You know what happened when instancing was introduced to MMOs? "OMG, this is a horrible idea! There won't be any socializing anymore. You may as well just make (*insert MMO*) a single player game."
Then, sometime after WoW was released and everyone was trying to copy it, instancing became ridiculously common. So common that there were some complaints that the games lost their expansive feel or that they felt incredibly lonely for being "massively multiplayer".
ESO saw this and took one small step back, making some dungeons public rather than private instances. This did bring back some of the social aspect at the cost of having to deal with boss farmers and bots. Personally, I like it even with the problems. First because it does feel a little bit more multiplayer and second because they didn't make every dungeon public. They struck a balance rather than go just one way or the other.
Ummmm, this is exactly how people reached L50 by the end of day 1 of early access. They weren't bots either. They were players who went from dungeon to dungeon in about a 16 hour marathon. People were openly talking about it in zone chat.No one is power leveling from farming bosses 24/7. The spawn rate isn't THAT good. They are selling the soul gems, and destructing the blues for crafting mats.
Ummmm, this is exactly how people reached L50 by the end of day 1 of early access. They weren't bots either. They were players who went from dungeon to dungeon in about a 16 hour marathon. People were openly talking about it in zone chat.No one is power leveling from farming bosses 24/7. The spawn rate isn't THAT good. They are selling the soul gems, and destructing the blues for crafting mats.
Waste of money in my opinion, buy a game fly past all the content, but to each his own.
I was actually surprised that open dungeon bosses don't work like other phasing aspects, ie: once you've killed that boss you enter a phase wher that boss is dead and anyone who hasn't killed the boss who is in that open dungeon is invisible to you and vice versa. To be clear, if you have the achievement for killing the boss and/or you got loot from them, that boss never shows up for you again.
Done and dusted.
Rainingblood wrote: »Regular players farm bosses too. I'm not sure why. In the same amount of time you could gain half a level from questing and probably get a drop that would be an upgrade to anything you got off a public dungeon boss. But to each their own.
Rainingblood wrote: »Regular players farm bosses too. I'm not sure why. In the same amount of time you could gain half a level from questing and probably get a drop that would be an upgrade to anything you got off a public dungeon boss. But to each their own.
It's odd to me how little checking is being done on the information coming from the game client. I mean really, teleport bots?
If ((not moving to shrine) or (not moving from shrine)) and (distance > 30 feet horizontal) exit game
This isn't the 60's, it's not rocket science any more. Crashing out of the game is the fastest way to punish bots.
This isn't the 60's, it's not rocket science any more. Crashing out of the game is the fastest way to punish bots.
You want a solution.... fine the master is in the house I will give you one.
1) Turn off ALL XP for Boss mobs in Solo Dungeons...
2) Make loot drop from THE ACHIEVEMENT of killing the boss NOT THE BOSS..
With these 2 simple changes that can be made in no time at all you will kill the bots spam killing the boss for slow XP, and you will kill the need to farm the boss for loot since you will get loot only 1 time for killing the boss and it will be rewarded via in game mail.
/flipstable RAWR IM LIKE A BOSS!!!!!
No but really.... I just fixed your little problem in about 5min..... get some code monkey on that solution and feel free to give me a call and hire me for your Creative Development Team