Prelude: World 13

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 13

Postby TerraSleet » Wed Mar 24, 2021 11:44 am

Sevenless wrote:
Salad wrote:or make it so accessible that any smoothbrain hearthling could set up basic bots, that's my stance on the botting situation.


The devs have been doing this. Area plant/harvest and area mine are all features that were originally bots only, but have been migrated into official support as an action in the client.

Yes, lots of other features have originally come from custom clients too. I hope the folks developing bots and custom clients are in regular communication with the devs so they can make the competitive side of the game fun and fair for everyone instead of just botters. Even though it means making their own code obsolete.

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 like the absurd implication of how anyone with half a brain would ever rely on clientside anti-bott- no bad kabuto! You said you would stop doing research for every chucklefuck whose too lazy to do it themselves.

kabuto202 wrote:Bruh, like your Dunning-Kruger leads you to conflate anti-botting measures and anti-cheat systems which is like comparing sail boats and cargo ships.

kabuto202 wrote:I'll tell you what I tell the average Trump supporter. Instead of wasting my time forcing me to disprove your points, how about you provide any proof or documentation for anything you've said?


Who hurt you?
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Re: Prelude: World 13

Postby VDZ » Wed Mar 24, 2021 1:36 pm

MagicManICT wrote:As an aside: Am I the only that thinks they should have waited to post this next week without a date, but actually set for a few weeks after that? They could have simply said "world reset coming, further information posted sometime Soon (tm)!"


World reset hype is strongest immediately after the announcement. I went and posted about this elsewhere, that a new world is coming on April 2nd. Had I instead posted it was 'coming soon', it would be a lot harder to get people interested, and if I waited to post until the date was known, the hype would have already died down a little. If it's going to be announced shortly before it happens, announcing the date immediately is definitely the better choice.
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Re: Prelude: World 13

Postby kabuto202 » Wed Mar 24, 2021 3:10 pm

VDZ wrote:Here's a bunch of random examples of people getting unfairly banned for happening to have the wrong programs running in the background or doing nothing at all:

https://steamcommunity.com/app/674020/d ... 137911377/

https://steamcommunity.com/app/374320/d ... 783582436/

https://www.reddit.com/r/Neverwinter/co ... r_botting/

https://github.com/Impostor/Impostor/issues/294

https://www.minecraftforum.net/forums/s ... -positives

As for the latter part of the sentence, about ways to simulate input, again speaking from expertise (don't make me waste time building PoCs for this), but you can:
Use one of the bazillion existing macro tools
Build a program to send arbitrary window messages to be received by the game process
Modify the game process itself to automatically trigger its game code input handling routines
Modify the game code to pretend to receive arbitrary window messages
Hook into game functions to do either of the former two
Hook GetMessage in the game process to inject fake messages for the game process only
Use a driver to serve as a simulated mouse
Send window messages using driver code
Use hardware that pretends to be a mouse but sends macro input (this gets around even kernel-level detection)
(If the game proactively polls for the mouse position, replace 'window messages' with tampering with the used functions and/or the mouse position tracked by Windows as appropriate.)
(This game running on Java also opens Java tampering as attack vector; you can pretty much duplicate the above list replacing 'process' and 'Windows' with 'module' (is the runtime instance still called a module?) and 'Java'.)


So this is why I didn't really wanna waste the effort getting engaged in this discussion and just pointed out that your inability to distinguish between anti-botting and anti-cheating systems is extremely problematic. Everything I quoted here, has absolutely nothing to do with what I suggested, because those are all anti-cheat measures that run specifically within the client. Proper anti-botting measures are always implemented server-side and focus entirely on detection, that way a list can be compiled and botters can be banned in mass. This makes it far more difficult for botters to determine the blackbox heuristics that were used to nuke them, as they don't know exactly what actions flagged the as likely bots. So frankly it's hilarious how much time you've wasted explaining how you can emulate user input to trick the client, when I've been operating under the assumption that the input would always be indistinguishable to begin with.

Here's a relevant industry article explaining how anti-botting works (obviously scope is larger, but as you know, features are squishy, core concepts still apply): https://springerplus.springeropen.com/a ... 016-2122-8
And while I'm sure you're familiar with how anti-cheats works, anyone whose not, here's a gamedev thread about popular implementations: https://www.reddit.com/r/gamedev/commen ... s_it_work/

Very different in practice and implementation.

The only relevant "source" talking about specifically anti-botting is a reddit user claiming to be falsely banned. Which, isn't proof of anything. They could have been falsely banned, or they could have been completely legitimately banned. That's not saying false bans don't happen, but it's difficult to actually actual numbers publicly since companies don't share individual ban details. At this point it's he said/she said and neither of our points will be proven here without someone violating something resembling an NDA.


