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 Post subject: One way to get rid of bots
PostPosted: Mon Jan 22, 2007 1:40 am 
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Abuse Report right on the game.

There should be something in game that players can do like "Report Abuse" in the game then you can click on different things. Example:

Click on Report Abuse
Type the player name of the person that is abusing
Then click the approriate thing that person did like botting
When you click finish, there will be about 5 test monsters that only the botter can attack. It will act the same way as the other monsters in the area. So if I was botting in bandits, 5 different bandits will appear and its name will be like "Bot Killer" rather than bandits. Though it has the same codes as bandits. If the botter attack these bot killers, when it kills 5 of them, the botter will be stuck in an abyss where you can't recover that character. So that character will be erased within 7 days if the owner of that character proves that he wasnt botting.

You might say, well what about those things they sell in the accesories npc? Those manyangs or bot killers has its own codes. This time, Im talking about making a bot killer that has the same codes as regular monsters around that particular area that way, the botter will attack the monster and no way to prevent it from attacking as it makes it look like its a regular monster not a bot killer. Am i making any sense?

However, to prevent people from abusing this "Report Abuse" link in game, they can only use it once per hour. So use it wisely.

Does that sound promising?


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PostPosted: Mon Jan 22, 2007 1:42 am 
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It would be annoying though if every hour someone reported you and popped up 5 monsters you have too avoid....

Apart from that, It sounds like a pretty good way to stop bots.

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 Post subject:
PostPosted: Mon Jan 22, 2007 2:29 am 
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1. Easy to abuse.
2. Does nothing against botters to actually watch their character play.
3. Would be bad against people who have splash damage attacks (e.g. electric shock)
4. Bot programs could probably find a work around.


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 Post subject:
PostPosted: Mon Jan 22, 2007 2:29 am 
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ye, but its good way to stop bots though. And the monster disappears after a certain period of time that it isnt attacked. And only the person who is reported is going to be able to attack it so it wont affect other people playing next to that person that is being reported.


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 Post subject:
PostPosted: Mon Jan 22, 2007 2:33 am 
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wont work, botters log off

and too much abuse for legit players

wont and shouldnt happen


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 Post subject:
PostPosted: Mon Jan 22, 2007 2:33 am 
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uBeR wrote:
1. Easy to abuse.
2. Does nothing against botters to actually watch their character play.
3. Would be bad against people who have splash damage attacks (e.g. electric shock)
4. Bot programs could probably find a work around.


1. Well it doesnt have to be every hour, it can be only used once per day or something. And once again, use it wisely.
2. Well, true, but still, it is useful against afk botters.
3. Other people in the background who is not being reported are not going to be able to attack it. And those being reported who has splash damage can always leave that area if they are not botting. Botters cannot do that, they attack monsters that they are set to attack. These things agroo too but can be avoided.
4. Bot programs cannot find ways to avoid this because these things will have the same codes as regular monsters. In other words, bot programs will not be able to identify which ones are real and which ones are bot killers.

Anything else?


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 Post subject:
PostPosted: Mon Jan 22, 2007 2:35 am 
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pinoyplaya wrote:
4. Bot programs cannot find ways to avoid this because these things will have the same codes as regular monsters. In other words, bot programs will not be able to identify which ones are real and which ones are bot killers.

Anything else?
If it has different coding, then some programmer probably will be able to identify it. You can have two monsters do different things (i.e. have different names, act differently, etc.) and have the same exact coding.


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 Post subject:
PostPosted: Mon Jan 22, 2007 2:38 am 
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this is gonna be the same thing as the thing you buy at the npc

its gonna work for a few days, then the programmers are gonna find the code of it and make sure not to attack it.

then it will turn into abuse like the current item (forgot the name) that ppl spawn in front of jan to kill new players


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 Post subject:
PostPosted: Mon Jan 22, 2007 3:17 am 
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ok imagine someone report me in a low lvl area and I cast a aoe nuke.... wow i,m perma ban...

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 Post subject:
PostPosted: Mon Jan 22, 2007 3:30 am 
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Fat_Smurf wrote:
ok imagine someone report me in a low lvl area and I cast a aoe nuke.... wow i,m perma ban...


