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Skyforge & VirtualPress
Posted: Tue Jul 21, 2015 2:21 pm
by 3cmSailorfuku
Now this is a weird one.
When I'm trying to send inputs, they work for exactly 3 times, after that the game does not take any more inputs for that button until I physically hit it so it presses it again for another 3x times until it locks up again.
I've already tried Holding & Releasing with and without time inbetween and it all gives me the same result. Has anybody else tried sending inputs to Skyforge? I honestly don't know if I'm doing something wrong or if the game is deliberately trying to stop it after x amounts.
Re: Skyforge & VirtualPress
Posted: Tue Jul 21, 2015 3:54 pm
by BlubBlab
Funny I saw some videos about it I will download it (by the way I tested also EOS a few days ago)
Re: Skyforge & VirtualPress
Posted: Tue Jul 21, 2015 7:06 pm
by Administrator
I had actually intended to maybe do a short video on this game, explain some things about how the game works and how we might go about botting, stuff like that. But, I've been so busy lately I can't even keep up with what's already on my plate. Besides that, I've had to do so much talking lately I've pretty much lost my voice so a video probably wouldn't be the best right now. inb4 "LOL you sound like a boy."
It's fun, but I worry if it'll get stale after awhile. It's not really open world, and your actual interactions with other players are limited. The amount of sparks you can earn within a week are capped and the way prestige works may make it a bit difficult to grind sparks. It'll take some thinking.
Now, back to the topic at hand. I'm not sure about how the 3 false inputs are being ignored. I've seen in some other games that they might block certain false input but allow others (Perfect World. Targeting would not work, but if you had a target all the skills and such would go through), and that they do this to inhibit botting. This may possible be the same deal. It should, theoretically, be possible to patch the opcodes and get around it. I don't think there's any cheat detection software, is there?
Re: Skyforge & VirtualPress
Posted: Tue Jul 21, 2015 7:49 pm
by BlubBlab
There was no extra software which was installed but that doesn't mean anything PoE busted a lot of people by simply checking if a debugger was attached.
The game itself looks and feel a looks like an ego-shooter I didn't check it but I'm sure it is either the cyteck or the unreal engine. A loot of MMORPG's seems to base on them recently. ArcheAge also based on the unreal engine which explain a lot why I had the feeling playing a modded single player game. For the games I would say:
Blade & Soul > Skyforge > Echos of Souls(had some crap shield). I think B&S will to 50% also have something to prevent botting
Skyforge grinding is kinda difficult because similar like NW you need go through changing quests
Re: Skyforge & VirtualPress
Posted: Wed Jul 22, 2015 6:10 am
by 3cmSailorfuku
Administrator wrote:
Now, back to the topic at hand. I'm not sure about how the 3 false inputs are being ignored. I've seen in some other games that they might block certain false input but allow others (Perfect World. Targeting would not work, but if you had a target all the skills and such would go through), and that they do this to inhibit botting. This may possible be the same deal. It should, theoretically, be possible to patch the opcodes and get around it. I don't think there's any cheat detection software, is there?
It's not so much that it blocks the inputs, it allows them and then prevents them after the key has been sent 3 times until I physical hit a key again. Which is kind of a shame, because I was working on a heuristic Lightbringer bot that follows other players in dungeons and buffs them and when I had nearly everything done, it would fail on sending the keys properly.
BlubBlab wrote:There was no extra software which was installed but that doesn't mean anything PoE busted a lot of people by simply checking if a debugger was attached.
PoE actually always had a form of anticheat enabled on the client and server, even since the closed beta ~2012. But back then and up until now, it was used to actually analyze exploits without much focus on botting.
You can probably dig up that one article of that guy who had found an exploit back in the day that would let him reroll a piece of equipment unlimited times, who made a program to reroll it into a 6L which took a shit loads of attempts until he got it and instantly had it removed by GGG.
Re: Skyforge & VirtualPress
Posted: Wed Jul 22, 2015 7:13 am
by BlubBlab
Did you try to press the buttons in some other way? I mean there is more than 1 way.
Re: Skyforge & VirtualPress
Posted: Wed Jul 22, 2015 11:25 am
by 3cmSailorfuku
BlubBlab wrote:Did you try to press the buttons in some other way? I mean there is more than 1 way.
You can't click your skills if that's what you're hinting at
Re: Skyforge & VirtualPress
Posted: Wed Jul 22, 2015 11:31 am
by BlubBlab
I mean non virtual . By the way is virtual the same method that autohotkey use ?
One more I know is when your keyboard has an programmable interface for its macros than you can reroute the keyboard input.
Re: Skyforge & VirtualPress
Posted: Wed Jul 22, 2015 11:50 am
by 3cmSailorfuku
BlubBlab wrote:I mean non virtual . By the way is virtual the same method that autohotkey use ?