VDZ wrote:https://rspeer.org/docs/tips-for-safe-osrs-botting/

One of my favorite things about forcing people to back up their claims, is that if they aren't familiar with the topic enough. Sometimes, they'll provide a source that actually contradicts them and supports my point instead. Like how this source points out that you will get caught botting eventually and these tips are here to just delay the inevitable.

VDZ wrote:https://www.runemate.com/community/threads/how-to-bot-safely.1086/

Similar vibes as the previous verse. Again, your own sources proves my point that no, bot manufacturers don't know what heuristics are used or how to bypass them. All the recommendations are effectively become "don't bot too much and behave like a normal person when botting" which for me that's basically mission accomplished lol.


VDZ wrote:WURM is not remotely similar in scope, having 11 developers and 23 GMs, compared to Haven's 2 devs and 0 GMs.

It also has like 6k players, compared to Haven's few hundred. So GMs aren't really a relevant point of comparison (although having a GM wouldn't be the worst idea). Point is that unless you have a better game that we can use as a point of comparsion, WURM is going to be the closest we find as far as "low budget indie sandbox with pvp shenanigans".


VDZ wrote:it would cost Loftar more time to maintain such a system (to keep it effective) than it would cost users to circumvent it.

More than the irrelevant points made about anti-cheat, this is the central premise that you should have been focusing on proving or backing up with sources.
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Re: Prelude: World 13

Postby kabuto202 » Wed Mar 24, 2021 3:27 pm

TerraSleet wrote:Who hurt you?


VDZ or whomever their stand in was the last time we had this conversation. This is how this conversation goes every time:

Jorbtar: Releases a bunch of system reworks to combat exploity bullshit that causes everyone to stop playing.
Shulba: Shitpost about how this changes nothing and he's already found a way for everyone to exploit it with bots.
Brave Soul: Why not do the thing that works for literally everyone else and just ban bots?
Someone Very Very Very Smart: Explains why a thing that works for everyone else could literally never work here despite never having tried. So please don't take away their bots.
... a few months later, repeat

It's basically the same exercise as having a conversation with a Trump supporter as they explain to you why universal health care can't possible work in 'MURICA despite it working basically everywhere else in the world. And disappointingly, yet unsurprisingly, the same level of actually expertise on the subject as an actual Trump supporter talking about universal health care.
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Re: Prelude: World 13

Postby Suprada » Wed Mar 24, 2021 4:10 pm

Hurray! good news! :D
W2,W3,W4,W5,W6,W7,W8,W9,W10, W11, W12...
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Re: Prelude: World 13

Postby Teilur » Wed Mar 24, 2021 4:34 pm

kabuto202 wrote:
VDZ wrote:WURM is not remotely similar in scope, having 11 developers and 23 GMs, compared to Haven's 2 devs and 0 GMs.

It also has like 6k players, compared to Haven's few hundred. So GMs aren't really a relevant point of comparison (although having a GM wouldn't be the worst idea). Point is that unless you have a better game that we can use as a point of comparsion, WURM is going to be the closest we find as far as "low budget indie sandbox with pvp shenanigans".


Wurm bot detection is utmost quality shit. Here's the news of busting my former villagers: https://forum.wurmonline.com/index.php? ... t-2202019/ And I know for sure that they were caught because of their carelessness in the first place and because of complaints and suspicions of other players.
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Re: Prelude: World 13

Postby VDZ » Wed Mar 24, 2021 6:01 pm

kabuto202 wrote:The only relevant "source" talking about specifically anti-botting is a reddit user claiming to be falsely banned. Which, isn't proof of anything. They could have been falsely banned, or they could have been completely legitimately banned. That's not saying false bans don't happen, but it's difficult to actually actual numbers publicly since companies don't share individual ban details.

(Actually, that thread has a lot of people claiming false bans, and the consensus in there is that they just happen pretty frequently.)

My point was that anti-cheat triggers on all kinds of inane shit. As long as you acknowledge that that happens, my point has been made.

kabuto202 wrote:Here's a relevant industry article explaining how anti-botting works (obviously scope is larger, but as you know, features are squishy, core concepts still apply): https://springerplus.springeropen.com/a ... 016-2122-8

Article wrote:In this paper, we propose a game bot detection framework.

It's not a paper on how bot detection works, but rather an idea to improve bot detection. It is not a methodology that has been tested in reality and it hasn't yet withstood attempts to subvert it. Any new countermeasure will briefly be effective before botters adjust to it. They acknowledge that existing server-side bot detection methods are flawed, and thus NCSoft (3100 employees, $422 million yearly revenue) got four university researchers to look into better bot detection measures (according to the article, over 15% of Aion players were bots in the time period that was investigated, and "each banned user has been vetted and verified by human labor").

