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Thread: New RMT?

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  1. #1
    Player
    Amariel34's Avatar
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    Nov 2015
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    J'inwa Dakari
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    Same. I saw three lvl 50 bots last night. Took the time to screenshot them all, so I could get the gibberish names, and reported them. Hope they get banned. I'm curious about something. Why doesn't SE just close the hole(s) in the code that allows bots to teleport and go underground? I would think that would slow them down a little. Or is it one of those code things that is very hard to do? I know nothing about game code or coding in general. So it might be harder than I think it is.
    (3)

  2. #2
    Player
    Lethallin's Avatar
    Join Date
    Aug 2013
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    256
    Character
    Lethallin Ari
    World
    Siren
    Main Class
    Warrior Lv 62
    Quote Originally Posted by Amariel34 View Post
    Same. I saw three lvl 50 bots last night. Took the time to screenshot them all, so I could get the gibberish names, and reported them. Hope they get banned. I'm curious about something. Why doesn't SE just close the hole(s) in the code that allows bots to teleport and go underground? I would think that would slow them down a little. Or is it one of those code things that is very hard to do? I know nothing about game code or coding in general. So it might be harder than I think it is.
    Their syching with the client really isn't very good.

    For the most part, the server believes the client if the client says it's in position X,Y,Z. There's a few checks for client modifications, but it's not very great.
    (0)

  3. #3
    Player
    Sove92's Avatar
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    Aug 2013
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    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lethallin View Post
    Their syching with the client really isn't very good.

    For the most part, the server believes the client if the client says it's in position X,Y,Z. There's a few checks for client modifications, but it's not very great.
    The reason behind why MMORPGs tend to trust the client when it comes to movement is simple. It takes a lot of CPU power to track the movement of hundreds to thousands of players in a 3D environment. It's trading security for reliability and convenience.
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  4. #4
    Player Kosmos992k's Avatar
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    Aug 2013
    Location
    Ul'Dah
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    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Sove92 View Post
    The reason behind why MMORPGs tend to trust the client when it comes to movement is simple. It takes a lot of CPU power to track the movement of hundreds to thousands of players in a 3D environment. It's trading security for reliability and convenience.
    Indeed. But I have never understood why SE cannot parse the logs, off-line, for suspect accounts to detect invalid movement, teleport or other problematic client side requests. The load of adding this kind of validation in real time would be too much without doubling the server capacity, but you could easily parse the logs for suspect (reported) accounts off line to detect obviously bad behavior.

    Quote Originally Posted by Amariel34 View Post
    So even adding in invisible walls and telling the client/server that players aren't allowed past certain X,Y,Z coords wouldn't help?
    No, because the server would have to do coordinate checks on each and every position update, which, as mentioned by Sove, SE doesn't do so much. You can actually find specific locations on some maps where you can fall through ("glitch") the landscape and end up under the landscape. The server doesn't object despite your z-axis coordinates being clearly wrong.
    (0)
    Last edited by Kosmos992k; 03-05-2016 at 04:50 AM.