Tree of Savior Forum

Bot detection methods

Most of the current bots simply just grind and ignore quests right? So why not put in a detection system that puts any character over level 100+ with only 1-2k adventure points in a bot purgatory map that has platforming puzzles and other interactions which aren’t easy to script past.

Also, you should prolly implement something server side that detects impossible character movement across maps faster than a player could ever accomplish with every buff in the game. Same thing with auto attacking more than 10 mobs at once which isn’t possible without AoE Ratio gear.

Other Korean games like Archeage have this and it puts a debuff on the character making them almost useless. Simple little things like this while not fool proof are good ways to start dealing with the problem.

Time to do some puzzles!

Because bots can do quests if they have to. 2001 adventure points, for example, isn’t too hard to obtain.

Also, bots shouldn’t be getting to level 100 in the first place. :sweat:

There needs to be an actual automated bot-detection system in place that moves players to your puzzle map. Such as your idea of detecting impossible character movement/attacks. I am sure IMC has enough enough data by now to easily separate legit players from bots.

You’re right they can be scripted and programmed to do anything. It’s just a matter of being a smarter programmer than the person who makes them. They check for certain flags from the client memory to perform actions, so it shouldn’t be that hard to fool them with random hashes in the purgatory.

No system is ever perfect and yes there will be players who just straight grind to X level but they obviously aren’t bots and should be able to get out. In a perfect world there wouldn’t be bots at all! :yum:

Can they get something like valve anti cheat for this game? I hear that works well… Idk if they are even using an anticheat program right now.

Things like that and especially Gameguard BS never works. It has to be server side detection. A lot of the current hacks are due to not having these things detected from the server and responding accordingly. It was especially bad the past betas when everything was all client side so you could do almost anything.

Just have a map full of anvils. They’ll never escape

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