1. Change in interaction.
To expand the feature, if you are not in a party with someone and he shoots at a mob, even if he has made a hit, even if he is missed or evaded, then the next player just misses that mob when using the interact.
If he is on a team, it will be even easier if the Leader has started shooting at a target that is far away. In some cases, a mob is spawn closer and next player/s on the team often catches a second target.
So a small change in the interaction can solve some problems.
Regarding the bots... when someone dies in one place, however, he is in the game for the next 2, 3, 4 hours, it is a clear indicator for the AFK activity. Two years ago I made a topic for such a case, but because there have been friendships in this game for years, you find excuses in every single case. I mean, if your friend uses a bot, your opinion will be different than when someone else does.
And let's not be fooled, most players are vultures. They roam from one hunting ground to another not for the MU loot, but to look for activity. And when they find one, the conflict begins with them. If any of you decide to kill a mob I've been hunting for the last 2-3 hours, but there are 300 mobs in the field, and you prefer the ones next to me. And even more so when you starts shooting at a mob that I shoot, but with a big rifle, I think I have every right to do the same, right?
2. Auto hunting
The stupidity of the game, which requires a 24-hour hunt to differentiate itself from gambling itself, stems from MA. Therefore, since they can't handle this problem, but they don't want to change the dynamic shits, they can easily do automatic hunting. This is not new and is used by other games to solve the problem of bots.