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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Suggestion to help stop bots ruining the game for all

sheki
sheki
I have a simple modification to the Exp logic in the game which would completely remove the benefit and incentive of those annoying bots stacking on Mine bosses.

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Reduce experience reward for consecutive killing of the same mob/boss. (or within short time if easier)

For example the first time I kill a mob within 24 hours I get 100% exp. If I kill it again consecutively or within 24 hours I get 50% of its worth, then 50% of that value. Soon I'm getting nothing.

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If this were the case pre-programmed bots on a timer will not benefit from their current practice. Idiots controlling these accounts will give-up on that exploit.

That logic would also help to prevent exploit of boss respawn which is an un-realistic part of the game anyway.

  • Auric_ESO
    Auric_ESO
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    I think they've heard this suggestion 20+ times. Not sure what they're going to decide on but it's likely sometjing like this, automated systems looking for bots, in game gms etc.
    "The purpose of training is to tighten up the slack, toughen the body, and polish the spirit." Morihei Ueshiba
  • daneyulebub17_ESO
    daneyulebub17_ESO
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    This has been suggested before. It's a rational, reasoned way to at least cut down on the bots by making it less efficient to farm.

    Now expect the botters and their defenders to scream using the following severely flawed or exaggerated points:

    1. That they'll just move elsewhere. (As if the fact that this alone won't solve the problem 100 percent means they shouldn't make the change.)

    2. Some regular players LIKE to stand in the dungeon farming mob bosses and this will be a gamebreaker(!) Heavens!

    3. If they're going to take such a terrirble, awful, gamebreaking measure, they might as well close down crafting too and shut down the servers because those help botters too. Get it? A reasoned, logical, mild step like this HAS to escalate into unreasonable, illogical, extreme steps. It just has to.

    Edited by daneyulebub17_ESO on April 25, 2014 7:58PM
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  • sheki
    sheki
    In response to your comments daney

    1. The issue still stands that their current practice cripples Mines, because legitimate players struggle to tag/kill the mine boss. So they move elsewhere, and do what? They wouldn't stack on a boss because the incentive to do so would be null. Their ability to impact and negatively affect the experience and enjoyment of legitimate players is removed. After all they don't intend to ruin the game. They are simply working an exploit which I have suggested a legitimate solution to.
    2. I would like to see a poll on that. perhaps the game is better off without such players. If the logic was quite careful it might still allow for players to repeat mines, but they would have to leave it first for example.
    3. The tone of this response is quite surprising. There is no parallel to crafting, it doesn't ruin the game for regular players...


    A game breaker? Please. Doing nothing would be a game breaker, as legitimate players might decide using a similar exploit is easier than actually playing the game...
  • badmojo
    badmojo
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    The dungeon boss bots aren't in it for the XP. They get barely any killing dungeon bosses, it would be better to kill another mob if they wanted XP.

    They're all about getting the gear and selling it for gold. You can see this if you spend a long time camping the bots/boss. Eventually the corpses will stop disappearing when one bot is full. Shortly after the bot just leaves and comes back 5mins later.

    You can also see it when they kill something at a distance they will walk over and pick up the loot then return to their home position.



    This problem shouldn't result in any game changes, it needs administrative action, not changes to game mechanics.
    Edited by badmojo on April 25, 2014 9:22PM
    [DC/NA]
  • sheki
    sheki
    The same logic of consecutive repetition could easily apply to gear/gold item drops if that is their motivating factor.

    Thanks for adding that detail mojo, I had no idea.
  • daneyulebub17_ESO
    daneyulebub17_ESO
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    sheki wrote: »
    In response to your comments daney



    A game breaker? Please. Doing nothing would be a game breaker, as legitimate players might decide using a similar exploit is easier than actually playing the game...

    Sheki, please re-read my post, especially the beginning of it. I was agree with you. The rest was predicting the typical stupid arguments people make against this change.

