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Player Features and Ideas Discussion

 
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Another way of fighting bots : Captchas npc!

Author
black cree
Utopian Research I.E.L.
#1 - 2012-06-07 08:28:34 UTC
Instead of forcing humans and bots to adapt to a game controller UI:

Please consider to make some "catchas npc ships" that appear randomly (more than randomly on people suspected of botting) in space only with random name painted on their hull (these special npc would not appear at all in overview).

They have some ewar effect, impossible to detect but with real consequences for the botter.
To make them go away you need to talk to them and put their hull name in the chatbox.

The idea is that a human could react easily but a bot could not read letters and numbers distorted on a ships hull, and the bot would have no way to detect this npc ship or its effect otherwise.
After some time, the captcha npc ship could then signal the position of the bot in a chat channel ...


Katalci
Kismesis
#2 - 2012-06-07 08:34:21 UTC
no
Velicitia
XS Tech
#3 - 2012-06-07 09:25:52 UTC
Katalci wrote:
no


Couldn't have put it better myself.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Daeva Teresa
Viziam
Amarr Empire
#4 - 2012-06-07 09:39:17 UTC  |  Edited by: Daeva Teresa
Was sugested before, learn to use search function.

Security dev stated at fanfest, that security should not bug playing people.

Also its stupid and lazy solution used only in stupid games. There are better ways (google, wiki yourself).

CCP really please dont use Upgraded, Limited, Experimental and Prototype in item names. It sounds like the item is actually worse than basic meta 1 item. Use Calibrated, Enhanced, Optimized and Upgraded. Its really easy to understand that the item is better than meta 1 and its also in alphabetic order.

Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2012-06-07 10:06:04 UTC
Captcha is potentially a good idea, but it absolutely MUST be implemented in such a way as to not break the look and feel of EVE, and must not make this turn into Forsaken World. If you can think of a good way to do that, I'm all ears. Otherwise, you won't get much support from anyone.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

black cree
Utopian Research I.E.L.
#6 - 2012-06-07 16:39:09 UTC
Dear Daeva,

It s possible that the new inventory is part of an anti bot strategy .

I would prefer to have to fill a captcha box once a week than having to deal with the new inventory permanently.

If the captcha is not filled, ship position in system and pilot name is sent to a public chat.

If someone is interested to catch him, he goes in system , with intel advantage on his target.
It would not make any difference if someone just show up in system at random anyway.

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#7 - 2012-06-07 17:49:34 UTC
Captcha is a dumb idea.. mainly because there isn't a way to make it bot proof enough that wouldn't also become a bed of thorns in the side of regular players.





  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Robert Caldera
Caldera Trading and Investment
#8 - 2012-06-07 20:04:17 UTC
f*ck off with captchas, they annoy me alrady enough outside of eve
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2012-06-07 20:20:52 UTC
And what about those of us who can't read captchas?

And what about the fact that bots are better than humans at the damn things anyway?

And what about market bots?
Simi Kusoni
HelloKittyFanclub
#10 - 2012-06-07 22:34:49 UTC
Make the game difficult enough that it can't be done by a bot.

Problem solved.

Ok, seriously though, if we made life a bit more challenging I daresay most of the bots would die off. E.g. varying mining yield based on an active mini game, or by making high/low/null/whs genuinely dangerous so bots can't operate without either constant supervision or dying to players.

(before someone says whs are dangerous, bots can see local in whs)

I'd actually prefer active mining though, if it had some kind of associated skill I might even do it as a profession myself.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Katalci
Kismesis
#11 - 2012-06-07 23:46:10 UTC
Simi Kusoni wrote:
(before someone says whs are dangerous, bots can see local in whs)

Whenever I see a bot, I'm always sure to taunt it in local so it can warp away and cloak.
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#12 - 2012-06-08 02:16:35 UTC
Simi Kusoni wrote:

(before someone says whs are dangerous, bots can see local in whs)
.



what? there is no standard local to see in WH space.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Velicitia
XS Tech
#13 - 2012-06-08 08:11:19 UTC
Simi Kusoni wrote:

I'd actually prefer active mining though, if it had some kind of associated skill I might even do it as a profession myself.


Agreed, but there needs to be some form of in-game protection mechanic that a miner can (partially) rely on because they're gonna be "too busy" to check local/dscan/overview as often as they should.

I'm not saying something to make in impossible to gank them ... but something to simply delay a would-be ganker long enough to give people a chance.

