Suggestion to Prevent BOT

The only way you can handle bots is 

1.- Enable packet encryption

2.- Disable proccess attachment into the client (Right now, most common way of botting is by attaching the bot to the client, so it runs through the client, which rendered method 1 useless)

P.D.: Pretty delayed reply, but looks like none mentioned point two before
default_tongue.png


 
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The only way you can handle bots is 

1.- Enable packet encryption

2.- Disable proccess attachment into the client (Right now, most common way of botting is by attaching the bot to the client, so it runs through the client, which rendered method 1 useless)

P.D.: Pretty delayed reply, but looks like none mentioned point two before
default_tongue.png
Regrading #2, I thought OpenKore developed a client that doesn't even hook into the game client? Just sends and receives packets on it's own.

 
Last edited by a moderator:
The only way you can handle bots is 

1.- Enable packet encryption

2.- Disable proccess attachment into the client (Right now, most common way of botting is by attaching the bot to the client, so it runs through the client, which rendered method 1 useless)

P.D.: Pretty delayed reply, but looks like none mentioned point two before
default_tongue.png
Regrading #2, I thought OpenKore developed a client that doesn't even hook into the game client? Just sends and receives packets on it's own.
The thing is OpenKore should not, by default, use the encrypted packets your client uses unless you attach the openkore client to your custom client.

 
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Yeah, but what if they were to use this: http://herc.ws/board/topic/4912-peek-successor-to-yommys-packet-analyzer/ essentially, this would let them see those encrypted packets would it not, since it's your client they'd be using it on >.> if so, then we pretty much gave them the tools.

It's a shame really, such skilled people over there helping out with OpenKore.
 

 
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Kinda late reply but OpenKore works as a client itself, though xkore hooks into the client itself and works through the client (At least as I recall it).

Yeah, but what if they were to use this: http://herc.ws/board/topic/4912-peek-successor-to-yommys-packet-analyzer/ essentially, this would let them see those encrypted packets would it not, since it's your client they'd be using it on >.> if so, then we pretty much gave them the tools.

It's a shame really, such skilled people over there helping out with OpenKore.
 
As far as I know, thats a packet analyzer, it is not a packet key decrypting tool. 

 
Well, the nice openkore Its a beauty, I've used it a lot, and one thing I can tell that if you have some sort of pattern recognizer on your RO, Bots never stop, reload, and they have many things that makes it perfect, so here's where you strike, Look for patterns like, bot never stop, even if you are a high LVLing Human you have to stop, or delays, veeery veeery nice random delays, bot only stops when need HP or SP, so every time stops log HP and SP, every time stands up, check SP and HP, even if the use a "RANDOMIZER" for stand up or sit up It's generated by a software, and becomes repetitive and there is where you catch it. Second, When the bot walks and look for the target, NEVER STOPS, if never stop walking and killing there is another way to catch it, WE as humans have a delay on clicks, one with its own delay, and we send a click for (GO TO X position, one that the server reads) usually on openkore those FIND ROUT are veeeery far away on the map, any way, if I can Log:
 
time between Log in and log out (how often it gets offline,)
 
Record PLAY Hrs, (like, sadistic of how much the players play daily) (Human routines)
 
Record Trades, (this guy trade every day X time to this player [or players] )
 
How many items get daily (you will see, nobody farms that much as a human)
 
With those even IF Openkore makes a veeery new programming of randomize those, you will be able to find any system with Logs Remember, everything responses under an algorithm and always its the same... even "RANDOM"

I know it might sound silly but, it's just an Idea

 
Bots can read that...

 
Can I ask a question about BOT?

 

~ Can both communicate to an NPC even if it's not visible on the screen? (They are both in the same MAP it is just that the NPC is not visible on screen or further in terms of CELL, because it's moving or changing coordinates.)

~ Can BOT identify the NPC on the screen or the entire map? (some kind of ID? How?) and click it or go to the location to communicate? 

Coz I only know they can only go to coordinates and talk to that NPC?

 
Can I ask a question about BOT?

 

~ Can both communicate to an NPC even if it's not visible on the screen? (They are both in the same MAP it is just that the NPC is not visible on screen or further in terms of CELL, because it's moving or changing coordinates.)

~ Can BOT identify the NPC on the screen or the entire map? (some kind of ID? How?) and click it or go to the location to communicate? 

Coz I only know they can only go to coordinates and talk to that NPC?
It depends on the bots programming but anything that players can interact with bots will be able to also interact with. All they need is to get the coordinates of the npc. Sometimes if they know the script coding as well they can send commands remotely as well.  Honestly it's really hard to prevent bots from getting into a server. Like if you implement something at the beginning to get them stuck they will just manually get through the process until they don't need to anymore. And now that AI has had so many advances it's a new dynamic of what bots can do. When I was still making servers we used the ability to ban bots by HWID which helped make it so they couldn't use the same PC but the problem too is it can cause drama because if they have regular characters that get banned then their friends leave and it has a reverse effect. Most bots can do all types of captcha as well. Just like websites get slammed by Xrumer.  

 
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