51

Re: Bots

Salazzar(HM) wrote:

like i said , idm either way this goes just saying blaming the afk for it aint it , to put it into perspective , 35 ppl online right know i did afk check and its 4 actual humans there rest is afk , remove afk and somone check "who is online" and sees 3 online its over mate game will die in a sec

Looking at the stats you just shared - 31 out of 35 players being AFK bots - this really drives home what James was talking about in the original post. We've gone way beyond casual automation into something that's fundamentally changed how the game is played.

And yeah, I get the concern about player counts dropping if automation is removed. But think about it from a new player's perspective - they log in, see 35 players online, try to interact or find groups, and realize almost everyone is AFK botting. That's probably more damaging to the game's future than showing honest player counts.

speakin of why dont we have a system or leaderboard like that ? like a sewer system but with endless waves and put ladder see who can push highest etc? could be fun idea for ppl to push /show off skills

These are solid ideas for the future, but first we need to address what's driving new players away. Right now, someone new logging in sees every spawn camped by bots, can't participate in PvP because of automation, and basically has to choose between botting or not progressing.

I hope whatever decision gets made considers not just current players, but the future of the game. Because if we can't attract and retain new players, none of these other improvements will matter - we'll just be automating a ghost town.

Evil Devil - Prometherion

52

Re: Bots

bullethead123 wrote:

For me, automation is playing the game. While running my bots, I've spent more time engaging with the game—whether it's chatting with other players or simply observing—than I ever did playing manually.

"Watching bots play is more engaging than actually playing" might be the most dystopian gaming take I've ever heard. That's like saying you're a football player because you watch matches on TV while your FIFA game runs in the background. Even Salazzar, who defends AFKing, at least acknowledges there's no real content worth doing manually anymore - he's not trying to pretend watching bots is "engaging gameplay."

I stand by what I said: if AFKing isn't wanted and Zer wants me gone, I'll step aside gracefully. I won't even try to do it discreetly, though I know many others will.

There's that "gracefully step aside" threat again. You've gone from "I'll remove features if asked" to "well everyone's doing it" to "I'll leave if you make me stop" - all while claiming this is about enhancing the game experience. Which is it?

The bot I've created, which many players are using, was originally designed with a primary focus on enhancing the PVE experience. While it includes an option for PVP, this is just one feature among many.

Remember when it was just about "enhancing PVE experience"? Now suddenly it's "automation IS playing the game." We went from basic AFKing to having bots running entire characters 24/7, and somehow that's being spun as "enhancement." That's quite the evolution from "helping with PvE" to "replacing gameplay entirely is fine."

The real issue isn't botting itself—it's that a select few players want to maintain dominance, regardless of how others experience the game.

Says the person who turned PvP into a bot war until James literally had to step in. As Supla mentioned, there was a reason nobody used PvP bots for years - it wasn't a technical limitation, it was common sense and respect for the game.

In hindsight, it feels like a clever maneuver—letting PVP bots get out of hand to force this debate. It's no secret that some GMs enjoy jailing players, and without bots to jail, their role becomes less relevant.

And now we're onto conspiracy theories about GMs orchestrating a bot crisis? Come on. Maybe, just maybe, like James said, they're concerned because PvP bots "make the game worse for other people." The mental gymnastics required to turn "GMs trying to stop harmful behavior" into some kind of power play is impressive.

Faldon has evolved. The rules of the past were designed for a different era, but now the game has moved into a new phase where AFK leveling and botting have become integral to the player experience.

The game hasn't "evolved" - it's been automated into something entirely different. The damage is already extensive, but that doesn't mean we should keep making it worse. When 31 out of 35 online "players" are bots, that's not evolution - that's extinction of actual gameplay. Even Mouse acknowledged that while closing the level gap might be impossible now, we still need to address the botting issue to give new players any chance at all.

You're not enhancing the experience, you're replacing it. Don't try to dress this up as some philosophical difference in playstyles or natural evolution of the game. When the best defense you can offer for automation is "well, watching bots is more engaging than playing," maybe it's time to admit this has gone too far.

Evil Devil - Prometherion

53

Re: Bots

Mister Rob wrote:
bullethead123 wrote:

For me, automation is playing the game. While running my bots, I've spent more time engaging with the game—whether it's chatting with other players or simply observing—than I ever did playing manually.

"Watching bots play is more engaging than actually playing" might be the most dystopian gaming take I've ever heard. That's like saying you're a football player because you watch matches on TV while your FIFA game runs in the background. Even Salazzar, who defends AFKing, at least acknowledges there's no real content worth doing manually anymore - he's not trying to pretend watching bots is "engaging gameplay."


