Amethys wrote:Would be nice to have legacy haven and hearth at the time when could grind skills. but maybe thats just me who are not fan of this eve online like skilling
AFAIK the change was intended to disincentivize botting that was starting to become rampant at the time.
Good:
-one of the most efficient ways to bot was to chop trees and turn them into buckets, which led to deforestation of large areas (I think this overlapped with the time that everyone spawned at Ring of Brodgar, meaning that new players were greeted with desolate wasteland.)
Neutral:
-Being able to study only one curiosity at the time incentivizes diversifying your industry to create different types of curiosities, theoretically favoring humans who possess "general intelligence" over bot clients relying on specific scripts.
Bad:
-You can still bot most worthwhile curiosities quite easily.
Ugly:
-Separation of labor and LP gain allows outsourcing the risk and necessary LP/FEP investment away from the character being pumped up in stats.
Root issue:
-A bot can run 24/7, meaning that as long as you can program and set up a bot that has net positive effect, you have innate advantage over people who do not bot.
Last part needs a bit of a disclaimer, running a script that automates collecting fruit from your larpy orchard will NOT make you win 1v1 PvP fight against hypothetical SnuggleSnail doing a "no bots this world" -challenge.
Sourced from this thread:SnuggleSnail wrote:Bots are a huge potential problem, something that stops the scalability of the game - but I don't think they're AS BAD as the perception of them is. I've had very decent stats before using bots, or at least while only using basic bots from the wizard's tower. I think the focus here should mainly be on client features as opposed to direct botting. I would 100% give up every bot I have and never be allowed to remake them before I give up my combat UI if public clients are the alternative.