This is a tad different than 'seen around'. There are tons on top of each other multiboxing, not underground, clear as day, easy to spot, have been there for weeks now with nothing being done to slow them down.People are starting to blow things out of proportion here.
RMTs have existed for over a decade now. WoW continues to battle RMT's daily. This is WoW, which has a substantially higher amount of financial backing to battle RMT's and yet RMT's still run rampant in WoW.
Whether it be F2P or P2P there will always be RMTs as long as people are willing to buy virtual currency. People are acting like they've never seen RMTs before, when we know, they've been nearly around as long as MMOs and are nearly impossible to get rid of.
Last edited by DSN; 11-12-2013 at 09:14 AM. Reason: grammar
Things have been done. Accounts have been banned thousands of them. Huge amounts of gil have been removed from the game causing the price of gil being sold to rise. Claiming nothing is being done is far from accurate.
If you understood the tactic being used by SE to deal with the RMT problem you would understand why you get to see all those collectors running around.
Last edited by Sixmp; 11-12-2013 at 10:03 AM.
and they come right on back, what is being done to prevent this? just banning accounts is a band-aid solution to the real underlying problems.
Compiled binary code is harder to disassemble and reverse engineer than clear text .lua scripts packed in .dat files for starters.
Encrypted Signed Requests to and from client and server so they don't just accept any command given to them over a common web protocol that anyone can sniff and replay with a little know how - Similar to OAUTH or hell even FB API request signatures.
Protection of the shell window itself so any simple programmatic method to send keys to a external application are better detected and blocked.
Last edited by DSN; 11-12-2013 at 10:11 AM.
Harder but not impossible? So wouldn't really stop anything then?Compiled binary code is harder to disassemble and reverse engineer than clear text .lua scripts packed in .dat files for starters.
Encrypted Signed Requests to and from client and server so they don't just accept any command given to them over a common web protocol that anyone can sniff and replay with a little know how - Similar to OAUTH or hell even FB API request signatures.
Protection of the shell window itself so any simple programmatic method to send keys to a external application are better detected and blocked.
If it is as simple as you try to make out why isn't every MMO already doing this?
I won't try and pretend i even understand what you typed but the point remains that if anything it would just either
A) Cause more problems than it's worth.
B) Only slow the problem down to start with and make what looks like lot of extra work pointless.
Last edited by Sixmp; 11-12-2013 at 10:16 AM.
Part of the reason it is so out of control though is it takes little to no knowledge to reverse engineer how the game works and communicates with the back end servers. I get its not impossible to do the same with compiled code however if its not something anyone with a copy of VS can accomplish and it would help fight the problem and reduce the quantity of bots available on the market. The job of detecting and blocking them gets a lot easier when you have a few of them vs. hundreds.
Typically compiled binary code runs faster, when its interpreted code such as .lua there is a lot more to the process.
The client needs to load the file (Unpack it from the .dat)
Keep in memory or do this ever time (Your common stuff will stay in memory but uncommon things will be unloaded from memory to optmize performance)
The engine then needs to parse and basically compile the script to execute it.
Doing this over and over has a larger penalty on performance but made development easier as they could hire HS kids to write code for them.
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