All I can say is, "this is what happens when you make your resource gathering 'system' consist of finding static resource node locations."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.
With regards to Zenimax using your handle in game I see no issue, the username has never been part of any system security, the security of your account resides in your Password.
This whole thing could have easily been designed from the ground up to have dynamic resource densities on a tile-by-tile basis that re-appropriate their resources on a daily/weekly/monthly basis. That would virtually eliminate the usefulness of said addon, and also be a much more fun system for the player! But, I must get off my soapbox now.
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.
ragamerb16_ESO wrote: »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...
The answer is a resounding YES!As a human beign, could you compete with an optimized route like this?
To make a summation: It gives players with this addon a huge advantage over players without the addon. Therefore this is no question. It's a matter of fact that is has to disappear.
We will see resistance to this plea. Mostly from people who prefer to have addons to handle everything for them.
I for my part don't want to be forced to use this addon to stay competitive with other people who farm crafting materials. And before you quote me on this statement to stultify it. If you know where a crafting node is because you run a database addon. Or even worse you downloaded someone elses database so you know about locations despite the fact that you've never been there. Then you have an advantage over me. So you can turn straigh towards the direction of the next ore/silk/wood spawn while I have to rely on my eyes, memory and the field of view of my current location.
that is unacceptable
ragamerb16_ESO wrote: »After reviewing the API, I think ESO Devs still need to deactivate some more features. Before going in, I just want to point how I define a "Game Breaking" addon... In reality it's very simple, when the pressence of a given modification disables a basic gameplay mechanic... Following this simple definition here go my suggestions:
- 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).
Why because I am an avid crafter and it assists me to find materials I want but yet I had to discover them myself first for the marker to be there
Yes the information had to be available in the programming for it to be marked in the first place which may allow for bots to utilize that. But there is no way to remove that unless ZOS makes it so nodes are completely random and never ever show up in the same place twice, which could lead to a whole larger problem.
The answer is a resounding YES!
ragamerb16_ESO wrote: »You really need the addon?... The rules of were each type of node appear are simple, IMO, and after a few exploration rounds I already memorized most of the spots (Not in the sense of absolute coordinate... But were I need to look for them)... It has been like this on ANY MMO with some serious initial intention of supporting crafting gameplay. IMO all this addons are mayoritarily just for ppl that really doesn't care about gathering/crafting, that's why they need them, because they want to get the benefits without paying attention and thus have difficulties at memorizing the rules of how a given incarnation of the gathering system works... It's basic human nature, it's hard to memorize/learn things you don't pay attention to.
It's called "instant gratification" I think
And this "way to think" extends to most aspects of Gameplay (See the infamous PvP exploits, for example)... In time, as a Dev, you really waste your time creating this kind of detailed patterns the interested players like to practice and learn and, instead, you just toss random nodes left and right... Making, this time, the addon a must for real...
That's how you see your prefered gameplay destroyed because the differences doesn't matter because the way a given addition works eliminate such differences... Maybe I'm a bit generic here, but it's basically the evolution on different aspects of gameplay "assisted" by disruptive addons... And I'm not speaking here just only about Gathering/Crafting... You have plenty of examples all around on lots of MMOs... You just need to pay attention to how a mechanic were done before and after massive acceptance of popular Addons, and you will ALWAYS find a good group of ppl that liked how it worked before.
Switching subjects, do you really think that Bot networks actually create the information, and keep it up to date themselves?
Why they would loose time like that?
Players that are sending accurate data 24/7 thanks to installing 3rd party software that sends mapping data gathered by this "addon" are doing the job for them... Or do you think all the "player help" external Databases sites are "caritative organizations"?
Mmm, I think you need to see more MMOs around and how they solve this problem... Even on a node system the only thing you need to do is reducing the interaction distance and instead of spawning the node into a fixed possition you do it in a circle/sphere of radius of at least 5 times the interaction radius (You would, ofc, have to add a geometry check phase serverside so the node could always be reachable) That way a Bot would spent considerable time trying to test were the node is... While a player, obviously, would just go for it (And here, is where the SP on Keen Eye, would work... Specially if the "glow" also happened through obstacles). This is, again, not something that I just pulled from thin air... It's how a node system is designed so a fast moving bot don't know were the node is with precission on other MMOs that really care about crafters & economy.
