by MagicManICT » Mon Jan 04, 2021 7:39 pm
As far as the botting goes... I say take a page from A Tale in the Desert. This is another MMO with a player base of a few thousand. There isn't enough income to support more than a very small development team (current team is 3 people, I think?). They've taken the policy of "no afk botting." The original dev (not sure about the current devs) would randomly pop into the game if there were complaints about particular players or if, when looking at the state of the game at the moment, thought someone was running scripts. He'd simply say "hi!" and expect a response. No response given usually got the account banned for 24 hours (no refunds). Repeat offenses would get the account permabanned. Truly heinous uses of botting would get all related accounts banned. Progression was such that much of what was needed wasn't worth an account ban. It's simple, doesn't require a bunch of custom software that has to be constantly updated, and effective enough.
@kabuto202: clearly you know the problem. I, at least, am years past my prime and as often as not have forgotten much. Understand that not everyone here are industry wonks who know all the definitions and abbreviations. Be appropriate to your audience when making arguments. I believe this was likely one of the first parts of your Freshman college classes, either a composition or public speaking class. Part of the problem, unless you're telling me you work in the game industry for someone that develops software like Easy Anti-Cheat, Valve Anti-Cheat, etc, is that you're coming at it like it's a cybersecurity issue and not a scripting/botting issue where the perpetrator is running your software on their computer. It's a massive change in the way things are handled (and said legal implications). It's a massive change in the way things can be hacked and manipulated.
Let's also not forget the value of what you're fighting. In cybersecurity, while not limited to online merchants and banking, it does make up the fattest percentage of value in the industry. The rest of us benefit by getting better anti-virus and firewall software. There is also a major value in keeping out the no brain scripts and other "easy hacks" as those alone used to cause millions of dollars in damage in just a month, be it lost productivity or actual theft. In video games, the value of anti-botting/cheating meausres is strictly made up of the value of the game being managed. I'm not even sure of what the value spaces in MMOs are anymore. If it works like it used to, you have the big games (concurrent users in the tens of thousands,30k to 50k on bottom end, or more), mid tier games (thousands to tens of thousands), and indie (few hundred to a few thousand). The income of these various games are going to be highly dependent on income models (sub vs f2p; buy once, play forever; micro shops). How many have money to spare to throw at custom solutions? How many have money to spare to use auto-updated solutions (VAC, EAC, etc)? In the top two tiers, anti-cheat software is pretty common. Get to the indie tier, and most don't have access to it. The solutions aren't cheap enough, the game is more or less a glorified hobby, or the game tech is such that integrating such 3rd party software is going to cost even more. Yes, someone can make custom software, but is it going to be even close to as good as one of the more commercial automatic systems? Is it even going to be effective.
As far as choosing not to multi-client--well, I can see this for some games that make heavy uses of system resources where only the highest end hardware could run more than one client. Not everyone is going to want to drop thousands of dollars just to play one game and make as hard a run at it as they want. Some games do choose to explicitly ban such things and actually implement (fairly easily) controls on the server end. Just don't fool yourself and think that it solves the problem. For everyone else... it's just a matter of how hard core you want to run at the game or how casually. If you choose to try to be hard core and don't use all available tools, that's your own lack of willpower. And if you're not running at full throttle, you're not going to keep up with those that are, anyway. We all make choices in our lives. Sometimes choices can be very limited. Some people have a lot of free time to throw at games, some have a lot of money to throw at games. Don't hate on those that have made choices other than your own. Life is too short for that.
I think both the botting and the multi-client discussion can be summarized in a philosophy. Since you can't plug either hole with 100% success, do you allow a few people to get away with it, namely a few people you can't come up with proper tools to successfully combat, and they still "ruin the game?" Or do you have an open policy on matters so that anyone that is willing to step up and play a bit harder can get into the competitive end of the game? The latter sounds more fair to me. Remember, we're talking about a game, not protecting financial interests, so take the smug and blow it away to where it doesn't choke everyone up (insert South Park meme here).
I really don't want to run people off from Haven as I think it's a great game with a lot of great qualities. Yes, several issues need to be fixed. I don't want to see people stick around who don't like the game for some very core reasons that aren't likely to be addressed. Sticking around a game and community that doesn't fit your wants is just going to lead to some very strong emotional issues over the short term.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.