
To paraphrase something jorb said a while ago "If players feel the need to bot, it's a bad mechanic".
This is the results of about 10 minutes of effort on my part. Bots login and when they see an angler, they stay online and mention they've found something in discord. Every X hours I pop down and kill what the bots have found, then haul it to the surface. That's not something a botless player can do easily since the time/annoyance of logging characters in manually to check is much higher (I have done this in the past, it's maddening). What creatures get botted? Bear, Moose, Mammoths, Anglers, Orcas are all prime targets to bot. Bear/moose only if you have a crazy quality node, mammoths/anglers for food even if you have mediocre nodes, and orcas anytime for food. Bear/Moose/Anglers/mammoths can be found via simple login bots, and orcas are extremely rare so you need a bot to actively move around to look for them. That said: Orca bots I have seen, and one is/was available in a public client (Nurgling 1)
So if players simply have to wait around for a message, then go check a node (that they scouted out manually for quality first), how could we make this concept accessible to everyone without rocking the boat?
Totems:
A totem would be species specific and crafted from a dead animal.
It would bind to the player who crafted it (same way branding irons remember their creator), and its quality would be equal to the animal in question.
Hunting bait:
Baits would be species specific and a crafted item that's made from (insert bait material for species) + a totem.
Baits when placed in the world have a proximity limit to other baits of about 1x visual range of the player (mimicking the density bots can achieve before they overlap).
Players can only make baits from a totem they crafted (requiring players to invest in the totem softcap for high quality bait)
Mechanic:
After X amount of time a players totem will change model in the inventory indicating that a bait has attracted a creature. When the player goes to check the bait (only the owner of a bait should be able to check it, but baits can be destroyed by other players) it spawns a creature just off visual render and gives the player a directional ping. The quality of the animal is the quality of the bait or the node area that it spawned on, whichever is lowest.
Limiting spawnrate:
The number of baits a player can set is limited, possibly scaling with a skill (lore?). This if not overly restrictive + the time per species being tuned allows decent control over animal spawnrate.