Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby lachlaan » Wed Jan 27, 2016 4:09 pm

To be fair it'd be impossible to block botting because I could easily just make a bot using something silly like auto-hotkey. Might not be the best bot out there but it'd make due. So the solution isn't gonna be blocking custom clients or something of the like, i think.
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Re: Game Development: Death

Postby ramones » Wed Jan 27, 2016 4:44 pm

jorb wrote:
ramones wrote:which they could fix by making one and only allowed client with serverside functions/commands, that would prevent retarded auto hearth, auto curio, auto aggro etc.


This is factually incorrect. We cannot force a client upon anyone.


I'm not a client maker and know 0 about it, but i'm sure you could make many things server side, like pathfinding etc, so people wouldn't be in disadvantage since they don't have a coder behind. Every noob that starts playing is literaly in stone age compared do people with own clients. There is your problem that you need to work on, not fixing auto aggro and auto hearthing.
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Re: Game Development: Death

Postby Ozzy123 » Wed Jan 27, 2016 5:33 pm

ramones wrote:
jorb wrote:
ramones wrote:which they could fix by making one and only allowed client with serverside functions/commands, that would prevent retarded auto hearth, auto curio, auto aggro etc.


This is factually incorrect. We cannot force a client upon anyone.


I'm not a client maker and know 0 about it, but i'm sure you could make many things server side, like pathfinding etc, so people wouldn't be in disadvantage since they don't have a coder behind. Every noob that starts playing is literaly in stone age compared do people with own clients. There is your problem that you need to work on, not fixing auto aggro and auto hearthing.



It has always been like that, when you had some magic emcity client from xcom on w7 you didnt cry about unequality lol

ramones wrote:There is your problem that you need to work on, not fixing auto aggro and auto hearthing.


they should work on post saying : Hello everyone, we quit the project and sell it to xyz, going back to work on legacy
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Re: Game Development: Death

Postby jorb » Wed Jan 27, 2016 5:59 pm

Ozzy123 wrote:going back to work on legacy


What do you imagine "work on legacy" means, if not precisely what we are doing, i.e. starting from that version and building something better?
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Re: Game Development: Death

Postby stya » Wed Jan 27, 2016 6:14 pm

lachlaan wrote:To be fair it'd be impossible to block botting because I could easily just make a bot using something silly like auto-hotkey. Might not be the best bot out there but it'd make due. So the solution isn't gonna be blocking custom clients or something of the like, i think.


You can also to try to mimic your own playstyle/routine, which is sometimes close to a bot. I mean I regularly fill curios and when I do it I look like a bot, looking in every cupboard, taking curios studying... Just add some random variables in clicks, some random failed interactions, random failed pathing etc... And you get a bot that will look much like a player.
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Re: Game Development: Death

Postby strpk0 » Wed Jan 27, 2016 6:45 pm

Removing bots 100% is very much near-impossible to do, as has been brought up many times already. As long as the server receives any form of player input, there WILL be a way to make bots. Neither somehow only allowing default clients to function (which is already pretty much impossible itself) nor implementing pattern-recognition for catching bots will solve the problem, as there are always ways to get around those quite easily, and the effort the devs would have to input is magnitudes larger than the effort it would take the botmakers to get around them.

The only "real solution" to this problem is to lower the advantage the botting players can have over the non-botting ones, to the point where people who like botting can do it without receiving any real benefit, and the people that dislike bots can still be on their (somewhat) same level while still playing "legit". Stuff like the updated curio system was a good step towards that, and I personally hope it's brought back sometime. Another good step was the fate system, the only problem with it being that it's way too rare to get anything at all from it nowadays, but at the very least you have to recognize that it very much killed the usual foraging bots (edel, bluebell, flotsam, pearl, etc). This is only true if there isn't some secret way to exploit the fate system that has since been discovered, though.
Last edited by strpk0 on Wed Jan 27, 2016 6:50 pm, edited 2 times in total.
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Re: Game Development: Death

Postby dvsmasta » Wed Jan 27, 2016 6:45 pm

In game captchas lol ¦]
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Re: Game Development: Death

Postby dafels » Wed Jan 27, 2016 6:50 pm

strpk0 wrote:very least you have to recognize that it very much killed the usual foraging bots (edel, bluebell, flotsam, pearl, etc). This is only true if there isn't some secret way to exploit the fate system that has been discovered, though.


there was an easier and better way to do this, make new animals, like polar bears on mountains that would drop the edels(you get the curios from butchering them or fighting them, whatever) it would reduce the bottability significantly and make the game more fun, but sadly, the worst way was chosen to implement - fate system, so people would find an edel maybe once per 2 months.
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Re: Game Development: Death

Postby strpk0 » Wed Jan 27, 2016 7:02 pm

dafels wrote:
strpk0 wrote:very least you have to recognize that it very much killed the usual foraging bots (edel, bluebell, flotsam, pearl, etc). This is only true if there isn't some secret way to exploit the fate system that has been discovered, though.


there was an easier and better way to do this, make new animals, like polar bears on mountains that would drop the edels(you get the curios from butchering them or fighting them, whatever) it would reduce the bottability significantly and make the game more fun, but sadly, the worst way was chosen to implement - fate system.


But then there's the problem of having to change gameplay significantly for the sake of fighting bots (something that will simply end up being botted aswell). I'm pretty sure that the combat bots that exist nowadays could easily just get around this anyway, and then the newer players would have to deal with a larger difficulty for catching up to the botters that just have tens of bots running around murdering every bear in sight, in any exploitable way possible.

I do agree the fate system could definitely use some work, but at the very least it made the most OP bots of the old haven useless for the time being until a better system is implemented.
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Re: Game Development: Death

Postby dvsmasta » Wed Jan 27, 2016 7:03 pm

dafels wrote:
strpk0 wrote:very least you have to recognize that it very much killed the usual foraging bots (edel, bluebell, flotsam, pearl, etc). This is only true if there isn't some secret way to exploit the fate system that has been discovered, though.


there was an easier and better way to do this, make new animals, like polar bears on mountains that would drop the edels(you get the curios from butchering them or fighting them, whatever) it would reduce the bottability significantly and make the game more fun, but sadly, the worst way was chosen to implement - fate system, so people would find an edel maybe once per 2 months.


You dont think animal based combat could be easily botted?
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