What almost all aim bots are missing
Hello community, I've been using hacks and doing ones myself for ages, and what almost all automation tools/bots miss is the human naturalism factor AKA slight randomization factor. It can be though of in the light of the difference between theoretical and actual digital signals with respect to attenuation, as in the following graph

the point is, nothing is a straight line, everything we do is zig zagged, everything has slight distortion and randomization, so if we're making an automated bot to imitate us, why not take a step further and make it a perfect one?
The algorithm can be fairly simple and can be applied in way more parts and not only for aiming bots, but for everything that is intended to be done by humans but done by programs instead;
• Aim Bot precision randomization factor, can be looped with a new seed or can be a fixed sequence of factors for optimization if whatever language RotMG uses allows it. Maybe normal loop optimization hacks can work. It very basically means that shots shouldn't always land 100% accurate if an enemy is moving with varying speed, it can take us normal humans around 30 cups of caffeine to be able to do this, or just a die-hard, no-lifer suicidal player xD
• Aim Bot randomized firing delay, includes early firing and late fire release, nobody can tell when an enemy dies to instantly release fire even with HP bars... Right?
• Aim Bot averaged precision, it makes no sense when you see someone aiming at a flying entity perfectly that suddenly crazes around! We can't have such a super-duper attention level specially when there's a lot of artifacts and particles flying around, moreover sometimes you even lose sight of your cursor lmao
The algorithm for most of them is fairly simple, the only problem can lie in actually generating the random numbers as sometimes pseudo-randoms can be a head in the butt, but system ms as a seed is always a good idea. My main client is 059 so I hope to see something like this implemented soon in it =D

the point is, nothing is a straight line, everything we do is zig zagged, everything has slight distortion and randomization, so if we're making an automated bot to imitate us, why not take a step further and make it a perfect one?
The algorithm can be fairly simple and can be applied in way more parts and not only for aiming bots, but for everything that is intended to be done by humans but done by programs instead;
• Aim Bot precision randomization factor, can be looped with a new seed or can be a fixed sequence of factors for optimization if whatever language RotMG uses allows it. Maybe normal loop optimization hacks can work. It very basically means that shots shouldn't always land 100% accurate if an enemy is moving with varying speed, it can take us normal humans around 30 cups of caffeine to be able to do this, or just a die-hard, no-lifer suicidal player xD
• Aim Bot randomized firing delay, includes early firing and late fire release, nobody can tell when an enemy dies to instantly release fire even with HP bars... Right?
• Aim Bot averaged precision, it makes no sense when you see someone aiming at a flying entity perfectly that suddenly crazes around! We can't have such a super-duper attention level specially when there's a lot of artifacts and particles flying around, moreover sometimes you even lose sight of your cursor lmao
The algorithm for most of them is fairly simple, the only problem can lie in actually generating the random numbers as sometimes pseudo-randoms can be a head in the butt, but system ms as a seed is always a good idea. My main client is 059 so I hope to see something like this implemented soon in it =D

