by Diazz_Dizazter » Thu Nov 02, 2006 2:08 am
Debunking botting....
Aint gonna happen.
[quote:36hs8b0c]So, how's this sound - if the idle flag is set:
- you get no xp
- you get no split
- you don't autoloot, nor can you use "get"
- people protecting you succeed 100%[/quote:36hs8b0c]
The only way the above would work, is:
a: wait_state(60) after each command.
or
b: if(idle(ch)) no commands parsed except chat and un-idle cmd.
Now then without a or b:
Five(x) people flag as idle, have a low level lead, give orders to the idle botters.
Boom. You now have a power leveling frenzy, in which 1 person gets xp
and loot, while the rest do the work, and are idle (flagged by leader). And
here I thought this was the exact reason xp chains were removed.
Are the idle people removed from group_gain entirely, allowing those
who are in the group to have a larger share in the xps (in this case,
botting is promoted again, as long as the leader flags you as idle). Or
does isle take the xps out of the total, but the idle xps is not accounted
for to the group, lessening the whole experience net gain by idle(x).
Either way it allows for a shortcoming to the xps, the prior less then the
latter though. Ditto with gold.
This is brilliant. So short of the idle flag actively recalling the now idle person
this leaves much to assume. So unless you physically add about 200
exceptions to interpreter.c (which is a small hassle), your giving free
reign to those who would knowingly bot, and would now let them get
away with it, provided they get nothing in return? Obviously an idle
person who was afk (by the game or by the leader), would have no
reason to have use of ANY of the commands in the interpreter, except
possibly rent and save.
Option 2: Monitor input of key strokes, to see who is there and who is
not. While almost viable, it is not. Merely stating a reverse of mxp that
checks for keystrokes is a keylogger, this would be in bad form for a
mud of any caliber to allow. The mud merely interprets the data sent,
(correct me if Im wrong), but it really doesn't distinguish between data
sent from the keyboard or from the client. So short of a true client side
check, the data is just that, data, and the mud works with it. And lets
face it, anything that allows checks and balances from the client side
that is physically connected to the mud's inner core IS breachable.
Option 2.5: F-secure method. Reversed mxp keylogger, but on a secure
client side configuration. Great. Now the mud-box has to fuss with the
encryption and decryption of data being received, and sent, meanwhile,
theres that 20 person group in on SS to consider. Meaning a bigger cpu
and more flops to get used. Also more lag, whee.
Option 3: Allow only raw telnet access. No one would play unless players
were allowed to add a limited amount of actions, substitutes and counters
into their pfile (this would require pfile support and in game coding to pull
off). Once again. Unlikely, because its forcing players to have no options
except the ones you give them. Players usually dont like this. Players like
options. Unless of course they live in a dictatorship...oh wait...nm.
Option 4: Design a Sloth only client, which disallows certain instances of
actions were pliable. Wintin.net comes close, but still allows for some huge
and hellacious scripts to be written to bot like there is no tomorrow. Then
again, unless something cool comes out of it, players again arent given
choices on what they like client wise, wintin, zmud, tintin or which ever.
(not like anyone uses telnet with any gusto).
Option 5: Nothing changes, status quo remains mute. Players will bot,
and the immortals wont care unless the moon is blue and someone gets
caught with their scripts in action.
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The number none....
When ya got nothing....you got nothing to loose...