way monsters work they all have ids and bots dont attack things they dont recognize. So basically the bot wouldnt see it either.

 

That's what I assumed. The dummy mob would get passed over because it wouldn't be in the program's list of targets. This made think though, suppose you were cracking down on a particular monster that's being targeted by bots. You could create a duplicate monster that's exactly the same as the original in every regard, except it would have a different ID. Without making any announcement, this duplicate could be made to replace 50% of the natural spawns on the appropriate maps. A human player wouldn't know the difference, so your chances of killing one or the other is 50/50; however, the bot wouldn't have this newer monster's ID and would be killing the older ones 100% of the time. Still, not likely the backed has the capability to process and utilize information like this.


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#8 KyrieDielle

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Posted 14 March 2016 - 11:17 AM

bots follow GM Support Scrolls


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#9 Toxn

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Posted 14 March 2016 - 11:19 AM

however, the bot wouldn't have this newer monster's ID and would be killing the older ones 100% of the time. Still, not likely the backed has the capability to process and utilize information like this.

Anyone who does notice this though, can and will fix it so they have the new ID. Obtaining monster IDs isn't hard to do, even for actual players.

Also it would affect Homuns so real players would notice it too.


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#10 RichieDagger

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Posted 14 March 2016 - 11:44 AM

Anyone who does notice this though, can and will fix it so they have the new ID. Obtaining monster IDs isn't hard to do, even for actual players.

Also it would affect Homuns so real players would notice it too.

 

If they were able to use something like this as an indicator, I assumed the duplicate monsters would need new IDs fairly often.


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#11 Mayhem

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Posted 15 March 2016 - 06:39 AM

I am not saying use Gameguard, But honestly the rag servers that did use it, it took the botters a while to figure out a way around it.

 

I think the only real way to stop botters is to find something akin to gameguard that has not already be cracked by botters. That would give us a good year maybe more before we see anything like this again.


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#12 1392140604170018137

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Posted 15 March 2016 - 06:53 AM

As long as you're fine with no more multiclient
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#13 Inubashiri

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Posted 18 March 2016 - 04:54 AM

Trust me, anything you can think of can be circumvented quite easily.  There are entire sub cultures dedicated to cracking puzzles like that.

 

People need to get it out of their heads that a bot client uses the RO client you're normally used to seeing.  There are tons of tell tell signs a bot is a bot, potty training the GMs to understand and look for this is one of the tasks we've tried tirelessly to help with but when you have no time to learn new tricks...wellll

 

Here is a comical demonstration of what i mean of a piece of software written to imitate the real deal.

 


Edited by Inubashiri, 18 March 2016 - 04:56 AM.

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#14 HeresNatan

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Posted 07 April 2016 - 11:02 AM

what about 5 or 10 monsters with theres no way to kill... they can walk in maps and real people can recognize beause they do not may attack u...

Monster could notice gms when bots trying to kill him for regular periods without succsess and recognize times of fight from players (if a bot's programmed to try for 10 seconds or 15.... the monster can store time of fight from some periods and see if its a automatic player...)


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#15 RichieDagger

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Posted 07 April 2016 - 11:16 AM

It's the same problem that's been addressed above. The bots would likely be using a white list of monsters to target. The unkillable monsters would have an unrecognized monster ID and be avoided.

 

The whole concept of a "simple solution" is fallacious. Tactics must be varied and changed constantly. Either way, you're guaranteed to lose a defensive war of attrition on multiple fronts.


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#16 Oda

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Posted 07 April 2016 - 12:23 PM

Like Richie said, a single, simple solution is too easy to get around. Bots are already programmed to teleport away from specific monsters. We and the GM Team are working with Section 9 to develop better ways to investigate bots and better training for new GMs. 


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#17 Mayhem

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Posted 07 April 2016 - 01:23 PM

Oda is there no official server that has come up with a solution?


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#18 Inubashiri

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Posted 07 April 2016 - 02:00 PM

Oda is there no official server that has come up with a solution?