Regarding existing methods, it says:
Article wrote:While this approach provides high accuracy, it is limited in several ways. First, they only focus on observations of short time window, thus they are easy to evade. Second, some of such work focuses only on a limited feature space, thus the approach is prone to confusing bots with “hardcore” users (users who use the game for long times; who are increasingly becoming a phenomenon in the online gaming communities).
[...]
This approach is however limited to detecting misbehavior in party play and cannot detect misbehavior in single play games.
[...]
While such technique has been shown to work in the past, such feature lacks context, and might be easily manipulated by bot settings.
[...]
Their scheme requires a lot of data of certain behavior for establishing self-similarity.
[...]
However, their feature also can be evaded and noised by adaptive bots that integrate human-like moving behavior.

TL;DR: None of them work against dedicated botters (e.g. major factions in Haven). All you can feasibly do is catch scriptkiddies, who are not the problem.

kabuto202 wrote:So this is why I didn't really wanna waste the effort getting engaged in this discussion and just pointed out that your inability to distinguish between anti-botting and anti-cheating systems is extremely problematic. Everything I quoted here, has absolutely nothing to do with what I suggested, because those are all anti-cheat measures that run specifically within the client. Proper anti-botting measures are always implemented server-side and focus entirely on detection, that way a list can be compiled and botters can be banned in mass.

From the very article you linked:
Most game companies have adopted client-side detection methods that analyze game bot signatures as the primary measure against game bots. Client-side detection methods use the bot program’s name, process information, and memory status. This method is similar to antivirus programs that detect computer viruses (Mohaisen and Alrawi 2014). Client-side detection methods can be readily detoured by game bot developers, in addition to degrading the computer’s performance. For this reason, many countermeasures that are based on this approach, such as commercial anti-bot programs, are not currently preferred.

Client-side detection is and remains the standard, even though it's shit. (Note also how it mentions the inevitable collateral damage that occurs.)

kabuto202 wrote:
VDZ wrote:https://rspeer.org/docs/tips-for-safe-osrs-botting/

One of my favorite things about forcing people to back up their claims, is that if they aren't familiar with the topic enough. Sometimes, they'll provide a source that actually contradicts them and supports my point instead. Like how this source points out that you will get caught botting eventually and these tips are here to just delay the inevitable.

VDZ wrote:https://www.runemate.com/community/threads/how-to-bot-safely.1086/

Similar vibes as the previous verse. Again, your own sources proves my point that no, bot manufacturers don't know what heuristics are used or how to bypass them. All the recommendations are effectively become "don't bot too much and behave like a normal person when botting" which for me that's basically mission accomplished lol.


For you, it's mission accomplished when only the better bots, used by people who actually know how to properly use bots (e.g. the major factions people always complain about) are still active? After putting in tons of work, you'll have solved everything except for the actual problem. And even if you do manage to eventually catch some major faction bots - what then? They'll just create a new account and resume botting. Major faction villages have been nuked before and even that doesn't stop them from botting and exploiting. If the actions that can reasonably be taken without harming tons of innocents were effective enough to dissuade rampant botting, these articles would not have been written. They're just guides to make your botting more effective by reducing the hindrance caused by anti-bot measures.
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Re: Prelude: World 13

Postby Liss12 » Wed Mar 24, 2021 6:15 pm

Catch "scriptkiddies" with anti-cheat and nuke dedicated programmers manually. Problem solved. If Jorbtar wanted to get rid of bots they would get rid of bots, your wannabe-coding-expert bot advocating is irrelevant and honestly pretty annoying.
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Re: Prelude: World 13

Postby Zampfeo » Wed Mar 24, 2021 6:27 pm

banok wrote:I think havens design flaws that you touch on go deeper than just bots. Even without bots casuls with jobs are not going to compete with gangs of teenagers/jobless nolifers. The same problems would still exist, ie the game only being fun after world reset. Bots probably just excelerate it but the game needs to have fun endgame that isnt infini-grinding.


Haven's best chance at fixing its end game is to take inspiration from Eve Online. Eve is literally the only successful and lasting sandbox MMO in existence. It's because anyone can skill up a frigate character and feel useful in a couple weeks in a server that's been live for almost 2 decades. The only major progression bottleneck in Eve is wealth and that can be provided for you (enough to be useful at least) by just joining a corporation. It's playable by no-lifers, casuals, new players, and players with 5+ year old toons.
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Re: Prelude: World 13

Postby fox » Wed Mar 24, 2021 7:00 pm

Сhildren will become adults, adults will become wise old people, everything will repeat itself again. :roll: ;)
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