Bots always find a way. Though I haven't encountered any in ESO yet.
That works nicely... On a single player game but, if you care about Economy for example... Will you be able to compete against other gatherers without an addon like this?Just because it exists and some people can save a skillpoint or two as a result it doesn't mean you have to as well, be an individual, play your own way.
The problem is a qualitative one... Do you go around on public terminals leaving your username behind? Doesn't matter how "tight" you want to keep your security... Tell me, the same user, been carefull in the same way... How hard would be to breach his/her account with his handler been public, compared to a situation were his/her handler was private?The third one is countered by the player taking responsibility for their account security. Not downloading keygens, not using the same password as they use on any website or their email account. A new email specifically for ESO. There are so many things a player can do to ensure their account security that despite the fact that I would prefer my character name being shown/used ingame I have no concerns about my account safety as a result.
ragamerb16_ESO wrote: »- Map Location Additions. Like nodes, skyshards, etc.... This work by creating a high precission coordinate system. This is the prerequisite needed for automated navigation (ie bots). This information in game basically removes the needs to invest into some Skillpoints.
Create Serverside checks to allow ONLY players that have invested skillpoints into node visibility to access "extended" information (And rework this "visibility" to offer variety for ppl dedicated to gathering... And establish limits on how much info a given set of Skillpoins yield). This is a very important decission as the "rate of gathering" have a lot of impact on the Economy of a game... And anything that eases the creation of Bots needs to be removed from any game ASAP, IMO.
- Dynamic Recipes. Alchemy discovery gameplay is atm disabled completely by another in game database addon... Devs should decide if they want to keep this aspect of gameplay or simply put all properties of plants visible.
- Player Handler Visibility. This is not strictly game-breaking but a concern about security... Due to the poor decission of Zenimax to make publicly visible part of your login information (The account handler) coupled with how easy for an addon is to gather massive ammounts of player handlers
this will have an impact in the frequency of security related events. This is better handled by doing what any company concerned about the security of their custommers would do, which is having a username for login independent of the public handler any1 else sees but... As I think it's already too late for that, maybe controlling how addons access player handlers could help at diminishing this effect (It's hard to do... Because handlers are visible at very different points into the API, and the info is required for basic features to work, like invites, chat & guild functionality).
deep.orcaeb17_ESO wrote: »Can't believe it, another thread about "GAME BREAKING" stuff...
"disables a basic gameplay mechanic" - what those addons broke for you? You had to install them? Threads like this are some kind of special olympics discipline...
THE END IS NEAR!!!
- Player Handler Visibility. This is not strictly game-breaking but a concern about security... Due to the poor decission of Zenimax to make publicly visible part of your login information (The account handler) coupled with how easy for an addon is to gather massive ammounts of player handlers
Actually addon can hack your PC, Addon's are 3rd party program that can have secondary program call a registry key virus wich will aloud them to get acces to your account and i speak from experience.
No, it really doesn't. Mods which note these nodes on the map only tell you that there was something there at some point in the past. It doesn't tell you there's something there now. The skillpoints you invest make it easier to see if there is something there now. This does not change because you have a map of where something has been found in the past. In essence, a mod that shows this information on your in-game map (or even compass) is simply a way of doing something in-game that is perfectly possible out of game - drawing your own map, or getting given one by somebody else, or looking up a node map on an external website.
I would like you to explain this, because, if an addon is capable of getting my login name, this is disturbing, especially if, as you seem to be implying, an addon someone else is running could get my login name, along with anyone else they happen to bump into in-game.
ragamerb16_ESO wrote: »The "note on the map" is a coordinate of a potential site of an item... Active nodes are ALWAYS on any of those locations.
Suppose that you want to look for a specific material fast... What would you need to ellaborate an optimal route that visited each potential node on your "patrol" area?
As a human beign, could you compete with an optimized route like this?
It's already happening, you just need to pay attention... There are other factors involved in my report but the 1st step is having a perfectly accurate static navigation mesh of points of interest
That's the key difference between having the same information in an independent site / aplication than from having it directly accessible by your client's coordinate system.
Depends exactly on what I want to do. I have certainly had no problems farming for mats due to bots.
I don't understand why you can't talk about a report...
Jadeviper1974 wrote: »As as far as the map location stuff, I disagree for a different reason, that being its not actually that convenient, the locations are uploaded to your world/area map and frankly there are so many of them that just after running it for a couple of days it is causing a great deal of clutter on my map. Also, since these loc's aren't displayed on a mini map you are switching back and forth between the map and game to see if you are close. What I use it for is to get to areas that may have a larger concentration of items, but like I said there are so freaking many nodes that even that is becoming less useful.
I don't understand why you can't talk about a report...
ragamerb16_ESO wrote: »I don't understand why you can't talk about a report...
Because a detailed report include player names and ways to exploit the game...
...As my concerns about the activity (In particular the generalized use of that "activity") were what made me do the report itself...
...Would you comment publicly the details about it so more ppl were inclined to do the "activity"?
I don't.
BlackTinuviel wrote: »Jadeviper1974 wrote: »As as far as the map location stuff, I disagree for a different reason, that being its not actually that convenient, the locations are uploaded to your world/area map and frankly there are so many of them that just after running it for a couple of days it is causing a great deal of clutter on my map. Also, since these loc's aren't displayed on a mini map you are switching back and forth between the map and game to see if you are close. What I use it for is to get to areas that may have a larger concentration of items, but like I said there are so freaking many nodes that even that is becoming less useful.
This doesn't mean you need to remove the ability. You can stop using addons you don't like. I'm sure that addons in the future will add filtering features to help to.
Truth is, you can do everything known to man to stop botting or scripted programs, but they will always work out a way around it.
That's the whole point of computer programming, it gets better as time goes on.