Recently we have reversed some various parts of the client which stores flags triggered in memory regions which are protected. Depending on your operating system you can unprotect these special regions of memory and read its information, but then this triggers another event which automatically disconnects your account.
The bytecode (for the technically savvy):
0: invokestatic
3: astore_1
4: getstatic
7: ldc
9: invokevirtual
12: getstatic
17: invokevirtual
20: aload_1
21: ldc
23: iconst_0
24: anewarray
27: invokevirtual
30: pop
31: aload_1
32: invokevirtual
35: astore_2
36: aload_1
37: ldc
39: iconst_0
40: anewarray
43: invokevirtual
So what does all this mean and how does this affect you?
Well we've found that reaction time is one of the leading causes of bans followed closely by mouse movement. Reaction time:
As a player normally plays a game, their reaction time slowly decreases set by fatigue. We urge scripters to write scripts which slowly start becoming less and less responsive as the script continues. At around the 4-5 hour mark, the script should no longer run. Cutting trees, mining rocks, attacking the next monster, all should get slower. Mouse Movement:
It appears that most bots use a normal distribution in their algorithms for their mouse movements while natural players use something closer to a modified poisson distribution. Every four game ticks the point of your mouse is recorded, hashed, and sent to the game servers for analysis. It takes approximately 1,000 requests to re-create your movements on the server, which is equivalent to approximately 3 hours of gameplay.
From the bot client perspective we will be quickly re-writing our mousemovement event algorithms while we start to work with script writers to evaluate script detection points (such as reaction time).
Thank you for your understanding and we hope to be the first client to lead the way in this new era of bot detection!a