ChairGraveyard wrote: »"Guaranteed no timer would ever get rid of the bots - all bots HAVE is time."
Your negativity is poisonous.
I voted yes, mainly because I don't really craft in the first place.
Facts aren't negative. Bots will NEVER EVER be affected by a timer in the way you people seem to think, PERIOD.
Timers only affect legitimate players. Not bots. They are therefore one of THE STUPIDEST WAYS TO COMBAT BOTS.
Just because you're ignorant of all this doesn't mean any of it is "negative".
They will if it is not longer profitable.
ChairGraveyard wrote: »See this is where your assumptions are DEAD WRONG.
Even if the timer was 1 week per node, it would still be worthwhile for BOTS because BOTS have nothing BUT TIME.
This is not rocket science. I guess it's obvious as heck to anyone that knocks jack about bots, but for newbies timers must seem like some sort of holy grail of ways to combat bots.
In fact, it does precisely nothing ever.
This is appropriate - for me and the other people in the thread that aren't totally ignorant of anything to do with bots, and realize how much your idiotically pathetic suggestion would ruin this game, and meanwhile do NOTHING TO BOTS.ChairGraveyard wrote: »See this is where your assumptions are DEAD WRONG.
Even if the timer was 1 week per node, it would still be worthwhile for BOTS because BOTS have nothing BUT TIME.
This is not rocket science. I guess it's obvious as heck to anyone that knocks jack about bots, but for newbies timers must seem like some sort of holy grail of ways to combat bots.
In fact, it does precisely nothing ever.
What they could do is reduce the quality of drops you get from a node every time you collect from it and have it reset after a few hours of non-collection of the node. After a few attempts all you would get is worms and bug parts.
Another option would be to make the spawns instanced and then the OP's idea would work nice. You won't hurt the innocent people and the bots would eventually be waiting days to collect from a node.
There is no game mechanic solution to bots that lacks collateral damage like this. Bots will always be present until dealt with by direct GM intervention. Clinging desperately to timers, diminishing returns and other anti-fun, anti-player design decisions just bleeds the game dry of its enjoyment until people start quitting because rewards aren't worth it anymore.
Lockout timers are a slippery slope. We've got them on dungeon bosses and it's already an amazingly bad implementation that harms legit players as much as it does bots. Any cooldown of sufficient length to dissuade bots will impact legitimate players.
There is no game mechanic solution to bots that lacks collateral damage like this. Bots will always be present until dealt with by direct GM intervention. Clinging desperately to timers, diminishing returns and other anti-fun, anti-player design decisions just bleeds the game dry of its enjoyment until people start quitting because rewards aren't worth it anymore.
People seem to be caught up arguing how exactly the bots work, but all of the described methods are present. Bots follow node patterns with and without client manipulation to teleport between them. Bots sit in one place and cycle through multiple characters, clients and accounts to phase switch and harvest. Bots chain together and run patrol routes killing trash mobs. Cracking down on any of these mechanisms presents collateral damage to legitimate players in some way, and to me that's an unacceptable option.
A fast line for getting bots reported, investigated and banned does take more work on the part of the GM team, but it's the only solution that doesn't impact players negatively by passive-aggressively diminishing rewards and adding timers where they aren't needed.
Are the bots particularly dense in certain areas I've not played? I've got level 30+ characters on all alliances, with more time spent on AD than anywhere else, and there seem to be no real issues with harvesting nodes in Auridon, Grahtwood, Greenshade, Malabal Tor or Reapers March. I'm just honestly wondering where the zones are where "it's so bad you can't get resources at all" because I haven't seen it myself.
I don't agree that instancing resources to the player is a good solution, but do agree that the technical issues with it would make it extremely difficult regardless of efficacy. There are player instanced quest items though, so it's not out of the question.
If there must be a timer in the method you describe by trying to limit it to only botting activity, bots will most likely simply change their habits to fall in line with regular player activity and spread it out over more characters. I'm sure that saying this will be construed as advocating doing nothing to stop bots, but any sort of timer mechanic that has leniency will get exploited no matter what you do and make the timer itself ineffective.
The GM presence isn't as light as you seem to think, but some more info from Zenimax would be welcome. It seems like from the GM sighting accounts around the net they've got a few dedicated GMs staking out each alliance's zones for bots, excluding the occasional bot witch hunt system message event.
Just limit the amount of 'yellow' resources you can get from refining raw resources per toon per day. Each 'yellow' resource you get from refining should lower your chances of getting another one for that day to the points where its almost zero. (same for purple and blue but takes longer to get to the limit)
At least they are really doing something. Most games I played the devs act like the bots aren't even there or they do something way after its too late and their player base leaves. Aion is a perfect example of that. They waited too long to stop the bots and they literally took over chat in the game to where it just isn't useable.SunfireKnight86 wrote: »They need to stop focusing on gold sellers altogether. I've never seen a developer more concerned with stopping cheaters/spammers than rewarding real players.
Seriously. If they feel this strongly about it make a separate department to deal with it. It feels like their devs and customer service reps have a one track mind.
Alpha_Protocol wrote: »Put a timer on gather rates. If a character gathers more than X nodes in X minutes all nodes are account locked for X minutes.
De spawning an entire area would affect everyone not just the bots.
"Guaranteed no timer would ever get rid of the bots - all bots HAVE is time."
Your negativity is poisonous.
I voted yes, mainly because I don't really craft in the first place.
MasterSpatula wrote: »Riiiiiiight, because leveling Enchant with the current number of Rune nodes and respawn rate is far, far too too much of a cakewalk.
"Guaranteed no timer would ever get rid of the bots - all bots HAVE is time."
Your negativity is poisonous.
I voted yes, mainly because I don't really craft in the first place.
Make nodes have a spawn offset, basically they randomly spawn in a small area. So bots get stuck farming thin air while the node is right behind them.
ChairGraveyard wrote: »Guaranteed no timer would ever get rid of the bots - all bots HAVE is time.
Timers hurt legit players, not bots.