indeed, that’s what I just said and that you quoted.
I have a solution: display a captcha (or something similar) with random intervals to people engaged in pve content.
Don’t see any other real solution to botting.
i consider that this problem also extends to missions (see L4s being banned for alfa clones because of bots, specially distribution missions). and that with the addition of things like Abyssal Deadspace mechanics and The Agency we are close to the right track for a total rework of the PvE, just need get CCP to take some proper feedback and put their asses to work on it. here’s some examples of what could be done:
1. get rid of static missions and sites: remember those beacons that lead to COSMOS/Epic Arc sites that people camp 24/7 to farm the mission items without letting other people to participate? well ■■■■ those guys. and ■■■■ the current anomaly mechanics in general.
2. remove physical agents from the equation and make people use The Agency as a mission finder: basically instead of having to manually going to a system and speak to an agent players would have to check on the neocom for “jobs” avaliable in their current region.
3. procedurally generated missions replace both old common static missions and combat sites: i like the idea of preserving the Epic Arcs and other special missions like those but adapting the content to be used inside the new mission framework. the new mission system would replace what we currently have and would work similarly to Abyssal Deadspace runs. the mission would basically give you some punctual information and once accepted it would generate a special site at the destination that the player/fleet can warp to
4. replace bounty prizes with tags: this change would affect both mission rats in the new framework but also in things like belts and other sites. NPCs would drop a “Proof of Death” which would work in a similar manner to Blue/Red Loot or the Overseer Effects from DED sites. it would be a commodity that you can sell at CONCORD stations in exchange for isk. please keep in mind that with the new framework we wouldnt have ■■■■ like Forsaken Hubs and other massive wave after wave sites so the amount of farmed tags per “job” wouldnt be as impactfull on generating isk out of thin air as it is right now.
5. extend this framework to exploration content: the probe scanning and hacking part would remain but the type of site would be procedurally generated rather than being a known static site. for example, Signature A could be some ruins populated by rogue drones with some kind of hackable relic, Signature B could be the remains of a fight between the local empire police and pirates that you can salvage or hack, Signature C would be a secret research facility with Ghost site-like mechanics. you wouldnt know what to expect after detecting the site, just a few hinted information on whether to expect enemies at arrival or not, which kind of structures are and so on.
remove all isk generation from the game. Instead each rat produces items specific to that rat faction/class. Blue loot is exchanged for concord LP instead. agents only reward with LP.
Each omega character with an active skill queue generates 3M6 isk per hour, passively. That’s 2b6 every month.
Farming/Krabbing involves doing a site over & over again whilst supping on a cold beverage.
Repetition.
For resources, you then convert into something in-game. And lo, a PvP’er gets to undock in a shiny & moan as there aren’t any newbs to bash.
But back to repetition…
Repetition can be mapped & automated. Which is what CCP is hunting for, automated accounts.
that. to fight the bot we have to strip EVE of its predictability in terms of PvE content. otherwise its no different from other MMOs where players just have to camp a spawn and farm it until they get enough gold/loot to convert into gear.
trading and mining would be complicated tasks to tackle but we are at a moment where the other 2 important PvE activities (that is hunting NPCs and exploring) can be reworked towards a more dynamic framework.
at the same time that new framework also fleshes out some of the universe as there wont be the same static sites over and over everywhere. there will be times where the procedural system will generate similar situations at different missions in different corners of the cluster but that’s expected to happen. the point is that it wont just be “hey, i got The Blockade for the 9999th time…gonna check EVE Survival anyways because i may have forgotten how to do each trigger and which damage type to use”
instead we could have a system where players are given a mission and they have to adapt to the situation, they may know about damage types and resistances or the EWAR of predilection of the rats but the mission should still throw something at them that will keep them on their toes (it doesnt need to be a hard encounter like Burners, it could just work in tiers similar to the abyssal filaments with each mission tier being considerably harder but not as much to require a particular type of ship to run it). with that in mind we could flesh out the rewards so its not just “warp to site, kill X amount of waves, rinse and repeat to get 60 million per tick automatically”
The triggers besides the first are now indicated in-game on the mission panel.
This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.