The real joke is that ESO almost nailed it on another related aspect... But they failed to extrapolate it to all the system. Check, for example, the NPC sellers... If you were a Bot... How would you evaluate the fact that some Vendor NPC possitions aren't fixed?
The answer is a resounding YES!
Are you sure? If you really want to "test yourself", I challenge you to create an ebonheart toon and come to Bal Foyen, specially try to gather south of Dhalmora, around the Shrine...
...I would like to see your opinions on what you see there. I suppose that other factions may also have spots like this... Doesn't require too much experience to see why it happens there and then extrapolate to find other spots... You can even use the "addon" to forsee other zones like the one I know 1st-hand.
EDIT: But seeing how the Bot threads are poping left and right... It's already too late to be discussing this, the damage is already done and the escalation has happened already (A speed like this could only be achieved if most of the "parts" needed for it were assembled, created and tested during the Beta)
Another example of how naive ESO Devs are regarding MMO Communities, again they have underestimated the real use players do of some features... Their API Cap was too late and too soft on the Beta (Among other things) and the time it took for the escalation to happen was just the tweaks needed for the Bot network to adapt to live environments.
You don't seem to realise that bots are complete third-party programs, and are perfectly capable of this kind of dynamic detection (as an example, investigate how the now-defunct WoWGlider worked).
Well, I have gathered in that location myself, with no problems. Didn't even see anyone that I could definitely say was a bot. Your point?
ragamerb16_ESO wrote: »This:You don't seem to realise that bots are complete third-party programs, and are perfectly capable of this kind of dynamic detection (as an example, investigate how the now-defunct WoWGlider worked).
And this:Well, I have gathered in that location myself, with no problems. Didn't even see anyone that I could definitely say was a bot. Your point?
Already tell me which side of the conflict you are in... So nothing else to discuss with you.
I agree on the third point, but it has really nothing to do with addons. ZOS needs to have a 2 username system, but one is public that everyone can see, and the other is private, which you use to login with. Every computer login is a 2 part security system: username and password. If you give up your username (which none of us has any choice not to), you give up half of your login information. That makes it MUCH easier to hack, than if the would be hacker has to start with nothing. Say what you want, but giving away the username does make it easier for hackers to succeed.
The past years have been riddled with messages where databases of companies were cracked, and not the smallest either: Sony (PSN), Blizzard / Bnet, and lots more.
Not in the least because it is public information. Your password is personal. Your login is NEVER personal. It is publicly available, it is used to identify you, even on this forum. It is therefore an important, if not vital tool to players, much more than it is to hackers and should not be obscured or omitted.
I agree on the third point, but it has really nothing to do with addons. ZOS needs to have a 2 username system, but one is public that everyone can see, and the other is private, which you use to login with. Every computer login is a 2 part security system: username and password. If you give up your username (which none of us has any choice not to), you give up half of your login information. That makes it MUCH easier to hack, than if the would be hacker has to start with nothing. Say what you want, but giving away the username does make it easier for hackers to succeed.
Allow me to explain you a thing.
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.
I play wow for 1 year and never was hack, did not know about addons until a year after playing the game b/c a friend told me about them and how to get them in a side call curse.com
A week after getting all my addon my account was hack and found a registry key virus. 6 months later all the addons had to be updated b/c wont work with the new patch so i updated them and again a week later i got hack and found a registry key virus again.
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.
ragamerb16_ESO wrote: »With regards to Zenimax using your handle in game I see no issue, the username has never been part of any system security, the security of your account resides in your Password.
Erm... Have you heard of something called Linux? If you want references about security... That's the "meassure bar" you should use... Login EVERYWHERE were security matters always come in 2 elements, the 1st select which information the second is compared against... If you don't know if 1 exists, doesn't matter how good you are at breaking 2... You will never have the chance.
It's not a coincidence that ANY respectable public communication system ALWAYS keep everything involved into authentication hidden from 3rd party inspection, username, password and registered mail, included.