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Hidden Update: Bots Dying


Carl

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Apprently the bots now have a third death - a dragon swoops down and grabs em.

I'd love a video of that if possible, it sounds awesome!!

I second this... It would be nice to see the proof of the claims. :mellow:

 

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Seems a massive reduction in the number of bots training at armoured zombies in Zemouregal's base as well, normally I am competing with 4-5+ melee protect prayers bots there, tonight, I am there alone

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Grotworms are considerably emptier based on the one world I checked.

 

They've strangely been empty around the same time botwatch started rolling out despite what we were told. (that the system so far only targeted the adbots)

Might be that the bot users are seeing ahead that this could get them banned and have stopped?

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Banned warned, either way they'll be watched from then on out. I doubt they'd like that

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What I'd like to know is what software most grotworm bots used. Might help us understand what was rolled out unannounced.

Just one problem with that... If Jagex tells us, it also leaves an open door for the botters/macroers/cheaters to know. Then those jerks would all try to change their stuff, and all the rest of us would have yet one more problem on our hands. Remember, the more the bad guys change their stuff, the harder it is for us non-botting/non-macroing/non-cheating humans to actually look like the humans we are to Jagex's BotWatch System. Ultimate result in a worst-case scenario, everyone is banned, nobody is playing. In short, RuneScape would then be totally dead, and the idiots in this world would have ruined it for everyone. What a headache to think about, eh? :(

 

~D. V. "Sorry... Prophecies Of Doom keep popping into my mind!" Devnull

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(Warning: This user can be VERY confusing to some people... And talks in 3rd person for the timebeing due to how insane they are... Sometimes even to themself.)

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This information isn't practical to keep secret. The moment the bots started breaking, workarounds were devised. There's literally nothing lost at this point if the community started poking around to find that answer. While your intentions are good, they're a little to hyperbolic for this particular discussion.

 

I found one of the more popular scripts being used on a popular botting site but I can' figure out what method they were using. Not seeing anything definitive about them being broken though, so I must be looking at the wrong one. Oh well, cbf'd to keep digging through these crappy boards to find my answer. @_@

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From my understanding, this new feature profiles accounts, which is something that I have thought about for years. Bot's perform the same actions over, and over again. Even if they are randomized slightly, it shouldn't be that hard to catch someone who cleans herbs for 10 hours straight.

 

I have a feeling what the new system is "rolled out" in specific area's of the game. One of the common methods bots do when fighting NPC's is get the nearest NPC. So if you have a specific area loaded with bots, it should be pretty easy to tell, even from a programming perspective which users are bots and which are not. The most challenging part was probably ensuring there were no false positives.

 

If this system is able to accurately detect bots without false positive, and quickly ban them, I would consider it a win that bots may not be able to recover from. Jagex would no longer have to worry about obfusicating the code, which has performance degradation, and just let their new system catch the bots.

 

The only solution for scripters would be to create scripts that were extremely human like. Ie, I do this random task, then I do this random task, take a 20 minute break, then do this random task, then log off, then come back 3 hours later...etc.

 

This is all entirely possible, but it will take quite a bit more work. I'm anxious to see how this all plays out.

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This information isn't practical to keep secret. The moment the bots started breaking, workarounds were devised. There's literally nothing lost at this point if the community started poking around to find that answer. While your intentions are good, they're a little to hyperbolic for this particular discussion.

 

I found one of the more popular scripts being used on a popular botting site but I can' figure out what method they were using. Not seeing anything definitive about them being broken though, so I must be looking at the wrong one. Oh well, cbf'd to keep digging through these crappy boards to find my answer. @_@

 

If you are talking about how the GW bots were operating. They were most likely using one of the reflection/injection clients Mod MMG mentioned on the livestream. The color schema would not allow a screen-scraper (color) bot to simply click on the worm easily due how many of the scene objects have the same color style. Also, if you drop the common drops from the GW table, they bots would click on the item right away.

 

One exception is they could be using a Hardware interception/edge detection client which are hard to come-by anymore as most are private. They can simply intercept the vertex data and compare it to a database of existing models and see if it matches the Grot worm.

 

Regardless, they are being detected which is a good sign of what is to come. This shows they are indeed profiling the behavior more so than the clients.

 

After checking a few of the underground sites, it seems as if a few of the bot clients intend to use a UID per client to add a unique touch to each user so no two users randomly move the same randomness, click the NPC in the same order, etc. I look forward to seeing how the system works after it is in full swing.

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Ah thank you for that information Green. Pretty informative stuff. I think when we know just what was stopped it makes the achievement all the more impressive when you see this sample of what's to come. Maybe I'm the only one who thinks like that :P Nonetheless thank you!

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I have a feeling what the new system is "rolled out" in specific area's of the game. One of the common methods bots do when fighting NPC's is get the nearest NPC. So if you have a specific area loaded with bots, it should be pretty easy to tell, even from a programming perspective which users are bots and which are not. The most challenging part was probably ensuring there were no false positives.

 

If this system is able to accurately detect bots without false positive, and quickly ban them, I would consider it a win that bots may not be able to recover from. Jagex would no longer have to worry about obfusicating the code, which has performance degradation, and just let their new system catch the bots.

 

I'll be generous and assume that Jagex can detect bots within six-nines accuracy (that is to say, 99.999999%). However, that, by no stretch of the imagination, will ever guarantee that no false positives are in the system. Not just that, but it's been the case that, with whatever technological detection or prevention scheme that's come their way, the bots have found a way to crack it. I don't see this software being any different.

 

I'd also submit, from a programmer's perspective, it's risky to make hard and fast assumptions about a certain area, skill, or type of activity. Are there nothing but bots in the Fishing Guild, Living Rocks, Mining Guild, or Piscatoris? There's a damn high probability of them, for sure. Nothing but? Not likely. Is it feasible that a human player could behave in a similar manner as a script? You betcha. I can't just walk into an area with no one talking and their names scrambled and say, "Yep, they're all bots." What if they're sweatshop workers, as unfortunate as that may be?

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