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Bots prevention system, version 2.0!


Caparso

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Bots prevention system, version 2.0!
authors: @Agent @Caparso
---
history of this project reaching back to 2015 and we are back in the business!
special credits goes to: @Tryskell @Rootware @Hasha @SweeTs
(each of them brought something to this project, in the present or in the past - we simply won't let it go)

 

how does it work?
prevention system was designed to put an end to unfair practices during farming process.
extermination of monsters triggers an event with an limited time in order to validate human being behaviour, player have to choose corresponding pattern to match the randomly generated image. smooth and easy to solve for the human eye, doesn't bother the players much - as simple as possible!

 

new version brings:

  • more improvements and safeguards against attempts to bypass validation process (we are still working to make it even better in the future).
  • visual changes supporting new behaviours and more user-friendly solutions, but is also better from an admin point of view (main concept remains the same and no client-side modifications are needed).
  • an eye on players involving summons/pets into farming process.
  • possible checks against supports. system counts party kills adjusting the counter based on the number and type of professions of the characters in the party, then triggers a verification process for selected classes of your choice (available variations: PP, SWS, BD, EE, SE, BP, WC, OL).
  • rewarding system awards player with a selected type of item for passing the validation process correctly (we want to make lineage world a better place, so the whole process give in-game event vibes).
  • visible countdown and additional safe period of time, giving the player some extra seconds to adapt to the situation.
  • opportunity to allow a second attempt, so player can try one more time in case of incorrect verification.
  • adaptation to acis' latest public branch (commit 401) - neat code, minimally violates existing source.
  • most features can be turned on/off via configuration files, it's a matter of how much control you want to have over farming areas - the decision is yours!

some screens:

https://i.postimg.cc/vBXMxT8R/event.gif
https://i.postimg.cc/VkPT111X/punishment.gif

 

code preview? check it out on pastebin.
patch: bots_prevention_system.patch
put necessary prevention folder to: datapack/data/html/mods/

 

Edited by Caparso
update resource links.
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To detect players using Adrenaline, you can implement a system that monitors game activity and identifies patterns of behavior that are indicative of botting. To detect these patterns, you can implement algorithms that analyze player behavior and flag any instances that deviate significantly from what is considered normal. Additionally, you can also gather data on known botting software and their behavior patterns, and use this information to develop more sophisticated detection algorithms.

I'm not judging your share, just thinking out loud. 🙂

Edited by Trance
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adrenaline's authors are smart and highly experienced, plus with a proper tools you can bypass almost everything. we spend a lot of time in order to make this system functional and user-friendly. there are way more better solutions to fight with bots, but most of the time it also a big deal for normal players and it hits 'em in the face somehow. in my opinion nowadays mmorpgs are semi-automatic where word semi is so important in this puzzle. we still want players to be a part of the game so they have to keep an eye on their bots while farming!

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my bad, forgot to include this in the patch.

patch in the head thread has been updated, but you may use this patch as well to insert missing changes.

 

- good eye, @andy1984!

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i all ready applied mine 😄 . but i wasn't sure if its needed! 

 

            //custom
            BotsPreventionManager.getInstance().cleanUp();
            LOGGER.info("Bots Prevention tasks has been stopped.");

 

 

Edited by andy1984
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On 2/11/2023 at 3:16 AM, Caparso said:

adrenaline's authors are smart and highly experienced, plus with a proper tools you can bypass almost everything. we spend a lot of time in order to make this system functional and user-friendly. there are way more better solutions to fight with bots, but most of the time it also a big deal for normal players and it hits 'em in the face somehow. in my opinion nowadays mmorpgs are semi-automatic where word semi is so important in this puzzle. we still want players to be a part of the game so they have to keep an eye on their bots while farming!


My reply is strictly referring to server side.

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  • 2 months later...

@Caparso for acis 382 does not have the distance2D method which can be used to replace it?

image.thumb.png.b2ca21698cdd0354ef355e905f4add24.png

Just now, jhonata123 said:

@Caparso for acis 382 does not have the distance2D method which can be used to replace it?

image.thumb.png.b2ca21698cdd0354ef355e905f4add24.png

 

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17 hours ago, jhonata123 said:

@Caparso for acis 382 does not have the distance2D method which can be used to replace it?

You can use with MathUtil.checkIfInRange instead of distance2D. 

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hey,

 

On 3/7/2020 at 4:08 PM, Tryskell said:

Changeset 389 (1660)

       - Rework Point2D / Location distance methods ; they are now called distance2D/distance3D and isIn2DRadius/isIn3DRadius for proper usage.

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1 hour ago, 'Baggos' said:

You can use with MathUtil.checkIfInRange instead of distance2D. 

 

1 hour ago, Caparso said:

hey,

 

 

thanks I ended up finding it here on acis 382.

 

if (player.isInsideRadius(member, 2000, false, false))

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  • 4 months later...

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