Page 8 of 10

Re: I'll kick your bot!

Posted: 10 Sep 2012 10:36
by Avatar
bromen wrote:Just have the engaged npc's flagged so entering combat with them isn't possible unless you're in a team. Solves kill stealing botters.

Increase the amount of fatigue per combat. Have a multiplier per 10, 20, 30 rooms traveled to and increase the multiplier if combat
has been engaged.

Have thirst level give a negative effect on fatigue. I've been at quite a lot more for most of my toon's existence and it doesn't make
sense to be extremely alert if I'm dehydrated.

Have some areas where you have to stop and search for something to move on.

Easiest idea I can think of is to change the exits of the most botted spawns to something else. Instead of sw, change it to back, out, or
crawl etc. You can have an ongoing randomization of which singular rooms per domain change in their exit which forces botters to
actually play to make sure their code is accurate.

-B

This reminds me of the gaming industry, where they, to fight piracy, implement security features, that end up harassing the legitimate customer. I can see where you're coming from, with these ideas, but I think they end up punishing a lot of people that actually does play the game, the way it is supposed to be played.

It just makes it more of a hassle, seeing as people play with clients, and the numpad tend to be programmed to make the characters move north, south, east, west, southeast etc. whenever you hit a specific key.

Re: I'll kick your bot!

Posted: 10 Sep 2012 13:50
by cotillion
It'd be fairly easy to split experience based on the time spent in combat against the foe.
It even makes sense.

Re: I'll kick your bot!

Posted: 10 Sep 2012 15:22
by Amberlee
cotillion wrote:It'd be fairly easy to split experience based on the time spent in combat against the foe.
It even makes sense.
I think this one needs to be explained a bit more.

Re: I'll kick your bot!

Posted: 10 Sep 2012 15:59
by Aimee
Hey Cot,

That is an excellent idea. A new MMORPG, Guild Wars 2, has implemented this type of system. Essentially it works by determining how much effort you put into killing the NPC and then gives you experience based of that effort.

For example, if you engage the NPC at feeling very well, and fight the entire time to the death, you would earn full xp. If someone came into the room and attacked the same NPC at Barely Alive they would earn a % of experience based on how much health/time in the fight was left.

I think we would want to base it off time fought the npc rather than damage dealt. That way if a myth comes in and a vet was fighting the NPC the myth does crazy damage and so earns full xp while the Vet, who fought from the start, gets less.

Really neat idea and would remove this whole concept of "kill stealing" because you'd still get xp for the fight even if someone else comes in and kills it one you.

Aimee

Re: I'll kick your bot!

Posted: 10 Sep 2012 16:03
by Laurel
Fair solution, just one issue:

someone soloes TTrolls
a team of 3+ comes in and kills all the trolls s/he was fighting, moves on
kill-stealing at it's best - the 3+ did the majority of dmg anyway


Sidequestion:

who are all those botters and kill-stealers?
how often did they bot and kill-steal since Gorb's recent focus on the issue?

Coppers Are Devalued; Here's More Than Two

Posted: 13 Sep 2012 23:48
by Strider
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.

Re: I'll kick your bot!

Posted: 14 Sep 2012 00:04
by Cherek
Strider: Good post. You summarize many of the things we have spoken about earlier and raise some interesting questions.

Interested in wizzing and coding some of those changes? :)

No really, are you? Because thats probably the main problem right now, which has also been discussed recently. How to find active wizards who have the time and energy to first learn on their own, and then dive into this type of more advanced coding.

Re: I'll kick your bot!

Posted: 14 Sep 2012 00:26
by Amberlee
Cherek wrote: No really, are you? Because thats probably the main problem right now, which has also been discussed recently. How to find active wizards who have the time and energy to first learn on their own, and then dive into this type of more advanced coding.

That, and the admin having problem relinquishing control of the game to other people who may actually DO something..

Re: I'll kick your bot!

Posted: 14 Sep 2012 07:19
by Makfly
amberlee wrote: That, and the admin having problem relinquishing control of the game to other people who may actually DO something..
Just come out and really say what it is you want to say.
Explain what you mean, because these convoluted attacks on the Admin just make you seem like a bitter person raging against imaginary slights.

Re: I'll kick your bot!

Posted: 14 Sep 2012 15:40
by Cherek
Amberlee: These days with few active wizards I'd say that if you know how to code and dont need to be taught, and have a good idea, chances are that you can make it happen pretty quickly.

I dont know about your experiences from the past, but as a current wizard I can say how things are now. If someone wants to take charge and do something useful its quite unlikely anyone is going to stand in your way.