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Demonbuddy Vulnerability - Serverside Pathing can get us all banned

DaSoul

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Hi all,

so i am on teamspeak with some friends. Some minutes ago, my bots just stopped. The funny thing, everyone else on teamspeak was like "lol my bots stopped" exactly at the same time.
So this is already what is is about.

If every bot stops the same time, all blizzard needs to do is, analyze log files and search for similar behaviour.

If they find XXXX Characters stopped the same time, they flag them. If it happens again for x times, they have the evidence that it is bots.

Beside making it harder to ***** the bot, there is absolutely NO REASON to do serverside pathing. Compared to local pathing it only has negative points.
This is not the same as waypoints or stuff, this affects all d3 bots at exactly the same time. This is a very big security issue.

So please, remove serverside pathing and do it the same as honorbuddy works!
 
I can't even imagine the huge waste in resources it would take to scan every single character's logs to find out if they stop "around" the same time. You can't do exacts because of issues with latency, so you'd have to flag every single account that the player was not moving for about 1 second both ways. That's also assuming they log when characters stop moving and actually store that data. "Activision Blizzard reported that Diablo III had broken the one-day PC sales records, accumulating over 3.5 million sales in the first 24 hours after release and over 6.3 million sales in its first week, including the 1.2 million people who obtained Diablo III through the World of Warcraft annual pass.[75] On its first day, the game amassed 4.7 million players worldwide, an estimate which includes those who obtained the game via the World of Warcraft annual pass"

That's a log of logs to parse... assuming even a 10th of those players are still active.
 
Logfile analysis could be done on other machines, there is no need for realtime analysis. It is possible.
 
Sure, it's possible. It would appear to me to be a huge waste of time, though. I just don't see why they would spend time scanning log files for stops when they could simply scan for how often you run a certain instance/quest in repeat without stopping and flag those accounts.
 
How many people play Diablo vs how many people bot and how many people will stop at the same time?
 
You are joking right, they amount of people playing this game that would randomly stop at the same time... they are not allowed to go off that because of the inaccuracy, also everyone's time will be different because of connection to the server... depending on your lantency
 
Hi all,

so i am on teamspeak with some friends. Some minutes ago, my bots just stopped. The funny thing, everyone else on teamspeak was like "lol my bots stopped" exactly at the same time.
So this is already what is is about.

If every bot stops the same time, all blizzard needs to do is, analyze log files and search for similar behaviour.

If they find XXXX Characters stopped the same time, they flag them. If it happens again for x times, they have the evidence that it is bots.

Beside making it harder to ***** the bot, there is absolutely NO REASON to do serverside pathing. Compared to local pathing it only has negative points.
This is not the same as waypoints or stuff, this affects all d3 bots at exactly the same time. This is a very big security issue.

So please, remove serverside pathing and do it the same as honorbuddy works!

no way something like that can happen....

the nav will remain server side
 
randomization would fix this and was in the WoW Pathing system, I think it was in the BGBuddy system.
 
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