And even ignoring the few lag-reducing shortcuts taken, the fact remains that your interaction with the server is just digital data sent to it and received from it. The actions you normally send manually can be replaced by a program that generates the necessary inputs.Not quite, a lot of things are client-side to reduce server stress and increase player convenience. For example, the client fully trusts the client when it comes to movement, so the bots simply send forged movement packets to warp around. The game still won't let you have godmodes or infinite MP/TP values, however. The bots use the normal game client and their botting tool hooks into the client process, that's why the server doesn't see anything wrong.
If the entire game was server-side, everything you do would suffer from lag and you don't want that. The downside is that it makes botting and poshacking easier, but it's not like you can't bot in a fully server-sided game as well.
But regardless of how easy it is to bot in this game, it doesn't mean you can't get caught from it. There are quite a lot of botting stories around that didn't have a happy ending for the player.
SE could sanity check those values that are sent but that would add overhead and you'd have to also take into account lag (which can teleport a player legit).
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