Tree of Savior Forum

IMC Staff, please read this suggestion to deal with bots. [Corrected]

An item sold by the item NPC with the following description and function.

Item name: The machine
Cost: 30 silver, same as bonfire.
Functionality: When this item is used, place ‘The machine’ on the ground. This item has a 10 hit limit but can only be damaged by the player who used it.
Each 1000 consecutive hits by any other player will pay off 100 silver to you.
The player who hits this last, gets prompted a captcha/booted.

Or something among this, this will allow us players to lay it down and watch how the bots keep hitting it and won’t be able to destroy it. It will also make use want to use it because we get silver from it.

Note: You might want to add a variable to change the name of ‘The Machine’ to something completely random each time so that bots can’t be programmed to avoid ‘The machine’.

Edit: Post got cut off short.

5 Likes

I had a similar idea… but here’s the flaw…

Bot maker makes a bunch of silver farming bots. They create a silver collection bot that lays down “the machine”. Boom, you’ve got a money laundering system.

Interesting idea, but the amount of confidence I have in the programmers of this game makes such a prospect seem impossible. Take a look at our optimization and netcode. It barely exists.

No need for the reward, I’ll take down bots any day for free if I got that item.

2 Likes

The silver transfer thing is too easy to abuse. Make it spawn a special enemy which aggros the attack of the anvil and have it instantly kill the attacker.

Bad idea, could be used to grief.

We could take off the silver reward and it would be a strictly bot detection item.

@WhiteCrow I agree with you lol

If the enemies goes away after killing the player it should be fine. Maybe it pulls the bot into an instance?

Won’t work because you can use it to grief.

The idea is to make it a sort of anvil that doesn’t despawn when you go far away, doesn’t interrupt normal players and does something to the bot, such as pulling it into an instance after attacking it x consecutively.

if(numberOfHits > 10){
changeTarget();
}

wow, so effective.

Way too easy to program the bot to avoid it I think. It would be also used to troll new players or on cramped open dungeon areas. Just place one on the ground and it would become risky using aoe skills for other players there for grinding/farming. And when many does the same, no one would be able to use skills with any aoe there.

Also silver rewards would make it easy to transfer the silver and/or bot silver. Just make a dozen of bots just standing there and hitting it to generate silver fast.

There’s already something like this - the anvil. Would be cool if we could get something like that.

I have seen mobs that take more than 10 hits that are farmed so they would still lose.

I dont think you can hit anvils with aoe.

mas it was a f* example, you can put X there and change that dynamically for each mob that you find, or even simpler, if you only stay in only one map, you put something like:

if(monster == mapMonster){
Attack();
}

those cheap things don’t work with bots, sry D:

Then bots would be safe to use aoe for botting? If you make the suggested item not hit-able by some type of attack, then there could be a way for bots to use it to circumvent it efficiently.

Also, did you mean the anvils you use for enchants? Can you hit others’ anvils at all anyways?

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3 Likes

why not just ask imc to place a random sandbag monster to popular grinding area. u will get capcha pop up if you hit it over 5 times. the monster will have some unique identifier like listing name over its head, had just behaves like an anvil

1 Like

This would not work for many, many reasons. First of all, the aforementioned issue of bots just checking how many times they hit something. Secondly, bots could easily check the HP of an enemy before they start hitting it. Thirdly, bots could just check the name of the enemy before they start hitting it as well.

In the end, there is no real good way to deal with lower level bots. The best thing you can do is let them bot to high levels and then ban the account when they are caught with video evidence, a report system that logs commands issued for a period of time, or active GMs in game.

Its easy to counter by programmers. they can calculate how much they hit certain mob. if its more than that they won’t hit more.

Another is that if their database don’t have this thing they won’t hit it.

you all keep talking about how they’d make the bots avoid it… hell no.

captchas are easy to defeat automatically.
you’d go off to explore the corner of a map, and there’d be a dude lurking there with one of these gizmos… and 200 of his electronic friends bashing away on it.

maybe one of them gets disconnected every few seconds at the 1k hit mark, but they’d be back online in a moment.
no, you couldn’t auto-ban from that… what if it was some newbie who didn’t know?
heck i could even imagine games played around it, like a version of “chicken”
… the whole party stands around bashing on it until everyone runs away or someone gets disconnected.
… or everyone stands offscreen, someone runs up to it and hits it some number of times (maybe just once? maybe a dozen times with a really good multi-attack skill), and then runs back to the group. you could take bets on how long it will take… or who’s going to get the “lucky” hit and get booted.