Only unintelligent people say that something canât have variety and be predictable. Just because something is predictable does not mean that it cannot pose unusual challenges.
Take missions for example: There are some missions that have additional waves of enemies or an additional faction NPC on a random chance. Most of these missions are always the same but some give you an additional challenge. Other missions have variety in the wave composition that may or may not pose an additional challenge. Missions like Dread Pirate Scarlet even reward you for prioritizing particular NPCs to shorten the overall mission, and if you fail you have to go the long way.
Relic and Data sites have the always same container layout but their content is not the same. This can lead to frustrating experiences where a relic site gives barely 5M and satisfying occasions where you get 200M. The layout is always the same so that you know how to run efficiently from container to container without getting stuck in LCOs, but the rewards are not predictable.
See, you and the people you probably talked to do not even know what they talk about. Randomness in a sensible way already exists and it could be expanded upon in a sensible way. The random garbage that CCP came up with with Triglavians, however, is not such a sensible way.
The reason why you get pushback and shot down is simply because your suggestions are bad and because you do not know what you are talking about. Not to mention that âmaking the game harder for players just to fight botsâ is one of the worst development approaches in the industry. Blackout showed it, the market changes show it, many other developments into that direction have shown and will show it in the future. Suggestions from people who suggest this kind of development practice deserve to be shot down.
Wow. You conflated several issues here. Randomizing loot drops doesnât make a game more challenging or fun; it certainly doesnât effect bots. Additional waves of the same type of enemy doesnât make things more challenging,fun, or more difficult for a script to run. Your demand that everything be MIN/MAX for your enjoyment is often considered the bane of any RPG game, whether MMO or table top.
Many of us are tired of people who just want to F1, script, multibox, or any mindless gameplay that allows them to min/max and not actually be intelligently agile enough to change on the fly. Claiming any suggested change to the current norm as âbadâ, âunintelligentâ, ânot knowing what you talk aboutâ, and other put downs just because itâs different than how you play the game indicates far more about you than those suggesting intelligent change. That is the key, intelligent change and not the current CCP habit of throwing things at a wall and seeing what sticks.
You find enjoyment from min/maxing a system and deriving the most payment out of a system. Thatâs fine if you like that, but that is your opinion. Itâs not a bad, unintelligent, or ignorant one; just different than some other people. Many of us think differently and would like CCP to intelligently explore reasonable expansion/change in a new direction or at least in a better way than they are currently doing. Hurling unsubstantiated insults at those with differing opinions doesnât aid in any discussion.
Iâve just seen the figures and was curious about the Project Discovery botting.
Have you analysed the results of such botting ? Because if the results are correct, it may be interesting to look at how itâs done.
My understanding from Project Discovery is that we examine data that are âsuspectâ to prior algorithms detection (by suspect, I mean that it canât clearly determine the result).
So if the bot achieve a correct success ratio, it may be worth contacting the research team and communicate them the algorithm so that they can update their AI.
Likewise, I am tired of people who have no idea what they are talking about and just want their enjoyment shoved down my throat. Anything that you seem to like and that has been introduced by CCP so far has not been fun in any way imaginable compared to anything that exists from before. Trigs are not fun, Abyss is not fun. Resource Wars are not fun, Mining NPC are not fun, Invasions are not fun. All these things are more random, less predictable and pose a much greater threat and challenge to players. Nothing of that is fun. These things only cause issues, frustration, wasted time due to lack of appropriate rewards and so on. Nothing the people who want more randomness and unpredictability have suggested was an intelligent change. If you think that âhurling unsubstantiated insultsâ does not aid the discussion, you should stop trying to discuss something that is inherently bad. I am not exactly thrilled having to tell people over and over how terrible the things are they dream off in the name of gods Randomness and Unpredictability.
Alternatively: Come up with something that is fun and goes more into the kind of randomness that you want.
You see, that is the issue with people like you. Randomized loot drops make things more fun. Relic sites are not necessarily the best example but the system behind it is. There are some missions where you have the chance for a special NPC to spawn that can greatly improve your rewards if you are lucky with a loot drop. You want to run this mission just for the chance of seeing this NPC and for the loot.