    Again. I was agree with you.
    This message confirms that you have successfully cancelled your subscription to The Elder Scrolls Online. You will no longer be charged for a subscription on a recurring basis, and your access to the game will expire at the end of your current subscription cycle.

    We're sad to see you go now, but we'll be happy to welcome you back at any time! Whenever you're ready to come back, your characters will be waiting for you, just like you left them. You can return anytime by resubscribing on the Manage Subscription page on your Elder Scrolls Online account.

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  • Varivox9
    Varivox9
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    I'm sure they'll get around to doing something else that will only slow down actual players....
  • ttwinklerub17_ESO
    if public trading was gone there is no profit for them
    if you can't give your away or trade items you looted to other players -you can't make $$ (pay me in real dollars - i'll mail it or you or you friend me to trade it - would be gone)

    you can still sell stuff at your guild store or regular markets - much like the original elder scrolls and it would eliminate the bots

    the fact is there are bots everywhere
    it's getting so bad you can't mine ore, wood, planet ingredients and runes in areas
    because the bots pick it up the moment they appear faster than you can do it

    it's barren and harder to craft or earn gp to buy more space


    I was following some of the bots, reported some and tried to sit on sites to at least get some ore - and as soon as the ore appears the bots steals it faster than you can hit your keyboard (why because there is usually 3 or more bots even underground right when it appears - funny seeing a bunch of random names under the ground)

    Yes people will still farm - but farmin against real people is fair -there is no fast travel/teleport - no mining underground.
    Everyone has the same chance to get it -lets see whose faster to the trigger or getting to the next spot
    remember their will be a lot of people doing this

    you could also randomly place the loot/ore/wood/etc changing locations - no fixed locations - then bots are useless - unless they can actively scan an area to find loot in every crevice
    Edited by ttwinklerub17_ESO on April 25, 2014 10:26PM
  • sheki
    sheki
    apologies Daney. Your Intention was obviously overlooked.
  • sheki
    sheki
    I agree with the suggestion of random node spawn locations. There could be several pre-programmed locations but the order/ timing could be random.

    Actually I programmed some Ai into random spawn locations before. Just ask the question

    IF 'collision' or within 4px's of object with greater dimensions then 'x' then re-calculate random spawn location.

    That type of logic would prevent the nodes spawning within inaccessible locations.

    Edited by sheki on April 25, 2014 10:45PM
  • ttwinklerub17_ESO
    they have that already - the problem is the bots are programmed- updated with new locations. they would just fast travel to more and you would have more of them

    it has to be truly random - no more fixed spots
    now you have to really look because your haunts/loot spots won't be there
  • knaveofengland
    knaveofengland
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    well it be nice if they lined them against the post no blindfold take aim BOOM baby , and post a screenshot now that make my day ,
  • sheki
    sheki
    they have that already


    Surely if the spawn location timer/location option were random that would be enough to throw out any pre-programmed automation though.
  • sheki
    sheki
    For example you have 6 pre-programmed locations for a unique resource X 'dwarven Ore #45889' for example.


    **Before respawning the node:

    A random number (1-6) is generated deciding which of the 6 locations to spawn X #45889 at, and the timing of the spawn could also random within a 2-4 minute window.
    Edited by sheki on April 25, 2014 11:02PM
  • LadyChaos
    LadyChaos
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    bots don't care about xp they care about loot.
    VR2 Ataxia - [NA] Veteran Dominion Sorcerer [Auriel's Bow]
    PvP, PvE, Crafting, and General Shenanigans
    >:) Sorcery and Mayhem online since 1999 >:)
    Current PvP Class/Supernatural Census
  • ttwinklerub17_ESO
    sheki wrote: »
    they have that already


    Surely if the spawn location timer/location option were random that would be enough to throw out any pre-programmed automation though.


    the problem is with instant travel ie. teleport you can hit every location within 1 min in an area and get most of not all of everything ..and if you have more than 1 bot phased a 10-15 secs apart running same route....

    get my drift

    first thing
    fix the instant travel and underground mining
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