Clearly, you’ve never played Football Manager—that’s literally the game!

I appreciated your earlier posts; they were thoughtful and felt genuine. However, your recent ones come across as overly defensive, clearly pushing an agenda, which is why I stopped reading.

You’re entitled to your opinion about how I (and many others) enjoy the game, but belittling it to serve your own purpose feels unnecessary and beneath you. Do better, be better. smile

Last edited by bullethead123 (October 23rd, 2024 9:39 AM)

54

Re: Bots

bullethead123 wrote:

Clearly, you've never played Football Manager—that's literally the game!
I appreciated your earlier posts; they were thoughtful and felt genuine. However, your recent ones come across as overly defensive, clearly pushing an agenda, which is why I stopped reading.

The comparison to Football Manager is interesting because it actually highlights the core issue here. FM was designed from the ground up to be a management experience, while Faldon was created for active player engagement - like FIFA, where you're actively playing the game.

But Faldon wasn't designed to be a bot management simulator. When automation becomes the primary way to play, it fundamentally changes what the game is - not just for you, but for everyone. The issue isn't about your personal enjoyment, it's about how this approach to "playing" affects the entire community.

Evil Devil - Prometherion

55

Re: Bots

Mister Rob wrote:
Mechanic wrote:

The issue is we're constricted by the amount of effort that can be exerted to fix this problem. With what I would assume would be similar amounts of effort, to block bots, or give you a new server where you can play with like minded individuals.

While I appreciate you trying to find middle ground here, you're basically suggesting we officially divide the game into "actual players" and "bot runners." The problem is, we've already tried the "let people do whatever" approach - that's how we got here.

A new server sounds nice in theory, but let's be honest - as long as we keep enabling this behavior on the main server, that's where most resources and development time will go. We need to fix the core issue, not create a sanctuary for the few players who still want to actually play the game.

What I'm suggesting is if manual players want a manual experience, give it to them. Otherwise bot runners till the end of time have a supreme advantage if its moderated now or not because its already done.

I feel like the main argument against this is division, which will happen in either case depending on what is done here. I have a hard time envisioning a version of the current server that takes a reasonable amount of effort to balance based on the damage done.

The game is actually pretty wonderfully balanced for all players under level 400 or so, I think a fresh shot at that would make it easier to balance 400+ as people reach those levels in a game where GM Corruption and botting hasn't ran free and unchecked for the amount of time it has.

In otherwords, I think the monumental task of balancing the current server to make it fair for all parties will burn out the current GMs, we will get no where, and in a matter of time we will be back to the current state we're in. I feel the sensible path forward is the one of least effort based on the history of development we've seen.

Out of retirement... for now.

56

Re: Bots

All Bots should go to Open Faldon and let Cat deal with it.  lol

I'll admit, I've stopped posting on IG because its rough trying to bring new players into this shit storm. Who wants to check out a game with it flooded with cheaters. I also stopped leveling due to how disheartening it is. My guild stopped getting guild tokens a few months ago and there's no way to take the areas back. Shit isn't fun for me anymore. I'm just glad I'm not alone. If this were any other game u'd be suspended, and then banned. I've been reading the dumbest arguments of all time in this thread.

Last edited by Tripp (October 23rd, 2024 11:57 AM)

57

Re: Bots

I was sent a video of a bot character teleporting around constantly, presumably to kill all the monsters in an area.

Given the speed at which a bot could do this drive-by "camping", day and night, I could see it draining all the spawns from an area entirely, making it impossible for others to play. Very different from minding your own business, doing your own thing.

Is this common?

(As an aside, I know what the "Faldron" bot can do. Does anyone know what "Autoloot" can do? I only know of its existence because it is at fault for 3/4 of the crashes of the game these days, so I detect it.)

58

Re: Bots

Very nice.

59

Re: Bots

James wrote:

I was sent a video of a bot character teleporting around killing all the monsters continually. Is this how the bots commonly operate?

Given the speed at which a bot could do this drive-by "camping", day and night, I could see it draining all the spawns from an area entirely, making it impossible for others to play. Very different from minding your own business, doing your own thing. Is this common?

Yeah, it is the only way to bot since there is no way to bot standing still with the watcher. Teleporting is much more reliable than moving the old fashioned way, but some bots also move via walking.

With the Watcher is necessary to move grids within a given time period, I think it's around 15 minutes.

