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Old 07-22-2008, 05:14 AM   #8
The_Fury
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Join Date: Jun 2008
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Re: Triggers, scripts, and bots

I agree with Fiendish, attempts like this would only stop a few of the less inclined people. Any good client will have the ability to inject a pause between command executions, and any trips can be easily corrected for with a little scripting.

It is impossible to police a no trigger, macro, alias rule as you can never be sure exactly who is doing those things. You might get some right, but you will miss a whole lot more. Also a great many do not use simple triggers and macros but use the power of languages like Lua to make simple the very things mud developers want to make hard.

Someone mentioned a proprietary client as one solution, this is also a failed idea, as there are plenty of tools out there to help you create bots including the likes of cheat engine to discover all your memory addresses and auto-it to program bot logic and manipulate the memory of your client down to simple macro programs like quickmacro to script up some repetitive task.

About the only real thing you can do is ensure that the people who are scripting your game are at the keyboard while their bot is in action, i can think of plenty of muds where i have done just that, botted every single level while chatting to my clan mates and having a good time socially.

My game rules have always been simple, you can use whatever tools you like as long as you can respond to a tell from an immortal within a couple of minutes, failing that test your send to jail for 24 hours, every successive time caught afk botting will be double the last penalty. The i didn't see the tell is no excuse either, if your good enought to script the game, your more than good enough to script a chat redirection.
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