In-game captcha.
Have a gate at the front of every dungeon which requires a random set of coloured crystal buttons for the player to press to get in.
Each player gets a different combo. Each failure resets the random combo to enter. That'll at least force them to have humans at the controls to even get in the damn places.
Eight coloured crystals, 40,320 combinations of colours. Not even remotely time consuming or hard for a human. Can even randomise the locations of the colour crystals on every failure for the player.
That will slow them down quite a bit.
+1 from me, this sounds good to me.GrundelWolfe wrote: »In-game captcha.
Have a gate at the front of every dungeon which requires a random set of coloured crystal buttons for the player to press to get in.
Each player gets a different combo. Each failure resets the random combo to enter. That'll at least force them to have humans at the controls to even get in the damn places.
Eight coloured crystals, 40,320 combinations of colours. Not even remotely time consuming or hard for a human. Can even randomise the locations of the colour crystals on every failure for the player.
That will slow them down quite a bit.
+1
nazgull2k1ub17_ESO wrote: »So you killed the bots... that's great.. and what EXACTLY does that do to 20 templars in tutorial gear spamming spears? .. absolutely nothing. Rez w/no penalty or gear damage.. run back when GM leaves.. resume.
Call me when you see those bots VANISH from the boss instead of just dying.
nazgull2k1ub17_ESO wrote: »So you killed the bots... that's great.. and what EXACTLY does that do to 20 templars in tutorial gear spamming spears? .. absolutely nothing. Rez w/no penalty or gear damage.. run back when GM leaves.. resume.
Call me when you see those bots VANISH from the boss instead of just dying.
How do you remove them permanently without removing all items/gold from drops in the game? As I keep saying to people if you have the magic silver bullet to cure all botting in an MMO tell us and ZOS and go patience it to be rich.Thechemicals wrote: »Bots need to be removed permanently. If this task is too great for ZoS then the game has a very bad future.Myself and others can bear spam in chat, but a human circle jerk in every other dungeon is just sad face.
EVERY MMO I have played has suffered from bots, these ones are just more obvious because of the way public dungeons have been implemented.
dennissomb16_ESO wrote: »Oblongship wrote: »You know it is very sad...
If I had made this post raging at ZOS saying they are screwing up and doing nothing...I would probably have 5 pages worth of comments...
The fact that everyone wants to complain but no one wants to comment on a positive post is just sad for this community.
Agree. Feedback goes both ways. If they are taking action against bots, then they need to be applauded. I am all for bot/spam slaying to be as public as possible. Be Proud in your bot slayings ZOS!!, let the entire world know!
FilthyRatBastard wrote: »I think they have a three day ban for first offense for those dirtbags bots...so I do expect to still see them back in full force in a few days, if not before then
I was in a delve in Alik'r Desert two nights ago and there wasn't a single bot! The boss was just standing there, waiting for me to kill him, which I did without any interruption from another player or bot. Can I just ask, why is it so important to you that bots get removed? Don't get me wrong, I want them gone too, but I would never be bothered to the point of getting upset. That's just weird.nazgull2k1ub17_ESO wrote: »So you killed the bots... that's great.. and what EXACTLY does that do to 20 templars in tutorial gear spamming spears? .. absolutely nothing. Rez w/no penalty or gear damage.. run back when GM leaves.. resume.
Call me when you see those bots VANISH from the boss instead of just dying.
traigusb14_ESO2 wrote: »BTW they aren't just killing them.
Killing them is just extra fun and a bit of a show. I'm not sure if the GM has a ban hammer, or is just forwarding names before/after killing them to a desk CS person.
Saw a GM clear some out, then went and a got a few that had got stuck on scenery (1 running into a wall, and another 1 running into a doorframe on the duckling run back in) coming back in.
Sure, in the long run we have to wait for game fixes to really fix the problem, but banhammering is great PR and awesome for morale.
Part of the war on bots is disruption. If you do the same thing over and over, their work procedure reflects it. The last time Zenni banned whole trees of bots, collectors, frontmen and bankers.
So the response is to roll out new trees? The baddies create a workflow for it. It becomes part of the daily schedule.
The bane of all office work is change. Changing their workflow is a pain in their butts. Changing it randomly is even worse.
Change in tactics... Surprise! Zenni Blows out the boss bot farmers. Now a live pirate has to shift from Plan A and improvise a new plan ...move bots around, change roles and scripts on existing bots, replace missing bots, etc. while keeping production up. Because they have a top heavy tree full of fences and bankers, but not a complete set of farmer bots. Bots are cheap, live people cost money. Now a bunch of people have to work overtime to patch holes i nthe system
Also remember it isn't just 1 company here, so the bot disruption is not just costing 1 place 3-4 scripters/placement people worth of time. It is costing multiple companies this time... and they aren't sharing fixes with each other.
So while long term plans are being worked on, taking random shots at the bot companies is useful. It disrupts their day, makes live people work for the money.
Fun stuff:
-Make all accts. unable to skip coldharbor for 6 hours. Procedure for bot creation is set, make them walk 'em around by hand. Ban scripted guys running into walls of starting zones that aren't there. By the time the different companies have scripted it out, you can turn it back on...lol
- move all the botted /tp quest NPCs around the rooms they are in randomly for a patch... break all the scripts for a few hours.
- Even better, make them random and interchangeable by instance (any of them could spawn at any spot when an instance is created). Try and script that. ha ha
Yes, the botters Will just "move on" to something else. But ever min. that a live person has to rescript the bots, the more it costs them (reacting is not expanding)
rydberg.patrikb16_ESO wrote: »I'd like to see them doing something about the *** invisible miner bots...
rydberg.patrikb16_ESO wrote: »I'd like to see them doing something about the *** invisible miner bots...
I was just under the belief that the nodes were shared over all phases, once you completed a certain quest and phased to that area, you can still see the node, just not anyone gathering it that wasn't caught up to you in quests.
Didn't even think of invisible miner bots. The phasing players make more sense in my mind.