It's interesting, prior to the Watcher being introduced the pinnacle of botting was standing in one place killing a few monsters that would aggro within the radius.  But like with all regulation, it just forced work arounds to get more advanced and creative. In this case it also drove them to be much more effective.

Last edited by Mechanic (October 23rd, 2024 3:58 PM)

Out of retirement... for now.

60

Re: Bots

James wrote:

(As an aside, I know what the "Faldron" bot can do. Does anyone know what "Autoloot" can do? I only know of its existence because it is at fault for 3/4 of the crashes of the game these days, so I detect it.)

Autoloot is exactly what it sounds like, it picks up loot automatically. It's a program ran along side other scripts to pick up loot while botting.

Out of retirement... for now.

61

Re: Bots

Mechanic wrote:
James wrote:

I was sent a video of a bot character teleporting around killing all the monsters continually. Is this how the bots commonly operate?

Given the speed at which a bot could do this drive-by "camping", day and night, I could see it draining all the spawns from an area entirely, making it impossible for others to play. Very different from minding your own business, doing your own thing. Is this common?

Yeah, it is the only way to bot since there is no way to bot standing still with the watcher.

With the Watcher is necessary to move grids within a given time period, I think it's around 15 minutes.

It's interesting, prior to the Watcher being introduced the pinnacle of botting was standing in one place killing a few monsters that would aggro within the radius.  But like with all regulation, it just forced work arounds to get more advanced and creative. In this case it also drove them to be much more effective.


To clarify, the teleporting feature in Faldron is more for efficiency than necessity. Faldron can both walk and teleport, or use a combination of both, depending on the situation. The teleporting functionality was only added within the last week, and I haven’t released it yet. I believe the majority of the teleporting bots are either using suplas or WPE to teleport, which involves recording and resending packets, but movement is a bit more complicated than that. Not that this changes anything or provides any tangible input to the discussion.

James wrote:

I was sent a video of a bot character teleporting around constantly, presumably to kill all the monsters in an area.

Given the speed at which a bot could do this drive-by "camping", day and night, I could see it draining all the spawns from an area entirely, making it impossible for others to play. Very different from minding your own business, doing your own thing.

Is this common?

(As an aside, I know what the "Faldron" bot can do. Does anyone know what "Autoloot" can do? I only know of its existence because it is at fault for 3/4 of the crashes of the game these days, so I detect it.)

This is part of Supla’s bot. Autoloot is included in his scripts, which I believe consist of two parts: a script and a DLL. The script uses DuplicateHandle() to duplicate the socket for further manipulation. He then hard-codes a sequence of teleport packets on timers, allowing the bot to rotate around a spawn, firing attack packets for locationIDs within a given area. The autoloot function injects and attempts to track itemIDs.

Is teleporting common in bots? I’d say yes. Most WPE bots use teleporting because it’s simpler to execute, though I’d argue only a few have fully leveraged its efficiency.

62

Re: Bots

bullethead123 wrote:
Mechanic wrote:
James wrote:

I was sent a video of a bot character teleporting around killing all the monsters continually. Is this how the bots commonly operate?

Given the speed at which a bot could do this drive-by "camping", day and night, I could see it draining all the spawns from an area entirely, making it impossible for others to play. Very different from minding your own business, doing your own thing. Is this common?

Yeah, it is the only way to bot since there is no way to bot standing still with the watcher.

With the Watcher is necessary to move grids within a given time period, I think it's around 15 minutes.

It's interesting, prior to the Watcher being introduced the pinnacle of botting was standing in one place killing a few monsters that would aggro within the radius.  But like with all regulation, it just forced work arounds to get more advanced and creative. In this case it also drove them to be much more effective.


To clarify, the teleporting feature in Faldron is more for efficiency than necessity. Faldron can both walk and teleport, or use a combination of both, depending on the situation. The teleporting functionality was only added within the last week, and I haven’t released it yet. I believe the majority of the teleporting bots are either using suplas or WPE to teleport, which involves recording and resending packets, but movement is a bit more complicated than that. Not that this changes anything or provides any tangible input to the discussion.

James wrote:

I was sent a video of a bot character teleporting around constantly, presumably to kill all the monsters in an area.

Given the speed at which a bot could do this drive-by "camping", day and night, I could see it draining all the spawns from an area entirely, making it impossible for others to play. Very different from minding your own business, doing your own thing.

Is this common?

