wonder-ass wrote:this is a genuine unbiased opinion from personal experience having seen almost every form of bot in the game. the botting issue that majority of people talk about is MASSIVE cope. highest stat characters every world for pvp do it manually, highest anvil spiralers and miners do it manually. Like these hermits or small Villages of 5 people try to compete against tight knit villages of like 20+ people funneling resources in to important characters and complain when they cant compete.
why do we need 1000s of farm land to feed animals?
why is it so inconvenient to move cheese?
why is the steel making process so ass?
why are there animal nodes that can be scout botted?
why do i need to chug 1000l of water to mine?
why is pepper the way it is?
why do we need 10 towers to store resources?
default client vs competitive pvp client is so insanely massive but realistically its a none issue since even with a good client 99% of people are simply not at the skill level to make a difference, i could still beat them effortlessly with default.
Yeah this guy has a point!!! Pretty much all of these should be considered for QOL. To go into more detail on some:
It would be nice to see the amount of food animals eat decreased or the amount of fodder a crop fills in a trough increased.
It'd be nice to see the steel timer reduced as the amount of steel needed for PVP is quite large per person and you need to rerun it after every KO. A compromise would be at least fuel lasting longer so you don't need to check it multiple times per run.
As many others have pointed out I think randomizing the quality of animals rather than having it node based solves a lot of problems. Namely bots that login and ping a discord when a high Q animal spawns, and somewhat spam questing to raise the local animal Q in an area.
Water consumption should be changed from 0.05 to 0.01. There isn't really any reason to need to carry a million liters of water other than annoyingness.
I personally am not too sure on the best work around for cheese botting but that is definitely something that should also be considered at least.
I would also add that smelting could be reworked as it is in my opinion one activity that is so SHIT it should be botted. The amount of metal you need for support metal, armor, spiraling, etc, is INSANE having one blacksmith smelter run only 36 ore per 40+ minutes is terrible. You constantly need to be running a shit ton of smelters for long lasting periods. The process for filling each smelter is also annoying (add all ore, add exact amount of coal clicking once at a time on each smelter which should be a lot if you're being optimal). If I were to rework this myself I would probably make it so it can store way more coal/ore at once so you not only have to build less, but you have to swap it over less. I'm not sure the current smelter window would work well for this, but it could be reworked as a singular ore deposit, singular coal deposit, a singular metal output, and a singular slag output that allows for way higher inputs and just displays the quantity in each input.
I would say changing all of these would of course not removing botting, but greatly reduce the effectiveness of botting them and level the playing field more. I do think farming bots, steel fueling bots, animal spawn bots, smelting bots, and cheese bots are probably the most commonly used bots that actually play a rather large role in increasing the difference between non-botters and botters.