by Patchouli_Knowledge » Thu Apr 17, 2014 5:46 am
1) Add a cut-off for LP gained through repeated simple crafts, E.G. if you craft 10 buckets within 60 minutes, you stop gaining LP from it, and the cutoff resets after an hour of not crafting a bucket.
2) Increase LP gained from uncommon/difficult crafts, E.G. silk cloths and other high-end multi-step crafts
3) Increase LP gained for final steps on crafting, E.G. making bread dough gives 1/3 the LP of actually baking the bread, making a cloth gives 1/3 the LP of making a shirt, things like that
4) Remove foraged curiosities, as those are easily collected by bots to feed entire armies with LP
5) Reduce the base LP of all crafted curiosities, E.G. Straw Doll from 850 to 400 at Q10
6) Change it so that each curiosity can only be studied once every base study time, E.G. Straw Doll takes 4.5 hours to study, once it's done you can't study another for 4.5 hours after to stop people from crafting the same curiosity over and over (Which was the original complaint with buckets and the old system, right?)
1) The first thing though about this idea is a facebook game energy system that punishes you for playing.
2/3) I am not sure what you call difficult craft. For armor and weapons, the cap is actually due to materials. For more renewable sources like silk product, you can just bot those easily with a silk bot.
4) This doesn't prevent botting, it redirect botting elsewhere. If the foragables are removed, they are going to just be diverted to the crafted curiosities botting and all it does it nerf the aspect of exploration for legitimate players.
5/6) Doesn't prevent botting, just scales everyone's Lp down. In fact bots would have a bigger advantage due to the scaling factor of LP cost per skill compared to what it is now.
All in all, you are trying to push towards the older system without trying to mention that you want to replace the curiosity system. The developers made it clear that they are not going to return to the old system. There are problems with the curiosity system but none of them are what you say, especially not botting and bucket (buckets were probably one of the lowest tier LP botting during world 4 anyways).
Also you have your information mixed up that world 4 still had the old system and not the curiosity system and thus your blame for its low population is pointless. The actual reason why world 4 was scarce is because most end up seeing it as world 3.1 due to the fact that world 3 ended due to severe data corruption, not because of a need to change systems (that is what world 5 is).
If you want the actual problem with the curiosity system, it is because it turns the perma-death system into a joke (and it was somewhat of a joke in the first place due to the belief system) and not anything related to botting.
One last comment: it is almost impossible to prevent botting and your solution does nothing to reduce (and your proposed solutions make it -more- advantageous to bot) which you believe you are trying to do. If there was a method to prevent all botting together, many MMO companies would implementing it at a drop of a hat (and there is the issue if the bot "prevention" method ends up harming legitimate players more than the botters).
With this done, I'm going get Reimu now for this incident.

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.