(As an aside, I know what the "Faldron" bot can do. Does anyone know what "Autoloot" can do? I only know of its existence because it is at fault for 3/4 of the crashes of the game these days, so I detect it.)

This is part of Supla’s bot. Autoloot is included in his scripts, which I believe consist of two parts: a script and a DLL. The script uses DuplicateHandle() to duplicate the socket for further manipulation. He then hard-codes a sequence of teleport packets on timers, allowing the bot to rotate around a spawn, firing attack packets for locationIDs within a given area. The autoloot function injects and attempts to track itemIDs.

Is teleporting common in bots? I’d say yes. Most WPE bots use teleporting because it’s simpler to execute, though I’d argue only a few have fully leveraged its efficiency.


This topic indeed went out of control and things here became personal attack, how can a guy point names and say how their stuff do something when he has no access to the code or something? He's just trying to take away the lights from him and point to someone else, I couldnt expect anything else from someone with such an ego issue. Theres only one way to make Autoloot now that James changed pick up item packet, you should know that (or not, because all you do is ask ChatGPT for the logic and code). I always took care of packet spamming unlike you that is always spamming packets for all features in your program. Talking about AutoLoot, mine does what any working Autoloot does, it detects any dropped item and send a telekinesis packet + a pick up packet for that item, the difference here is i send the tele + pick up packet only once, bullet's has a loop that keep spamming packets forever until it detects the item was picked up (he didnt learn much from breaking the game for a whole month by spamming thousands of packets per second), so if your inventory is full, those packets will be spammed forever, that was shown by some of his customers. Bullet's been trying to get files and images of my stuff from a customer of mine and guessing how they work, but his words on his comment above just show how clueless he is, still trying to get me in trouble or something lol. The guy he is trying to get info from is the more clueless person in this area, so i couldnt expect much. "Autoloot is included in his scripts" isnt it included in yours too? Lol what a hypocrite. Autoloot is a feature on my program just like yours. Im gonna say it one more time, you never used, never had access and never bought any of my stuff, you have no clue what you are talking about and how they work. I once sent you a piece of code for you to see how packet sending using C++ worked and possibly help me with my goal and ill regret that for the rest of my life, i should have left you there struggling to run a simple WPE, things wouldnt have reached to this point and maybe you would have already quit that would be really better to this game.

63

Re: Bots

What about 3rd party anti-cheat apps?
Every multiplayer game I play with potential for cheats uses an add on of some kind (VAC, Easy-Anti-Cheat, BattleEye, etc.).

Also, as others have pointed out, multiplayer games with PvP potential usually game-play risks that make automating difficult. These games are too dynamic, and unpredictable to setup relatively simple loops. And the risk of dying AFK could mean you lose all your equipment, inventory, or even get captured on top of all that.

Back to Zer's original idea presented- When a botting player is positively detected, make them vulnerable to attack by other players for a limited amount of time as a penalty, without the option to aura. This is a change within reach without an entire game overhaul or other large scale effort. We can presumably imagine how it might play out as a game mechanic, and it's not human monitoring and punishing people mechanic, which frankly is not ideal or scalable.

If that was implemented, maybe more people would actively play and go hunting AFK players? Botting would be more vulnerable of an activity, and the enforcement would be part of the game. Imagine being unable to aura, even in town for like 48 hours.

64

Re: Bots

Master Wu wrote:

What about 3rd party anti-cheat apps?
Back to Zer's original idea presented- When a botting player is positively detected, make them vulnerable to attack by other players for a limited amount of time as a penalty, without the option to aura. This is a change within reach without an entire game overhaul or other large scale effort. We can presumably imagine how it might play out as a game mechanic, and it's not human monitoring and punishing people mechanic, which frankly is not ideal or scalable.

I really think you guys are severely underestimating the power of what saying "Don't do x or punishment is y" would do. This is a relatively small community and likely always will be. Most would likely listen and those that don't, could be banned. This isn't an issue of policing 1000's of players, if it becomes that, perhaps more advanced methods would be necessary. But in the meantime, I'd say just communicating what is/isn't acceptable would likely be the least effort to accomplish the desired direction of the game.

I do understand the irony that its well posted we can't bot, but I think it's been tacitly implied through an extended period of no consequences that its acceptable. I think we just need a clear direction what that is. What you're seeing today is a result of that,we have a "lets see what we can get away with" mentality.

Last edited by Mechanic (October 23rd, 2024 8:02 PM)

Out of retirement... for now.

