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Cheat Detection

fr3357

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Without getting into details, I am curious if push can answer.

1.Is this to be expected as good, is it client side, giving it a easier way such as WoW to bypass it and know it is there being ignored, instead of wondering what is sitting server side?

2. Has it presented itself in any shape or from to appear as if they are taking the same route as Trion did with Rift. I only mention this as Rift was a smaller MMO and due to that did not grab the publicity WoW had gathered, giving Trion an easy ignore of what happened to warden. I had (ryftomyte?) The Rift bot, and I lost several high end accounts due to it, I would like to be cautious with Path if it appears they are taking the same approach.

I do not bot for profits, I just work 2 jobs, and do not have the time to sustain play to be as competitive and enjoyable. I played path ALOT and can not keep up with the life style without the bot due to time limits.

I do not bot my main so any one posting, I know do not bot unless I plan to lose it. I am more less curious if there is some details without getting into specifics that can give an idea of the way GGG is handling botting.


Thanks. Fr33
 
There is at least one site, open to the public, where that discussion is underway. I vibe with your situation being owned by GGG because your lifestyle does not allow hardcore gaming time.

wimm
 
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Is this to be expected as good, is it client side, giving it a easier way such as WoW to bypass it and know it is there being ignored, instead of wondering what is sitting server side?

Regardless of what the client-side stuff is doing, there will always be server-side stuff we don't know about. How do you think they were banning people for the two years before this was introduced?
 
Regardless of what the client-side stuff is doing, there will always be server-side stuff we don't know about. How do you think they were banning people for the two years before this was introduced?
Hey Maper, welcome to forums.
They picked names out of a hat of course, game is all about RNG, so why shouldn't the bans be as well.
 
I can touch briefly on #2, as a lot of the info posted on other sites is accurate (just not 'complete').

From what I've heard of the unfortunate incidents with ryftomyte, this is nothing like that. This cheat detection system didn't catch us off guard, and didn't come with an initial data set to actually detect us. The reason for the downtime is more precautionary than anything else. It's important to actually understand what they are doing and going to do, rather than make assumptions or just go off quick reversing analysis. It would be a big win for them if we rushed out an update and they detected and banned a lot of our users.

GGG has the luxury of taking their time to pick the 'low hanging fruit' when it comes to detecting and banning cheaters. If they miss people, or people manage to avoid the easy (yet sneaky) things, it's no big deal; they have until they stop developing the game to try new things, which is going to be a long time by all indications. Conversely, we don't have that luxury. While it's bad for business to have downtime, we're having downtime on our own terms as opposed to having downtime because a ban wave just wiped out our user base (as seen in other projects), and we're scrambling to understand why and make the changes necessary to avoid it in the future.

Since they are an indie game company, and this is their first time diving into a system like this (having expressed a desire not to for a while now, but they had no choice), there are things that have been done that present some interesting challenges to overcome in a way consistent with how we do things and the safety we try to provide to users. I have to check with management for specifics on what I can or can't say before I do, but here's an image that pretty much sums up the reasons why the delay is necessary (and being taken):

Kc7c1HJ.gif
 
Regardless of what the client-side stuff is doing, there will always be server-side stuff we don't know about. How do you think they were banning people for the two years before this was introduced?

yea true... thats totally why I mentioned server side detection as well..

My point specifically is should we be concerned that GGG is taking an offensive approach similar to the way trion had.

I can touch briefly on #2, as a lot of the info posted on other sites is accurate (just not 'complete').
From what I've heard of the unfortunate incidents with ryftomyte, this is nothing like that. This cheat detection system didn't catch us off guard, and didn't come with an initial data set to actually detect us. The reason for the downtime is more precautionary than anything else. It's important to actually understand what they are doing and going to do, rather than make assumptions or just go off quick reversing analysis. It would be a big win for them if we rushed out an update and they detected and banned a lot of our users.

GGG has the luxury of taking their time to pick the 'low hanging fruit' when it comes to detecting and banning cheaters. If they miss people, or people manage to avoid the easy (yet sneaky) things, it's no big deal; they have until they stop developing the game to try new things, which is going to be a long time by all indications. Conversely, we don't have that luxury. While it's bad for business to have downtime, we're having downtime on our own terms as opposed to having downtime because a ban wave just wiped out our user base (as seen in other projects), and we're scrambling to understand why and make the changes necessary to avoid it in the future.

Since they are an indie game company, and this is their first time diving into a system like this (having expressed a desire not to for a while now, but they had no choice), there are things that have been done that present some interesting challenges to overcome in a way consistent with how we do things and the safety we try to provide to users. I have to check with management for specifics on what I can or can't say before I do, but here's an image that pretty much sums up the reasons why the delay is necessary (and being taken):

Kc7c1HJ.gif
[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]
[/FONT]

[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]Thanks for the reply that was one of my biggest questions. The down time I could care less about take as much time as you want. My sole concern was the approach that might be taken by GGG and a bit more clarification from you, as your actually writing and working on something that plays a role in it, vs just reversing and taking a look and speculating what it could be. Which it seemed most of what I have read is all speculation. Buddybots has a name a reputation from experience, hearing it from them makes me more comfortable.

Thanks. [/FONT]
 
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What I suggest is make the forum private to non donors that way we can't be spied onto.
 
PushedX can you please clarify something?

After the bot has been updated now, renaming the exe and such is of course something normal to do, but the window title is still exilebuddybeta, and they have access to window names according to the cheat detection introduced, how do we change that?
 
PushedX can you please clarify something?

After the bot has been updated now, renaming the exe and such is of course something normal to do, but the window title is still exilebuddybeta, and they have access to window names according to the cheat detection introduced, how do we change that?
Hey roneo1,
#982 (1.3.0.15) [19 Jan 15 06:12]
Updates for 1.3.0.14/15.
Added InGameState.IsPvpOnlyOverlayOpen and InGameState.AcceptPvpOnlyWarning. These are to know when the overlay is opened from talking to Leo the first time, and a function to close it.
Added the setting, DisableDoNotDisturbOnBotStop.
All window and message box titles have a dynamic element to them.
Exilebuddy will now instantly close if the process name is exilebuddy or exilebuddybeta. An error is logged, and the log file is started to tell users to rename the process for their security.
LogStartupInfo is now called at app init rather than after login. This should help identify OS issues sooner.
Various improvements to GreyMagic to help avoid some potential issues in the future.

Which means, title name detection is useless =).
 
PushedX can you please clarify something?

After the bot has been updated now, renaming the exe and such is of course something normal to do, but the window title is still exilebuddybeta, and they have access to window names according to the cheat detection introduced, how do we change that?

This is not necessary unless that aspect of the cheat detection code changes.

If it does, all windows will have random names, but at this point, that would be a little overkill and take away from the functionality of why windows have titles in the first place.
 
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