navrocky / urtconnector

Automatically exported from code.google.com/p/urtconnector
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Bot-based filters #134

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Would love to see the ability to filter results based on presence/number of 
bots in the game and likewise for real humans excluding bots.  I presume access 
to player GUIDs is not given by the query interface, so we can't check for 
bot-like GUIDs (BOT1, BOT2, etc.).  But even just filtering based on ping == 0 
would be enough to remove most of the garbage servers that ONLY have bots on 
them.

Clients should be able to set filters that operate on players/bots 
independently, making it easy to specify criterion like >0 real players, 0 
bots, etc.  Ideally, the player count should distinguish between the two as 
well, but that's a bonus rather than a must-have.

----

Bots are seen as a necessary evil to inflate the appearance of activity to 
invite real activity but they equally contribute to the problem by lying about 
real server activity and making us dig manually for real players who are 
consequently spread out among bot-laden servers.  The worse part is that badly 
configured servers never bother clearing out those bots even when real players 
are around and those servers falsely look more attractive than servers with 
more real players and fewer bots.  This promotes wider distribution of players 
among the servers to everyone's detriment, such that well-configured servers 
with good map variety etc. can never compete with servers that always have bots 
and cycle the same boring 3 maps over and over, or simply use an obscene number 
of bots even while several humans are online.

Server browsers have the ability with the right filters to bring good servers 
back into the spotlight so that at least some communities can grow and improve, 
while coercing bot-laden servers to be a little more fair to more concientious 
servers by using bot quotas instead of ever-present quantities or even applying 
a little creative server monitor usage to give non-bot-supporting maps airtime, 
adjust bot quantities dynamically, etc.

Right now, whoever uses the most bots and/or masks their bot-ness best wins and 
by wins I mean suckers in a few players for long enough to teach them UrT is a 
dead game full of bot-only servers, and finding better isn't worth their time 
if it's even possible.  In the end, everyone looses, because while almost no 
one will join an empty server, there are only slightly more people who will 
stick around in a server with only bots.  The picky players must then follow 
after the careless/clueless players, and that growth can never migrate to 
better quality servers.  Servers are rewarded for catering to the lowest common 
denominator with no penalty for giving a shitty experience to the wider 
majority of their audience.

Even if UrTConnector is not in a position to truly combat that overall dynamic, 
it could at least enable its users to seek out the special few servers that 
perhaps only occasionally manage to fill up with real people and keep or at 
least turn the bots off.

Original issue reported on code.google.com by HonoredM...@gmail.com on 29 Dec 2013 at 11:20