65

Re: Bots

Master Wu wrote:

What about 3rd party anti-cheat apps?
Every multiplayer game I play with potential for cheats uses an add on of some kind (VAC, Easy-Anti-Cheat, BattleEye, etc.).

Also, as others have pointed out, multiplayer games with PvP potential usually game-play risks that make automating difficult. These games are too dynamic, and unpredictable to setup relatively simple loops. And the risk of dying AFK could mean you lose all your equipment, inventory, or even get captured on top of all that.

Back to Zer's original idea presented- When a botting player is positively detected, make them vulnerable to attack by other players for a limited amount of time as a penalty, without the option to aura. This is a change within reach without an entire game overhaul or other large scale effort. We can presumably imagine how it might play out as a game mechanic, and it's not human monitoring and punishing people mechanic, which frankly is not ideal or scalable.

If that was implemented, maybe more people would actively play and go hunting AFK players? Botting would be more vulnerable of an activity, and the enforcement would be part of the game. Imagine being unable to aura, even in town for like 48 hours.

First of all, I think James started this topic to know people's opinions, because there's no difficult on blocking current cheats, the only difficult is taking the decision, that's why he probably started this. Upgrading server to SSL/TLS is enough to block all current cheats and James know it, he even mentioned that in game.

About aura, players who are afk leveling are never aura'ed, you can always kill them. The main problem started when a specific player made his bot to auto respawn and go back to the spawn, so you would only waste your time hunting him forever, so you would eventually get tired and he would go back to leveling. Also when their only task is respawning then egate back to their spawn to start bot isnt a big problem to them.

Last edited by Supla (October 23rd, 2024 8:48 PM)

66

Re: Bots

Supla wrote:

Bullet's been trying to get files and images of my stuff from a customer of mine

It's amusing to see you project so much insecurity when, in reality, no one needs access to your code to understand the fundamental flaws in your approach. It’s fascinating how you’re so quick to make baseless claims without grasping the mechanics at play. Let’s be clear: my bot doesn’t spam packets or cause infinite loops—those are fabrications you’ve invented, likely out of frustration. Optimizing your own process might be a better use of your time than obsessing over mine.

If your solution is so flawless, why does it break so easily? Clearly, sending just one packet isn’t the genius move you think it is, and the fragility of your approach is becoming more apparent by the day.

And let’s not even start on your accusation that I’m trying to "get your files and images." Why would I need to, when the inefficiencies in your bot are plain for everyone to see? Real progress doesn’t come from scavenging—it's about fundamentally rethinking approaches, something you’ve clearly missed while crashing your own client.

As for that time you tried to "help" me with configuring WPE packet sniffer—let’s not pretend that was groundbreaking. I don’t even use it. Wireshark has always been the superior tool for what I need. But if it makes you feel better, keep thinking that any progress I’ve made is tied to that minimal interaction. Meanwhile, I’ll keep pushing forward, while you can keep overlooking the obvious issues with your own bot.

Last edited by bullethead123 (October 23rd, 2024 9:24 PM)

67

Re: Bots

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/0230acb3-c9bd-4966-8200-86acf27ebca1/dcr8hfu-3a0066f1-8a1a-46ce-bcba-bb1e4fdd3c21.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzAyMzBhY2IzLWM5YmQtNDk2Ni04MjAwLTg2YWNmMjdlYmNhMVwvZGNyOGhmdS0zYTAwNjZmMS04YTFhLTQ2Y2UtYmNiYS1iYjFlNGZkZDNjMjEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.P_TPqrykdgmwT4qDv2CPX41qZdTgesquK6pmoDV1T0M

68

Re: Bots

Mister Rob wrote:
Mechanic wrote:
Mister Rob wrote:

Its seriously has been a while since Ive seen people actively try and make things better for others or new players (yeah I know youre here)

Idk, Tr!pp/Bartle did the youtube/insta stuff. I tried to revamp the wiki, Trav did some work on the guides, you did some fun stuff with the chat bot thing. There's some good in there.

Yeah, like I said I know they are around. Im just fed up with people thinking that botting should be allowed because thats the way they "play" the game and complain because of it.



hahahahahah you fkin hypocrite rob pipe down have you not afk leveled or  sold scripts!? lmfao

69

Re: Bots

Whitemagic wrote:

hahahahahah you fkin hypocrite rob pipe down have you not afk leveled or sold scripts!? lmfao

Maybe read the thread before calling people hypocrites? I've been open about my past involvement with automation. The difference is I can recognize when something's gone too far instead of just defending it.