 

Other than account linked identifications like a SSN, no.  Even the pservers failed at it, there was a project called Harmony and it flopped in a day or two.


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#19 3025140119203620510

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Posted 11 April 2016 - 06:52 AM

A grind and gear based RPG will always have botters. The simple solution against botting on these type of game is to disable trading altogether or make anything worthwhile character / account bound that must be earned through boss kill and instances. Crafting and RNG drops are doomed to automation as evident by countless MMO today.

 

The gear based MMO that succeed in combating bot is Destiny. That game is gear / craft / items dependent yet there are no bots  and RMT sellers. That is because every items in Destiny are account bound. 

 


Edited by 3025140119203620510, 11 April 2016 - 06:54 AM.

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#20 Necrohealiac

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Posted 11 April 2016 - 07:20 AM

stopped reading at "simple"
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#21 EdwinKuswanto

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Posted 19 April 2016 - 03:13 AM

I wish in every spawn point had an NPC like OP said 5X5 chells, but instead of in combat zone Every peoples need to fill a captcha at spawn point in every town.

 

•Only effecting player with HP less than 2. (Novice will not get effected by this system, or player with Osiris card)

If you are a bot farm, stay as a garbage class.

 

•Captcha delay. (The idea is same like EXP penalty, peoples need to wait certain minute before they can solve the next captcha).

•Captcha delay increase if you die under certain minute.

PRO PLAY, SAY NO TO BOT, DONT BE A LOSER.

 

(example: 1st die = no delay)

(2nd die under 5 minute = captcha delay increased = 5 minute.)

(3rd die under 5 minute = captcha delay increased = 10 minute.)

(4th die under 5 minute = captcha delay increased = 15 minute.)

 

•Each time the player solve the captcha = random gift full sp/hp recovery or a Token of Siegfried (unstackable,untrade able, and char bound), and a buff showing the captcha delay.

•This captcha system deactivated during WOE (or GM can fix it without restarting the server).

•Or you can save point at inn if you hate this captcha system (for those PVP/WOE/MPV maniac).


Edited by VModCinnamon, 19 April 2016 - 05:44 AM.
To avoid confusion with mod postings do not use red font. Thank you.

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#22 Ashuckel

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Posted 19 April 2016 - 05:26 AM

I loled
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#23 Necrohealiac

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Posted 19 April 2016 - 05:37 AM

toppest of keks
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#24 gatygun

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Posted 21 April 2016 - 12:31 PM

What if you put somekind of new account creation wall, that prevents creating accounts in seconds after they are banned.

 

For example you only can create accounts on the first day of the month. That's it. Or you can get a account straight away when you buy vip for longer then a month on it or something like that.

 

No matter if all accounts get created at the start of the month, you can clearly see massive amounts of accounts being created by ip's and keep them under control by seeing what they actually do once logged in, and just auto ban all of them once you see they are bots.

 

Then at the second day login, move to payon, check all ip's and accounts that are logged in registrate them through a program. Then block the teleporter, kill the whole map and heal the spawn point. Everyhting that logs out in masses or keeps on walking at the teleporter to move to that zone = ban. Put a second gm forwards that will only check out what they traded and when, so you can see where the money ends up in.

 

See what accounts are bound towards those ip's, ban them on top of it and completely block out those ip's.

 

Do this on multiple maps and multiple times a month, and i'm sure massive amounts of bots will be removed from the game.

 

Just some brainfarting.

 

 

 

 


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#25 Necrohealiac

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Posted 22 April 2016 - 06:13 AM

since there's no way to do anything like require SSN during account creation, i think assigning a credit card or something would definitely help. you don't need to make a single monetary transaction if you don't want to, but just having a valid credit card connected to the account would make it much more difficult for bot farmers. they'd need to get new credit cards every time they were banned.

the only problem is not everyone has a credit card, maybe something else can be used as a substitute in those cases. it just has to be something that has uniqueness just like a CC.
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