Tree of Savior Forum

Perhaps this is the best way to deal with the BOT

Placed in the field map in 5 to 6 can not destroy the monster, monsters can randomly move the map and have the monster name, to take this opportunity to BOT attracted, while GM only to eliminate the need for regular field BOT.

I could barely understand what you said, i will try to translate(?).

You are suggesting that the server place 5-6 invincible monsters that can randomly move in the whole map area just to attract the bots so the GM can go take a look and ban them.

Is that right?

It interesting and all, but GMs are a few far between, and they don’t get into the game much, its more like they only use a command console on their side and ban accounts, the only things they are checking it seem, is the server logs from each reported char/account.

Now as for your suggestion, i will try to implement a bit:

  1. Make the monsters name be randomly generated every 30 mins or every hour, that way, they can’t track it and he bot program can’t identify the bot catcher monster.
  2. After 7 or 10 hits from the same char basic attack, the system can teleport the bot to a n hidden channel of the same map layout with the same kind of bot catchers, that way the GMs can check how many are there from the server log, and see how many of them keep hitting them.
  3. The system will lock down the bots into that map and won’t let them log in or change to any channels except that map until the GM lift the lock down flagged char.

Now as to why i suggested the hidden channel instead of a separated map, the reason is simple, as far as i could tell, from videos posted on the forums about the bot software, it works with coordinates system, so the bot can move around the map killing stuff.
Other thing is, from what we see in-game and their reaction, when you lay an anvil close to a bot, he try to kill like a monster, after a couple of hits he move away.


This is all theory, to be implemented it will required a hellish codding, and i really doubt IMC would use this idea with other cheaper options lol.

1 Like

I like the idea but GM’s here are lazy as !@#$%^&
They cant even identify bots who farms for days without players reporting them

2 Likes

English is not my native language, but your explanation and my thoughts similar.
Through unable to hit the monster to limit which users BOT.
Perhaps the siren called BOT?

How about make those 5-6 monsters to have 1 HIT -> DIE dmg?
Bot that attacks those monster will be sent to village -> return -> die again ?!? :slight_smile:

Guys, the only true way to deal with bots is to make duel request automaticaly accept after x time if the target doesn’t decline.

No bot will survive the angry swarm of pvp players waiting for arena since… well, day 1

5 Likes

Yeah, i can see every single aoe class being 1 hit killed and sent back to the village because they hit the monster.

Do you really think that work? We aren’t here to do the developer’s job.

i think the reason for this is that the bot will try to attack it 24/7 and the bot checker will instantly know that there is a bot since they are trying to hit the same thing over and over again without changing

I edited the item 2 for basic attacks (missed that one) so with skills it don’t trigger the count, that way it could even decrease a bit more the hit count to 5 hits.

more a joke than serious, because this will lead to abuse against normal player.
But it will be so good to be able to engage bot … but no open pvp here :stuck_out_tongue:

Anyway maybe a captcha popping at the first bot report each x hours, could be a serious answer.

Hmm, people seem to be against captcha systems, it was suggested last year during beta because of the Z holders.

pk pk pk pk pk pk pk…and yeah pk

But in that case it’s only if somebody report you as a bot, or let said X ppl report you, and to prevent abuse, also only once X hours.

The thing is, people will get freaking annoyed by it and others will abuse just for the heck of it or because someone is in the spot they want, etc, etc… and who knows what kind of bot software there are out there, i mean, they make it even better by the day i guess, i thought bots didn’t jump, but they do jump if you lock them in a tight spot or block their path, i find lots of them by releasing an Ice Wall in its path and it keeps running against it, then he suddenly try to jump, even tho the end of the wall is 2 steps to one of his sides lol.

Why aoe class will die? The super monster will have very slow running speed and they will only have MELEE attack. You can clearly SEE that super big mob, why attack it (since it can’t die)? Also, 1 map can have just 1 or 2 super monsters, so it not like you cant farm, just change spot when you see it. I don’t see how you can die to such thing (unless you’re a bot, BLIND and keep attacking it).

My friend used to do this with Level 150+ Red Orb with Oracle’s Change skill
Monster changed with this skill will have permanent life time until they get killed.
And my friend just drop one of that Red Orb at the Tenet Church 1F
and… BAM! Bot tried to hit the Level 150+ monster with 100k+ HP
and hit like truck and get REKTED
(around 6k per hit for Level 71 common bot in Tenet Church 1F)
One of those bot drop freaking amount of gem when it get rekted
(around 5 Monster Gem and endless amount of normal gem)
Good way to punish bot indeed.

GM has designed a look, the role of the monster ID of the player attacks GM gives 200 times back injury. Because clearly recognizable. Usually players will not attack.

If i were a bot developer i’d immediately know a solution to work around this:
Have bots only attack “known” monsters/monsters that i manually add in a “attack these”-list. Since the new invisible bot-magnet monsters would be an “unknown monster”/not in my “attack these”-list “my bot” would ignore them, resulting in this bot-magnet monster to be useless.

Giving them the same name as a normal monster wouldn’t work since internally monsters, despite maybe having the same name, have a unique monster type ID, and you can’t have the same ID for a bot-magnet monster and a normal field mob, so bots would still be able to differentiate between a mob-magnet and a normal mob, despite both possibly having the same name.

Not sure if it is possible to do this then, instead of a different ID, use a number of random monsters from the map to receive the stats, but there won’t be any buff icon nor special aura or w/e, it will look exactly like the others, put down the number of hits to 3 to activate it (who is really playing will see that the HP of the monster barely dropped and stop hitting it, also in the starting map whenever a player hit it it will pop up a tutorial window with quick explanation about the system, so they can avoid problems later on).

As i said, this is definitely a way any developer will avoid, it is too much work to implement.

I’m sorry, but that won’t work either. Monster hp can be read by the client, so bots can know about monsters hp too. Bots can just be programmed to ignore monsters with abnormally high hp.

I wish i could come up with a solution, but for every solution i come up with for the game in its current state in the current game state (free-to-play, no account limitations per person) and for every anti-bot solution i read about so far i can find at least one way to circumvent that anti-bot sytem.