kabuto202 wrote:You have no idea what you're talking about and I genuinely have no desire to put in the time and effort to dismantle of someone who couldn't be bothered to even do a basic google search to verify their easily debunkable points before making it a core part of their argument
So basically: "You're just wrong, trust me on this, I'm not going to post why you're wrong, you just are"? I'm sure that will convince the devs to see things your way.
kabuto202 wrote:do a basic google search to verify their easily debunkable points
Why would I do a basic Google search if I've seen the internals of countless games (including, obviously, games with multiplayer components) and even made small-scale network games myself?
kabuto202 wrote:a core part of their argument like the absurd implication of how anyone with half a brain would ever rely on clientside anti-bott-
I addressed server-side bot detection pretty clearly:
VDZ wrote:And yes, it is incredibly hard to distinguish between the two; as far as the server is concerned, botting activity is the exact same as legit player activity, they just happen to have more consistent patterns. But determining those patterns is a never-ending game of cat-and-mouse where the botters always have the initiative (thus the devs have to put more effort into detection than the botters have to put into evading the detection).
How do you propose to detect botting server-side, other than using heuristics anyone with half a brain would easily avoid (unless they are tuned up to the point where they give tons of false positives) and recognition of known botting patterns (which require investigation to determine and which botters can change with incredible ease)?