One more I know is when your keyboard has an programmable interface for its macros than you can reroute the keyboard input.
It's the same thing, also Autohotkey can use PostMessage or SendMessage. MM2 uses PostMessage.
Re: Skyforge & VirtualPress
Posted: Fri Jul 24, 2015 8:34 pm
by lisa
So is the game any good?
Re: Skyforge & VirtualPress
Posted: Fri Jul 24, 2015 10:05 pm
by Administrator
It's fun, and will fit nicely into a casual schedule I think. The nice thing is that you can chance classes at any time without any real negatives.
Re: Skyforge & VirtualPress
Posted: Fri Jul 24, 2015 10:58 pm
by lisa
K I might d/l it tomorrow and give it a go =)
Re: Skyforge & VirtualPress
Posted: Sun Jul 26, 2015 8:23 am
by BlubBlab
I played a bit more last night it was better than expected.
I had some similar problems like that with virtualPress. I had when I started my gamepad pluged in because it wasn't calibrated I unpluged it while running the game.
After a while I couldn't use my skills anymore until I restarted the game.
Re: Skyforge & VirtualPress
Posted: Wed Jul 29, 2015 12:13 pm
by BlubBlab
3cmSailorfuku wrote:BlubBlab wrote:I mean non virtual . By the way is virtual the same method that autohotkey use ?
One more I know is when your keyboard has an programmable interface for its macros than you can reroute the keyboard input.
It's the same thing, also Autohotkey can use PostMessage or SendMessage. MM2 uses PostMessage.
I also think the input source will somehow. It is hard to press a button and see what reaction it cause so I used my misalignment gamepad to simulate press forward while I used CE(yeah and game freeze) I found at least 3 flags which go on/off with the use of the button forwards(I also tested than with W). The amount of vars included with the gamepad itself were 385 if I filter down to W it still were 50-80 vars at least.
Alone the amount of flags show that there is something which checks if the button is down or not and go through multiply checks. Hm maybe the numbers of flags has todo something with your other 3 . I'm not sure if I found everyone but perhaps you should try overwriting those flags to the value it should be after you pressed the button.
At least that would be a variant you could use with MM2
Re: Skyforge & VirtualPress
Posted: Fri Aug 14, 2015 12:27 pm
by BlubBlab
The Skyforge has a new feature it detect attached debuggers and won't let you in / close game.
Re: Skyforge & VirtualPress
Posted: Sat Aug 15, 2015 1:36 am
by Administrator
I've been hearing about people cheating (somehow) in the PVP, so that very well could be one of the things that prompted them to take such actions.
Re: Skyforge & VirtualPress
Posted: Sun Aug 30, 2015 8:44 pm
by BlubBlab
Administrator wrote:I've been hearing about people cheating (somehow) in the PVP, so that very well could be one of the things that prompted them to take such actions.
I can only tell it was Skyforged own debugger which complained about it. I did some pvp I met a tank which is pretty much unkillable but he was a real monster tank with 24k prestige. The game is very addicting but also cause a lot of frustration in many cases the random teams gets reorganized(people leave/get kicked) multiple times until the endboss lays, starting with 2.7K the game difficulty starts to go nuts it feels like playing DP on level 80th solo and the spark limit is so big that I haven't hit it with 8hours *7 days this isn't the slightest causal.(whatever people like).
In sum it feels like a pro-gamer MMO you need a high frustration tolerance and a lot of time.(by the way the pvp matching is completely random)
Okay I have also 2 question:
What are the white sparks in the class tree ? (Argents?)
Any tip for the ancient golem in Nedda's training ground ?
Re: Skyforge & VirtualPress
Posted: Sun Aug 30, 2015 9:53 pm
by Administrator
BlubBlab wrote:
What are the white sparks in the class tree ? (Argents?)
Class sparks. Once you reach the "Path of the <whatever>" node in that tree, you'll begin getting sparks specific to that class. Those white sparks then can only be used to further upgrade that class.
Any tip for the ancient golem in Nedda's training ground ?
I don't remember that specifically. Try using a different class, or come back with higher prestige.
Re: Skyforge & VirtualPress
Posted: Mon Aug 31, 2015 12:43 am
by BlubBlab
I mean those ressources:
It says bonus luck I already tried the class specific sparks. The only thin I could think of are argents or some very specific stuff out of invasions.
( I tried the yellow universal also)
Re: Skyforge & VirtualPress
Posted: Mon Aug 31, 2015 1:22 am
by Administrator
I didn't know you were German. Though I guess that wasn't such a stretch, since a huge portion of this site's traffic comes from Germany.
Anyways, I think those are something you get after unlocking god form (at around 32k prestige).