I can't be bothered quoting my previous messages where I addressed this.

Can we focus on actual solutions instead of throwing around "gotchas"?

Last edited by Mister Rob (October 24th, 2024 9:02 AM)

Evil Devil - Prometherion

70

Re: Bots

James wrote:

(As an aside, I know what the "Faldron" bot can do. Does anyone know what "Autoloot" can do? I only know of its existence because it is at fault for 3/4 of the crashes of the game these days, so I detect it.)

Autoloot finds WorldItem packets near the player and sends the interact item packet for pickup based where the bot detects the loot (X,Y,Z) or corpse. Given on OF server this is/was a fairly expensive packet to check nearby map sectors and their item listing(s), I wouldn't be surprised if "auto loot" feature has a toll on yours as well, James.

It is the client received packet 141 which lists a world location id, item id (objedit.exe itemid), and an encoded x,y,z coordinate. The Packet ID (sent to server) I believe is packet ID #11 with 90 (decimal) operator type = pickup item. Perhaps remediation by changing the encoding method of the x,y,z corords or encrypting that packet (AFAIK on legacy client it wasnt encrypted)?

What OF did is (beyond a priority queue logic for received packets and caching...) added a small delay between processing of item related packets including pickup/drop/move/use items/mail/market and naive attempts at ignoring invalid, duplicate or garbage requests beyond that datetime stamp.

I ultimately went with a dictionary lookup for "world map items" and "map items" based on world location ID and item (serial or GUID as needful) to reduce the lookup time, I think.

Last edited by Catbert (October 25th, 2024 12:27 AM)

71

Re: Bots

Catbert wrote:
James wrote:

(As an aside, I know what the "Faldron" bot can do. Does anyone know what "Autoloot" can do? I only know of its existence because it is at fault for 3/4 of the crashes of the game these days, so I detect it.)

Autoloot finds WorldItem packets near the player and sends the interact item packet for pickup based where the bot detects the loot (X,Y,Z) or corpse. Given on OF server this is/was a fairly expensive packet to check nearby map sectors and their item listing(s), I wouldn't be surprised if "auto loot" feature has a toll on yours as well, James.

It is the client received packet 141 which lists a world location id, item id (objedit.exe itemid), and an encoded x,y,z coordinate. The Packet ID (sent to server) I believe is packet ID #11 with 90 (decimal) operator type = pickup item. Perhaps remediation by changing the encoding method of the x,y,z corords or encrypting that packet (AFAIK on legacy client it wasnt encrypted)?

What OF did is (beyond a priority queue logic for received packets and caching...) added a small delay between processing of item related packets including pickup/drop/move/use items/mail/market and naive attempts at ignoring invalid, duplicate or garbage requests beyond that datetime stamp.

I ultimately went with a dictionary lookup for "world map items" and "map items" based on world location ID and item (serial or GUID as needful) to reduce the lookup time, I think.


Or or just hear me out on this , its 2024 , what about autoloot system like every other game has? like a small pet or something that picks up my loot to my inventory , faldon is a fairly grindy game and u kill same monster 100k+ times, clickin on those items to pick it up one by one is super outdated and could easily be solved. no reason for people to cheat if its added to the game. No reason for it not being part of the game either.


https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/0230acb3-c9bd-4966-8200-86acf27ebca1/dcr8hfu-3a0066f1-8a1a-46ce-bcba-bb1e4fdd3c21.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzAyMzBhY2IzLWM5YmQtNDk2Ni04MjAwLTg2YWNmMjdlYmNhMVwvZGNyOGhmdS0zYTAwNjZmMS04YTFhLTQ2Y2UtYmNiYS1iYjFlNGZkZDNjMjEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.P_TPqrykdgmwT4qDv2CPX41qZdTgesquK6pmoDV1T0M

Last edited by Salazzar(HM) (October 25th, 2024 2:59 AM)

72

Re: Bots

Try this instead

Last edited by Mister Rob (October 25th, 2024 5:43 AM)

Evil Devil - Prometherion

73

Re: Bots

I think he brings up a good point.  The looting does feel worse than it should.  I miss item clicks all the time.  Scale that up and its a lot of disruptions to smooth gameplay.  Nothing dynamic happens in combat and that's another thing that I frequently miss clicks on.  I'm not a fan of botting because of the optics to potential players and the damage rmt does to a game.  I do understand why people bot.  Even I've done it.  I would have done it much less if fishing wasn't clicking right click over and over.

Pennywise - 7 Seconds - Fugazi - Husker Du