That is another issue with your point of view. Just because something is easy to run with a script does not mean itâs easy for a player. You want to make things harder for scripts and that is your only maxim. An example of what I think is more intelligent design and sensibly challenging: Depending on the ship you use, the additional waves or untimely triggered waves in The Assault (a very old mission) can and will put your tank and cap management to the test. The rewards of this mission (nearly 100M in tags), however, are worth the risk and additional challenge. Just because something is old, easy to run by a script or with little variation does not mean it has no challenges.
I do not demand anything like Min/Maxing. I demand to have fun. You, on the other hand, refuse to accept that activities you perceive as static, less variable than a random numbers generator, are not fun because they are easy to bot/script.
The âISK Faucet and Bottingâ diagram is very vague. In my opinion, quantity of âbotting ISKâ is up to two times more. The number of 100M ISK is the current PDâs botting ISK value, after all anti-botting actions. Just look like 7-8 months ago, during the last summer, PD botting had like 5-10B ISK. Before that, the botting was even more tremendous. The task was to farm the BPC in a long run period.
As diagram states, itâs a daily ISK Faucet from Botters. And if Iâm understanding it correct, during the last summer, Combat SOV botters had a daily tick of 250B ISK - Bam (250B ISK), Bam (250B ISK), Bam (250B ISK), Bam (250B ISK)⌠Check the MER of January 2020 for the total ISK & Faucets - it was 44.5T ISK for Bounties. Therefore, just compare total Bounty ISK Faucets with Combat botting Faucets:
Again, you seem to want to claim something I have never wanted or asked for.
I have not asked for Trigs or the Abyss. I hate the current miner NPC routine and mechanics (although I donât mine). I was very vocal in saying RW was a waste of time and effort. I donât do Sansha Invasions and rarely Trig ones; itâs not part of any routine or significant amount of my gameplay. All the things you claim I wanted or advocated for, is NOT true. Please quit claiming that any of those things you mentioned was either advocated by me or what I was talking about.
Insted, I was advocating that the use of simply scripted missions and sites with little variation promoted bots and afk behavior. Something this thread was about. Making it so that a player had to fit an Omni tank occasionally, not always, or a deviation that required on the fly thinking or pre planning would be great. I donât always want a :if I do x, then either y or z will happen. Sometimes I would like a little variation; note the use of âsometimesâ.
That EVE Survival is still very accurate after over a decade of little change underlines some of the problem. Not that EVE Survival exists or is used by some players, but that the game has had a significant part of it remain stagnant for year after year. That helps afk and botting behavior.
You keep telling me what I am thinking and the reason behind it and claiming Iâm wrong because I am different than how you play the game. That I have been advocating for things you hate. All of that is wrong.
It appears, however, that you have already decided to place me in some category and dismiss anything discussed in a reasonable,civil manner. Unfortunate, but perhaps to be expected in here.I am not your enemy in this issue, merely stating that CCPâs recent gameplay changes have not always been effective or healthy for EVE, something I think you agree about.
The reason why I come across rather aggravating when topics like these come up is that all these changes and things I mentioned above were introduced in the spirit of turning everything less predictable, more random.
What you describe in the second paragraph would go into the direction of, for example, âagent tells you what to do in the mission but tells you that countering NPC could be any of the piratesâ? That would indeed be a sensible and intelligent direction for more randomness that one can work with in a constructive way. Would, for instance, go well with missions appearing around dynamically spawning events like Incursions, Invasions, other events. That is indeed the kind of randomness I would like to see. Sadly, I have not seen anyone suggesting or going into that direction with suggestions yet.
You train it to recognise the test samples, which are a limited set of images and always the same point on tue sample graph, spam no result and once in a while pretend to see a transit.
You are only scored on the test samples.
Because it was a CCP bot. 99% of discovered bots are triglavians, the mentioned percentage is as accurate as CCP findings on bot. The blog is pure hoby horse crap same as big foot that lives in Alaska. The only real â â â â â â â thing in that game is red dot period.