Anti Bot Mechanics

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Re: Anti Bot Mechanics

Postby jordancoles » Sun Jun 10, 2018 9:23 pm

Craft all taking one longer timer instead of 50 smaller timers with autodrink as needed would likely remove the want for bots in a lot instances, however, people would still use bots to store the crafted items
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Re: Anti Bot Mechanics

Postby shubla » Sun Jun 10, 2018 9:57 pm

If i had a game I would put captchas every 2 minutes.

Then I would sell those captchas as solved captchas.
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Re: Anti Bot Mechanics

Postby loftar » Sun Jun 10, 2018 10:08 pm

jordancoles wrote:Craft all taking one longer timer instead of 50 smaller timers with autodrink as needed

What is the practical difference between these?
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Re: Anti Bot Mechanics

Postby Kaios » Sun Jun 10, 2018 10:17 pm

LadyGoo wrote:-1.

There are more efficient and elegant ways of reducing botting than implementing a whole mini-game just for 1 thing. The OP proposal does not address any of the farming problems that makes people bot it.


so what are they?
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Re: Anti Bot Mechanics

Postby iamahh » Sun Jun 10, 2018 10:39 pm

i don't use bots and all slimes update did was make me stop mining for fun, now I just mine when I'm desperate for metal, which is rare... yet I've seen mining bot activity even after slimes update... it's like DRM and BluRay warnings, most affected is not the pirate
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Re: Anti Bot Mechanics

Postby jordancoles » Sun Jun 10, 2018 10:49 pm

loftar wrote:
jordancoles wrote:Craft all taking one longer timer instead of 50 smaller timers with autodrink as needed

What is the practical difference between these?

Looking back, I don't see much benefit to it unless the craft-all option were to be slightly shorter than if you were to craft each item individually today. Some people may like the change in that once the one timer hits 100% you're done, rather than waiting for 50 individual timers, but the difference isn't that significant

Bots would just adapt to this and of course they would still run just fine.
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Re: Anti Bot Mechanics

Postby DDDsDD999 » Sun Jun 10, 2018 11:27 pm

azrid wrote:
LadyGoo wrote:There are more efficient and elegant ways of reducing botting

post em

Make it so players can reasonably perform the actions of bots, or reduce the edge that bots give. e.g.

  • Reasonable domestic animal UI: some way to inspect all the animals in the pen at once, and label them with colored collars or such
  • Remove trellises
  • Add some way to funnel crops that are area-harvested into granaries or barrels or stockpiles
  • Make quality gains a set amount so bots can't plant crops every hour to maximize quality gains
  • Make ore smelting bots and such less useful by adding in higher-tier production facilities with large inventories
Plus some more I can't think of right now.

Or just make the player fill out a captcha for every task. Could even integrate it into the game itself, make combat into whoever can fill out the most captchas, making the game purely skill-based.
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Re: Anti Bot Mechanics

Postby Onep » Sun Jun 10, 2018 11:46 pm

DDDsDD999 wrote:Or just make the player fill out a captcha for every task. Could even integrate it into the game itself, make combat into whoever can fill out the most captchas, making the game purely skill-based.


This plz

The other ideas are actually totes legit, plx jorb
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Re: Anti Bot Mechanics

Postby waga » Mon Jun 11, 2018 12:15 am

except for the flat quality gain for farming that I find totally awful , I'd love all these solutions.
The only activity i'm seriously considering boting at the moment is smelter bot and I'm a casual miner.
That's how bad it is.
make the smelter 200 capacity , problem solved. increase the cost by 20 not 8 , i'll be happy.
Hell even add some gold or rose gold or whatever to the cost...
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Re: Anti Bot Mechanics

Postby ricky » Mon Jun 11, 2018 12:40 am

waga wrote:make the smelter 200 capacity , problem solved. increase the cost by 20 not 8 , i'll be happy.
...


I think this is a pretty important aspect of the TEDIUM™ that force people to use bots.

I'm fine doing a tedious task, but once you begin scaling productions up to a higher level, the types of tedious tasks stay the same, their numbers simply explode.

That is to say, i would be fine planting snd harvesting a 100*100 field weekly, but planting and harvesting a 20*20 field every two days becomes a chore.

The same goes for smelting/baking. If there were workstations that took more time and resources upfront, but could hold 3x to 5x more materials, (thus having to perform the operations 3-5x less frequently, even if it takes porportionally longer), i feel the desire to bot these tasks would not be as strong.
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