Tree of Savior Forum

Temporary solution to bots

Program the dummy as the same ID as a random monster on the map. Each player can only drop one. Dummy lasts for 5 hours

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Problem is, the staff don’t even care to fight in the first place. They don’t suffer from bots, they don’t play the game. They only gets complaints on forum, which they ignore anyway.

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I just thought if people want to kill bots through this, the dummy should be able to cast the reflect buff (100% reflect) like how Abomination does it. But then again, it’s annoying to think about how other players will abuse it just to “troll” when it could be a potential anti-bot stuff. Quite saddening some players won’t team up to get rid of these bots.

Red Orbs normally last 3 mins anyway. There should honestly be something we players can do. Like what I said on my other posts, it’s like we’re watching a non-lethal thievery in action and the only thing we can do is to call the police while still watching them steal everything.

I could see dummies potentially dropping in really annoying places though, like around NPC’s, chests, etc, causing mistargeting. And again anyone who plays archer or mage would be annoyed, especially on a highly populated map. I suppose you could code each individual map around each NPC to not allow it, then also write the coding so you could only hit your own dummy, but… to be honest dummies would be an eye sore. Perhaps if they were only visible to their own respective player…

It would take a lot of work but it could really be doable. I’m not a programmer or a coding expert though so I’m just speculating.

Edit: Come to think of it, I see bots change targets from time to time.

I’m summoning you Flan-chu. @FlanFlan

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Well they do care, but they probably don’t know a good way to handle it because they don’t play the game as much as the players. Like in next maintenance they will “Fix the remaining bot issues” by adding a report button to the market, but I feel rather unsure if that is actually the solution, because I never even saw a single trade on market that I would have reported. Even if someone has 1000+ Dilgele on sale, doesn’t necessarily mean it’s botted items.

Then again I don’t think there is a solution for bots anyway. Even if we made an item that summons a monster that can’t be killed and it will automatically use the view ID of a monster that actually spawns on the map you used it. It will stop bots exactly one day, then the script coder will have changed the script so that when target monster didn’t die after 5 hits, move to another target.

The only true solution for bots is when humanity changed to not be unfair anymore:

  • nobody buying silver illegally
  • nobody botting to get an advantage over other players but that would not be right

I really think it doesn’t work that way, they could have done that (move when it doesn’t die in 5 hits) because they could have easily done that to the anvil exploit, instead they ignored the anvils all together.

if we instead make it so that the dummy summons the last monster you killed on the map that you are in (and only the map that you are in) and have the summoned dummy the same Monster ID and properties, it would really be tough to code your way out of it and the best possible solution is to have a script for channel surfing. either way it would benefit players more than the bot

and also they should make it so that the dummy would disappear after the person that summoned it leaves the map or changes channels

and IF they find a way around the “move on if it doesnt die in x hit” then create a Hydra Dummy that would die in exactly 1 hit but would imediately spawn another on the same place

Nice suggestion!. It’s an intresting concept… but this can be a very exploitable tool for griefers.

Yes…bots dont need to use tabbing to find targets… some people can script them to identify mobs by their colors through their pixels…(Aim bots use this). and the program will prob avoid them if that was the case.

Though ur idea could still come in handy with dealing with these bots…

One idea to bypass this is to make the dummy a copy of a mob that regularly spawns in the same map. That way the programm will note ba able to differentiate between a real mob and a dummy mob.

Even if u were to limit to 1 mob… players or (griefers to be precise)…would be able to grief other players for their own pleasure…with just 1 dummy…

Lets say you were upgrading an item using an anvil and some bugger decides to plant a dummy on ur anvil… well im sure you have some aoe skills but its still annoying.