I was about to post about this. Monsters that appear are they same lvl as the person being reported but the same monsters around the area. So if you are lvl 90 and ur in jangan, someone reports you, u wont kill those monsters in one hit. And these things only appear if you are attacking a monster, not pvp or anything like such. They do, however, appear on jobs but like i said, they can be avoided, they agroo but they stay in one area. Also, aoe's cannot attack these, you will have to actually click on it then attack it, so no splash effect will hit these guys.

And yes, you can make this possible. Have two or even all monsters be identical and yet have the same codes. Its called code packeting. Code packeting cannot be seen by other programs than the program it was created in.

An example concept would be.......

Oh, an iPod. Think of it as two iPod's of the same model. They have the same model (codes) but they contain different music (codes inside the codes itself) and yet, one can be playing music while the other one is playing a video. This concept is similar to code packeting. It has similar codes but the codes inside them enables it to look and act differently.

How will this work? Well, like I said, the codes inside cannot be seen by any other programs other than the program that created it. So whatever program and encryption Jagex used, they are the only one able to access it or see it unless their encryption is leaked which can be possible but highly unlikely.

Edit: not Jagex, haha, this is not runescape lol. you get the point.


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 Post subject: Re: One way to get rid of bots
PostPosted: Mon Jan 22, 2007 1:22 pm 
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no doubt your intentions are good, but the bot would be setup to avoid these in the next bot patch, i see a lot of effort to impliment it on joymax's party - very little results would actually come from this


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 Post subject:
PostPosted: Mon Jan 22, 2007 1:49 pm 
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Wont work on bots and the makers can always fix It .
SrY But Is True... But yours Idea was good .

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 Post subject:
PostPosted: Mon Jan 22, 2007 1:53 pm 
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or what you could do is every tuesday kick all players that are connected to Gamegaurd then the only players on the server are bots since bots dont connect to the actul Gamegaurd they connect to a fake server to make SRO Run

so there smy why :P

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 Post subject:
PostPosted: Mon Jan 22, 2007 2:08 pm 
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I played Rappelz (just tested it) some time ago. And around the map there was stones in the ground (like a graveyard). And the stones was for botters to attack, and if you dont stop hitting the stones you will get blocked from the game. Something like that may work?

Ps. Since I was noob I bougt a hammer and started hitting the stone, until someone came along and started screaming at me :D Ds.

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Level: 27 | Build: Pure STR [Rouge/Cleric]


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 Post subject:
PostPosted: Mon Jan 22, 2007 7:43 pm 
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only way to stop gold farmers = stop the gold buyers.
only way to stop botting chars is by having more active gm`s 24/7 and actually making silk (goldticket) cheaper than bot cards(speaking of effectiveness)


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 Post subject:
PostPosted: Mon Jan 22, 2007 8:55 pm 
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lilchris wrote:
this is gonna be the same thing as the thing you buy at the npc

its gonna work for a few days, then the programmers are gonna find the code of it and make sure not to attack it.

then it will turn into abuse like the current item (forgot the name) that ppl spawn in front of jan to kill new players


I've been seeing botters more recently on Venice that DO attack protectors. Maybe they're just using an old bot. Just the other day I killed about 5 botters (some multiple times because they came back) with protectors. It's even better when 2 or 3 botters attack the protector at the same time and die.

About the original poster's suggestion. It's a good idea, but I don't think it will work. If the spawned monsters are tagged specifically for the botter, then the sro client application will be able to identify that, and the bot application will as well. You can't make an "anti-botter" mangyang look completely identical to a normal mangyang programatically. There has to be something in the code to tell the client "yes you can attack this".

The only way I can think of it working is if the server determines who can attack the monster. If that was the case, then the client of any user that tries to attack would ask the server, get a response, then attack. Seems that would increase traffic quite a bit. It's a bit inefficient.

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SRO:
1x, STR Blader (Thebes)
54, STR blader (Venice)
0x, INT wizard (Venice)
19, INT spear (Venice)
34, STR rogue/bard (Venus)
0x, STR blader (Venus)
8x, INT bard/cleric (Gaia)


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