Hai!
as a casual gamer i only play the game and not concerned with things such as bugs, botting, goldselling, exploits etc. ofc i sometimes hear ppl complaining about all sorts of things. Sure, whatev
But i would like to give a piece of my mind on the whole botting thing.
So, ive been reading some posts on bot in Gw2. people reporting bots. bots getting banned, bots getting back. peeps complaining. Not sure about all that, but i do think Anet is trying to subdue the bots, its not that easy i guess. you can ban them ofc. but does that really stop the flow of bots…mmmm hard to say.
Afterall; the bait that is called gw2 is still appealing for bot users.
so how would one make it less fun for them or even annoying as a big charr blocking your telly when you wanna play SaB? truth is; i have no real idea.
im not a gamedesigner. :P
But i did came up with some idea’s for’systems’(or mechanics whatever its called XD) that might work or just be interesting to look into from a gamedesigner point of view.(didnt really understand how bots work so i looked it up a bit ^^)
it is important to know: the focus of these systems is to messup bot farming of harvesting nodes and random zone roaming + to introduce some new things for all players.(for better or worse)
Feedback is welcome. i just spam typed it all so may contain typos and random crap of sillyness. also if someone alrdy mentioned such ideas on the forum before, my bad ;D
o/
‘Recovery’ penalty-system.
This one is about the ‘guest server’ feature. When players go visit other servers they arent very affected by it at all. They cant do wvwvw ofcourse but thats basicly it. What would be very interesting to see is if players need to ‘recover’ from their journey to another server(like what would happen in a RL situation) So anyone that guests another server is contracted with the ‘recovery’ condition wich inflicts a 60 min endurance regen + walkspeed reduction. this condition persist and cant be cured by condition removal skills. this can stack in duration if the player keeps swapping servers within every 1 hour.
Pros:
-Bot users guest servers alot to keep the pace of mining ore and such up. when one server has been depleted of their harvestable materials they go back to their previous server to harvest the recently respawned nodes. by adding the ‘recovery’ mechanic bots will have a hard time keeping the pace up for their activities.
-Adds a bit more realism with the idea that long distance travel in gw2 DOES affect the player.
Cons:
-Might annoy regular players that like to guest servers for diffrent reasons.
-imagen if this is applied for wvwvw and pvp… shrugs
‘Fatique’ penalty-system.
This something i came up with after doing the CoE explorable mode. That dungeon is about dodging alot. The Endurance mechanic is really nice in instances like these; you cant dodge endlessly, but players still have enough time to recover for dodging the next attack and such. with that in mind; why not go all the way? As player you can basicly dodge max 2 times before your endurance runs out, but you can harvest and mine endlessly. That seems a bit off. what would be a interesting idea is if Harvesting would require Endurance, and if you go beyond your’own limitations’ you get a condition called ‘fatique’ wich reduces your total healthpool and recharge rate of skills.
For example; a full endurance bar equals the harvesting of 2 ore nodes, 2 trees or 2 berry bushes.
If players go harvest with a almost depleted endurance bar they will contract the ‘Fatique’ condition. (this only occurs with harvesting, not when your dodging in a fractal or dungeon) Fatique will stack in effect and duration if players keep harvesting without recovering endurance 1st, wich results in a very low healthpool and longer skill cd’s.
This condition persist even if you guest another server or try to use condition removal skills.
Pros:
-The Botprograms nowadays have become pretty advanced. they can mimic human behavior, use skills and such effectively. But they also dodge. taking that in account they will likely harvest nodes even if their endurance isnt entirely recovered meaning they have a higher chance to get the condition then regular human players that do keep an eye on their endurance.(i hope XD)
-Expands the purpose of the Endurance mechanic.
Cons:
-Players might get annoyed if they need to monitor their endurance bar alot of times when their harvesting.
-this does affect regular farming players aswell. They can still make the choice wether or not to harvest a node, at their own risk.
(edited by Deity of Ragefire.4287)