But imagine if this were a WB… and there are more than 10 people spamming this dummys on the wb… im sure u get my point… XD

cough…Takes one to know one

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yes this is why I suggested to make it so that the Dummy has a very low aoe def ratio, give it 0 if that is even possible.

restricting dummies on a certain square area would fix your WB argument, make it so that only 1 dummy could be placed in a few meters at a time

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Hmmm thats kinda true… can’t disagree with that…but what if the bot programmers decided to switch targets every lets say 3secs…

Found target
Auto attk for 3 secs…
Find next target…

You have to consider that some of these bots are higher level compared to the mobs that spawn in that particular map that infest… so 1 or 2 auto attacks would prob kill it…

Well it will be certainly a hassle for them in terms of the drop of efficiency in terms of farming though …as they might go right back to the dummy if they are not targets other than the dummy in place

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i wanna grief ppl if such a thing actually is implemented with the reflect buff XD

This is mostly the only reasonable thread I’m seeing (something actually offering an original solution) but I have to ask: has something happened to make several bot threads pop up this evening in particular or are people just gung ho tonight?

Sincerely curious. It’s like the rise of the bots.

Something?? lol XD
pats @Rhaegar back

Meh …most likely would have happen sooner or later… i got tired seeing bots all over the map myself… stopped playing for a whole week cause i gave up… Nowadays i just hang out on the forums

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I like the intent behind this idea. The problem is, what if the bots are programmed to switch targets after attacking for x number of seconds? that would easily solve this problem.

I don’t know. I’m more in favor of adding a captcha code of some sort. After players are on a field map for around 60 minutes and have killed at least 500 monsters, they are challenged with a captcha code. get the captcha right, and your health/sp gets refilled and you get improved HP/SP regeneration for the next 15 minutes.

get the captcha wrong the first time around, and the game shuts down. you can log back in, no problem.

If you fail another captcha after another 60 minutes of playing in one field and killing at least 500 monsters, you get booted from the game and cannot log in for one hour. the third time, you cannot log in for two hours. fourth time, it’s 4 hours. fifth time, it’s 16 hours.

sixth time, your account is banned and you have to file a ticket to have it unlocked. the captcha failure counter resets every 7 days.

I think i mentioned that above XD

But yeah u get te point

Captcha can be an annoyance to legit players…(don’t forget about legit afkers XD)… think one of the games implemented it but im sure the programmers are able to find a way to bypass it… …Aura kingdom(Aeriagames) if im not wrong

Really depends on how IMC designs their captcha code system

Well tenet church I have observed that bots took 4-6 hits to kill the mobs there, some of them are even dying

Hugs Rhaegar. Not long ago I was instructed here on this very forum that I should never assume someone’s gender. This was just my way of honoring that, you see. Nods enthusiastically and suppresses giggles. xD

Speaking of captcha’s, I always like to point out Wakfu’s system. It’s the only one I ever seen player’s welcome. It indeed gave buffs as you mentioned, but to farming gains (craft farming, not monsters) instead. If it could be worked to mesh with ToS in some way, giving buffs but easy to do and not intrusive, it might just be the best solution. Unfortunately an identical copy of Wakfu’s isn’t feasible, not only for obvious copyright laws, but Wakfu is turn based. You were taken into a quick mini game at random while farming where you selected with your mouse/touchpad the same numbers on dice as your opponent, Capt’nacha.

I have to say on Wakfu’s international server, that game had the least amount of bots I’d seen on any MMO I’ve played. They were still there, but any spammer bots were banned pretty swiftly and any other type of bot was scarce. Usually they hid in dungeons so I’ve heard. :stuck_out_tongue:

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Would some kind of captcha thingy for login help deal with the bots? Or maybe like a second password required with a soft-resetting keyboard on screen where you have to click the buttons and it changes around after every input? Or could the bot users just log in manually and THEN enable their botting program to get around this extra security?

Sorry I’m not very knowledgeable about how bots work, but could something like this help?

I know nothinf about programming or codeing but im pretty sure this day in age it would be pretty easy to have a list of things to ignore just my 2 cents maybe flan flan could give us input :wink:

FlanFlan prob went to work on a lua script for an addon i think…
Either that or he/she is being a Flan