Hell, I wouldn't mind spending 10 seconds on each nodes, if I got 10 or 15 items (or 4 / 5 runes).
VampiricOmen wrote: »While this suggestion initially looks good, I have one counter argument that I believe should be considered when implementing changes to the game such as this. Remember that not everyone is able bodied, and while they are a minority in gaming, disabled players generally play games as there isn't much else in life that they find enjoyable. I'm not sure how disabled player friendly ESO really is, but I'm sure they are out there.
By introducing quick time events or anything that requires the player to have a reasonable amount of fine motor control, there is potential for the disabled player base to be alienated from that portion of the game. This in my opinion, is not something any game developer should do.
Already, locked chests provide a need for a reasonable level of hand to eye coordination. Nobody is saying you must open chests to progress in the game, but they are a nice little reward for those with the patience and skill to unlock them. Now, someone without that fine motor control might find locked chests too frustrating to bother with attempting. As a small, optional part of the game, this doesn't prevent disabled players from enjoying the rest of the game's content.
Crafting is perhaps one of the few things in this game that does not require serious micromanagement of the mouse pointer location or sequenced button pressing, and also it provides hours of entertainment with both harvesting nodes and crafting goods. To increase the difficulty of harvesting nodes in the spirit of deterring bots will also very likely deter disabled players. That isn't fair. The combat is likely hard enough as it is and making crafting more difficult too would make me want to quit if I had fine motor control problems. I'd rather deal with the issues bots entail than to impact other players in such a way, but that's just my opinion.
Granted, it could affect those people, but considering the way combat works in ESO, and how fast reaction and eye/hand co-ordination is, without meaning anything bad by it, ESO is probably not the best game for them to start with .
I have my own little eye/hand co-ordination issues, when things get too fast, I simply "panic" for a lack of better words, and use the wrong keys. Yet, for chests, I have no issues at all. I do see your point though, but like I said earlier, it does not have to be hard or extremely fast, as long as the rewards gained are adequate .
The sole purpose is to break the possibility of automated gathering, nothing more. What I suggested were only suggestions/ideas on how this could be implemented using already present game mechanics, or things not really hard to implement in an MMO .
I personally HATE actual fast quick time events, I screw them up pretty much all the time . But I'd still prefer that than bots ^-^
I have my own little eye/hand co-ordination issues, when things get too fast, I simply "panic" for a lack of better words, and use the wrong keys. Yet, for chests, I have no issues at all. I do see your point though, but like I said earlier, it does not have to be hard or extremely fast, as long as the rewards gained are adequate .
Woolenthreads wrote: »
*hi-fives squishy* Bound Armour on 1, Clannfear on 4 with active attacks on 2 and 3 and I still desummon either the armour of the critter. I had to move the ultimate because I kept triggering it in battle accidentally. I'm considering shuffling all the keys around because of the "panic" battle-effect .
Woolenthreads wrote: »On the original subject random 2-line draw left-to-right and back again with dots randomly spotted top-middle-bottom to guide. Also run as a minigame straight from the pc.... no, because then they'll just send the success code *sigh*.
What you don't seem to understand is that the bots 'see' the commands the client receives so the bot 'knows' or can calculate the correct response.I could see some patterns/symbols for runes, that have random markers on them (let's say 12 possible markers) with a random 3 to 6 choosen by the server. The player would then have to push the same markers in the same order to succesfully gather the rune, but be allowed 1 or 2 mistakes. A perfect score would increase the drop rate.
What you don't seem to understand is that the bots 'see' the commands the client receives so the bot 'knows' or can calculate the correct response.
They can read all of the client's memory, they can 'see' what's in the graphics display (to some extent even using modern gfx cards), there's nothing the server can tell the bot to do that the bot can't see .. and 'flying' bots are a result of the bot changing the game client's memory, as does the ability to disable clipping to allow them to move through solid objects.
Woolenthreads wrote: »Also run as a minigame straight from the pc.... no, because then they'll just send the success code *sigh*.
What success codes? It doesn't matter, since the interaction/mini game would be chosen at random, knowing the solution would not be an issue, since you'd only get one try at it .
when things get too fast, I simply "panic" for a lack of better words, and use the wrong keys. Yet, for chests, I have no issues at all.
lavendercat wrote: »i am really struggling with the chests though. every time i have a lockpick, i start with a simple chest. so the little lever thing is hovering above one of the.. pins.. and i push it down until it wobbles.... thats about as far as i get. either the pick will break or i run out of time.