if you gonna bot to be profitable (several accounts), you need a game that have the following points: sorry (maybe in another thread / offtopic topic thread) Please don't hate me because i reveal this, i just want to help / show you the way of how a botter thinks & acts.įirst: i don't discuss about why i was a botter or the ethics / moral of it self. Okay, lets view the topic from the botter point of view (i was a botter in World of Warcraft like 2 years ago with 10-15 accounts at the same time & computer. Player bots will be no problem as long as most if not all hostile bots are in groups. Why would you change something that works and is enough? To me the stuff that the Albion Online crew has come up with already works and is enough. Integrated server-sided scripts, If they are all about 'detecting bot-like activity' you will have the same effect as mentioned above: "You will see, 99% of Guild Members will act like they are bots, while gathering resources over and over again." The algorithms that you suggest, they will give 99% of Guild Members a warning or a b4n like mentioned above: "You will see, 99% of Guild Members will act like they are bots, while gathering resources over and over again." The Albion Online crew is already God of your IP address/IP Addresses and Email in this game, since they can allow or deny your IP address and your Email to have access to your account. IP addresses, Email, algorithms, integrated server-sided scripts. If real human players really see a non-human player bot, they can and will report them anyway. You want real human players to report on each other in a pvp gvg game? So if you want to get rid of another Guild you report them as botters really? That's your plan? Because, that's how it will look like when you gather resources for your Guild, every day, every week, every month, the whole year. You will see 99% of Guild Members will act like they are bots, while gathering resources over and over again. So, if a real human player plays like a bot, you plan to remove the player from the server/game really? Then you won't have much real human players left after a very short time. Please elaborate your points to keep them as clear and informative as possible. Critics on other suggested methods are also welcome. If there are any other suggestions with which we can help the development team, please do post them below. (Assumed is that a main account/character will not be used in fear of a possible permanent ban from the game.) In this way only can be ensured that a player does not create multiple accounts and uses the others to bot. To avoid several fake email accounts from registering for a game-account, then an idea might be to retrieve IP adresses while users create accounts. On the psychological level, fearing the fact that ANY fellow player might report one, as being a botter, could scare them off and discourage them to take the risk of botting at all!Ī third option might be the limitation of the amount of characters on one account, or amount of game-accounts per user per e-mail. For example, the location of both the reporter and the botter should be in a certain mining/gathering area, since that is where such an encounter might have taken place. Obviously some filters should be added to the reporting system to avoid 'fake' reports or trolling reporters. If the same botter gets reported several times, then again a warning or a ban could follow. Make an algorithm that adds these type of players to a certain 'suspicious' list, and when the same players has been 'suspicious' for 3 times already then you might consider sending out a warning, or banning the player at all.Īnother solution would be to allow players to report other -assumed- botting players. It couldn't be that hard to identify players that have been standing doing the same repetitive mining or gathering in the same area for over 2 hours (if the bot used even moves at all!).
Maybe the solution for botting shouldn't be searched for on the capture-control images, anti-injection or 3rd-party-program level, but more in the direction of integrated server-sided scripts and algorithms, or leave it up to the best detectives the players themselves! Also, there was another thread stating to remove green zones to avoid botting, which is in my opinion not the way to solve such an issue. Everybody seems to be concerned with the botting issue in the community.