Ahos Vsroi
Hatchling
- Joined
- Apr 15, 2024
- Posts
- 4
I have noticed a significant number of players using macros and bots to automate their actions within the game. I would like to propose a potential solution that could help address this issue while also benefiting both the players and the Entropia Universe community as a whole.
My suggestion is to introduce an in-game item, such as an implant or a pet, that would allow players to automate certain game functions in a manner similar to the external software many are currently using illegaly. The key difference would be that this solution would be fully supported by the game and would come with a significant cost, such as consuming large amounts of loot. This would build upon the existing "auto use tool" feature, but would take it a step further, allowing for more comprehensive automation.
In addition, I propose that the implant should have a support level based on the weapon’s advancement. The higher the weapon's level, the more advanced the implant required. This would create a deeper connection between the player's equipment and the implant, ensuring that high-level players would need higher-tier implants, which in turn would require more resources to craft. This way, the system would be balanced and provide more engagement in crafting.
However, it is important to consider the potential long-term effects on the game's ecosystem. If the implant requirements scale with weapon levels, it could lead to situations where lower-level mobs are overhunted, as many would choose easier and cheaper option. This could negatively impact the markup of items that drop from these mobs and create unbalace. To address this, crafting implants at every tier should require significant amounts of loot that primarily drops from lower-level mobs, ensuring that these mobs remain relevant and valuable in the game economy.
Furthermore, I believe these implants should be limited-use, rather than unlimited. This would prevent the market stimulation from being a one-off event and instead encourage players to regularly craft and obtain new implants. This would keep the economy dynamic and maintain a consistent demand for resources.
Additionally, to ensure transparency and fairness, I suggest that the use of this automated function should be clearly visible to other players, just as pets currently follow avatars. This would allow players to easily identify who is using the legal in-game automation versus those who continue to use external software. This visibility would help catch those who attempt to circumvent the system and continue to cheat.
The implementation of such a system could have several benefits. First, it would generate additional costs for players, potentially stimulating the economy and contributing to the stability of the in-game market. Players who currently use bots and macros could have a legal alternative for automating certain tasks, thus reducing the risk of bans. This would create a win-win situation, where players get the benefits of automation, and MindArk gains more control over this process while also benefiting from increased loot expenditure.
Additionally, creating a crafting tree to produce such implants or robotic pets could stimulate demand for resources that are currently being flooded into the market by botters. This could help counteract the inflation of certain items and contribute to a healthier in-game economy.
It could offer a way for players to save time by automating repetitive tasks, thus avoiding the monotony of hours spent pressing buttons.
My suggestion is to introduce an in-game item, such as an implant or a pet, that would allow players to automate certain game functions in a manner similar to the external software many are currently using illegaly. The key difference would be that this solution would be fully supported by the game and would come with a significant cost, such as consuming large amounts of loot. This would build upon the existing "auto use tool" feature, but would take it a step further, allowing for more comprehensive automation.
In addition, I propose that the implant should have a support level based on the weapon’s advancement. The higher the weapon's level, the more advanced the implant required. This would create a deeper connection between the player's equipment and the implant, ensuring that high-level players would need higher-tier implants, which in turn would require more resources to craft. This way, the system would be balanced and provide more engagement in crafting.
However, it is important to consider the potential long-term effects on the game's ecosystem. If the implant requirements scale with weapon levels, it could lead to situations where lower-level mobs are overhunted, as many would choose easier and cheaper option. This could negatively impact the markup of items that drop from these mobs and create unbalace. To address this, crafting implants at every tier should require significant amounts of loot that primarily drops from lower-level mobs, ensuring that these mobs remain relevant and valuable in the game economy.
Furthermore, I believe these implants should be limited-use, rather than unlimited. This would prevent the market stimulation from being a one-off event and instead encourage players to regularly craft and obtain new implants. This would keep the economy dynamic and maintain a consistent demand for resources.
Additionally, to ensure transparency and fairness, I suggest that the use of this automated function should be clearly visible to other players, just as pets currently follow avatars. This would allow players to easily identify who is using the legal in-game automation versus those who continue to use external software. This visibility would help catch those who attempt to circumvent the system and continue to cheat.
The implementation of such a system could have several benefits. First, it would generate additional costs for players, potentially stimulating the economy and contributing to the stability of the in-game market. Players who currently use bots and macros could have a legal alternative for automating certain tasks, thus reducing the risk of bans. This would create a win-win situation, where players get the benefits of automation, and MindArk gains more control over this process while also benefiting from increased loot expenditure.
Additionally, creating a crafting tree to produce such implants or robotic pets could stimulate demand for resources that are currently being flooded into the market by botters. This could help counteract the inflation of certain items and contribute to a healthier in-game economy.
It could offer a way for players to save time by automating repetitive tasks, thus avoiding the monotony of hours spent pressing buttons.