One of the biggest problems with thread drift, hijacking and lazy titling is that it makes it awfully hard to go back and look at the veritable treasure trove of past threads. So, Cherek, I did suggest
bending the stat curves. Gorboth, there are suggestions to address these things and more. Cotillion, the problem with time-based combat rewards was
directed at you but never refuted or resolved. Hell, I imagine that most of what I am going to write was already covered better and more completely earlier, but seeing as I need to boost my post count to keep up with all the board-bots...
Brainstorming is great, but ideas are only improved by critique.
Four insantce, when it coems to Turing tetss, soemthnig that cold bee used is te fact that huamns can dcepiher magnled text prtty easliy if the frist and last lteters are coerrct. I imagine it is somewhat harder for non-native speakers, but having to code checks against a dictionary for corrections and contextual selection may be more work than reward. Then again, I may be missing something...
Kill stealing happens on the gaming plane of Genesis; it is the antithesis of roleplaying. When inhabiting one's character, kill stealing is an absurd concept, and it seems we do not have a commonly held player's agreement about it at a game level. Untangling that was part of what I wanted to discuss
here, but it could as easily be it's own thread.
It's no accident that Cherek used herb-botting as his shades of grey, as everyone pretty much agrees that herbing is a separate activity, easily coded and too boring to actually do otherwise.
Improving mechanics and perhaps more importantly
integrating herb and other component gathering into adventuring is the biggest and best solution.
As for those botting to grind, I think that changing the rewards so that the low risk encounters do not grant much experience, while the kind of risky
encounters that require planning and attention pay off huge, especially coupled with a minuscule chance of insta-death crits in all fights would probably limit this quite effectively.
In so far as guild advancement, brute and botting were brought up, that should be
fixed too.
I would also imagine that botting might be lowered by things that cut down on the utility of legitimate triggers, like altering
specials, such that they are game-automated, queued or perhaps even if the execution or recovery timers were based on the ready message, not the command issue time.
Lastly, and perhaps most importantly, what is the problem with botting? On the one hand, some of this is tangled deeply into the huge character power imbalance, and could be improved be working on that. On the other, it seems to me that "responsive to wizards" isn't actually what we want here. It might be interesting to do something similar to the inventory event, to start tracking character incidence and interaction numbers and percentage by character. Hell, it might be useful just to say you are.
The preceding collection of words was presented by Strider's Player.
Any meaning you ascribe to them is most likely due to lucky happenstance or your misinterpretation.
If you'd prefer Strider's opinion, you'll probably have to ask for it in game.