Terrible caffeine-deprived off the top of my head at 0400 ideas:
1. Asteroid belts are extremely dangerous (i.e. straight DPS) to non-industrial vessels. blah blah RP reason barges et. al. are OK in belts.
2. Non-Industrial vessels cannot WTZ on a belt (say ~50KM out is the best they can do ... "mining" frigates and cruisers exempted). Mostly because of point 1.
3. Non-industrial vessels have severely reduced sensor strength when targeting anything closer than ~50km to the belt location (i.e. the WTZ beacon).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

leviticus ander
The Scope
Gallente Federation
#14 - 2012-06-08 08:45:40 UTC
Simi Kusoni
HelloKittyFanclub
#15 - 2012-06-08 10:07:21 UTC
Barbara Nichole wrote:
Simi Kusoni wrote:

(before someone says whs are dangerous, bots can see local in whs)
.



what? there is no standard local to see in WH space.

The local list is still transmitted to the client in WH space, it's just hidden by the client after being sent. Hence, if you have a hacked client or a bot running via python injection (or w/e it is they use) then you can see the full local list.

Velicitia wrote:
Simi Kusoni wrote:

I'd actually prefer active mining though, if it had some kind of associated skill I might even do it as a profession myself.


Agreed, but there needs to be some form of in-game protection mechanic that a miner can (partially) rely on because they're gonna be "too busy" to check local/dscan/overview as often as they should.

That's a good point, but I suppose it depends how intensive the mini-game style mining is. Mining could easily be raised to anomaly-level difficulty, which provides only a ~10 second delay between a potential jumper jumping in and them being able to warp to your site.

(less if the ganker is any good and has been through a short time before and bookmarked your site.)

I'm not saying something to make in impossible to gank them ... but something to simply delay a would-be ganker long enough to give people a chance.

Velicitia wrote:
Terrible caffeine-deprived off the top of my head at 0400 ideas:
1. Asteroid belts are extremely dangerous (i.e. straight DPS) to non-industrial vessels. blah blah RP reason barges et. al. are OK in belts.
2. Non-Industrial vessels cannot WTZ on a belt (say ~50KM out is the best they can do ... "mining" frigates and cruisers exempted). Mostly because of point 1.
3. Non-industrial vessels have severely reduced sensor strength when targeting anything closer than ~50km to the belt location (i.e. the WTZ beacon).

1) Would finally kill belt ratting. Which, I must admit, is a terrible "profession" as is, but some people still persist in doing it and it does provide some amusing kills. (Even in low sec, the number of people belt ratting in low sec is horrifying. They must be making like 20m an hour.)

2) Again this would probably annoy belt ratters, although I suppose you could move the belt rats too so they hang around closer to the warp in point? Would you still allow players to warp directly to the belt itself if they bookmarked an item such as a wreck at the miner's location?

3) That would probably protect belt ratters a little too much, miner's might need some protection due to their tendency to more or less go completely afk, but a belt ratter at the very least always tries to warp out when you land. Giving the attacker's ship severely reduced sensor strength means they'd likely always escape.

All in all I'd say the best way would be to just not make active mining so horribly complex and involved that you can't even glance at local. Any other changes are difficult to achieve balance in, especially when you factor in that finding the miners in the belt takes time using directional anyway, and the fact that belts are involved in another profession that would be effected.

Still, I doubt CCP will ever go down the path of "active" mining either way. Although it's going to be interesting seeing what they do with ring mining.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Velicitia
XS Tech
#16 - 2012-06-08 11:25:09 UTC
Assuming that the minigame is hard enough to warrant some "protection" from the environment (and trying to rectify the points Simi raised)...

Let's say that the belts are now dangerous to non-industrial vessels within ~30 km of the belt's "pin". However, due to the inherent danger, no vessels can actually warp directly into the belt, so all vessels drop out of warp around there (or a little further out, but no more than ~45 km if you chose WTZ on the belt). Would be nice to have a "dynamic" warp-in point (kind of like getting stuck on a drag bubble). As a side note --> kill off the "ring" shape of the belts, and make them more like clusters of rocks, closer to the pin (mostly for "OK, we're 30k from the belt centre ... and 60k from any rocks ... and have to slowboat in barges).

Rats will still spawn/warp in, though will tend to stay outside the "danger zone", taking shots at anyone around. Rats may need to be looked at in order to have a minimum 30km effective range.

Now, a pilot can choose to slowboat it into the "danger zone". If they're in a combat ship, they'll absolutely need their tank running in order to survive here for more than a few seconds. Mining vessels are "OK", but still take some damage (let's say enough to warrant at least a small shield booster if you don't have good shield skills). Industrials should probably just stay outside and use tractors to get at the jetcans (or dump into an orca, obviously). If (and only if) you're in the "danger zone" will someone have a harder time of targeting you.

I think this covers most of the questions... though it's probably still terrible overall Blink

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

black cree
Utopian Research I.E.L.
#17 - 2012-06-09 06:36:56 UTC
I think there s some room for some creative thinking.

I dont know the precise Turing test to implement, but it should make life easier for bot hunters, creating a new profession.