ANYTHING left in the hands of players will be open to abuse. ANYTHING!
Create new accounts for new bots? Create new accounts to make bot reporters, instant abuse to a “community bot hunting initiative”.
Have a skill to test a player for botting? Have a group spam the skill on a boss hunt or a solo mobber potentially killing a real player.
Credit/debit registration? Not everyone who plays (will play) the game will have those (specially if the target market is made up of kids).
Look at the source of the problem? That problem is BUILT into the game.
Why bot?
- Easy xp and money, plain and simple.
Why do you want easy xp and money? - Because more (and to that effect “easy”) xp lets you access more of the game (maps are level based).
- Because features in the game are increasingly expensive (repair, upgrading, attributes, pots).
- Because gear is design to be replaced, and that costs even more money.
Why do you want to access the games features? - Because they let you play more efficiently. Repairs and pots keep you in the field. Upgrading and attributes makes you stronger.
Why do you want to access more of the game? - Because that is the point of the game. Apparently the journey is more important than the destination since there is no “end game” to speak off.
Why do you want to replace your gear? - Because the gear in the game follows the tiered gear design where gear gets stronger as their level requirement gets higher.
I could go on. Bottom line, the developers built in the reason people want to bot. Lets look at a version of tos where these built in reasons don’t exist.
There are no levels therefore no reason to want (or even HAVE) xp at all.
Why go out of town?
- Because I wanna explore the game. I wanna see the story. I mean really, look at how the quests are designed. You are basically always “the same level” as the quest your are taking. If you’re not (basically too low lv) you either get your ass handed to you or you can’t take the quest at all. If you are basically ALWAYS the same level as your quest, why even have the quests gated by level? (To keep you from blowing through content too fast - which btw is just bad design)
- Because I wanna fight monsters. This ties in to monsters having loot (not xp) and imma talk about that later.
NPC’s don’t buy your sht because they don’t have infinite money to buy your sht
How would you pay for services?
- NPC’s could give you repeatable quests.
- NPC’s could “hire” you for some odd jobs that need not be specified (that would require being offline fo x amount of time much like buy in shops and merchant classes) for money.
Gear is not tiered
Where do you get the sense of progression?
- You don’t. What you get is a sense of value for your gear.
- You could upgrade you gear. Let’s look at the concept of gear score where the higher the level requirement, the higher the gear score (GS for short). The monster you wanna kill is another 5 GS stronger than you so you get 5 more GS by getting better gear. Repeat. If instead of replacing your gear for 5 more GS you could upgrade your gear for 5 more GS. It could be a quest.
- You could modify your gear. Gems already do this but the system could be more robust. Spend potential for a magnified version of gem stats. It SHOULD be a +1 - 1 effect so that gear basically stays equal.
See, it can be done. The devs just chose the design that attractive to bots.
Now what do bots affect anyway?
1. Economy
This mainly pertains to inflation. So long as NPC’s have infinite money to buy your sh*t, this is what botting will mostly destroy.
2. Player:objective ratio
The more players are around, the less objectives (monster’s and quest objectives like “harvest this plant”) there are for everyone.
Since tos has built in reasons to bot, how do we make measures to either eliminate or mitigate their effects?
I would say “tax the sh*t out of everything”. Give every single item in the game a tax value (fixed value + % value). Don’t prevent trading, just make it so “expensive” that you only do it when you really really have to (and the least amount of times). And by expensive I mean in relation to how much money the character has. You wanna be the richest bot in tos? You can, but trading is going to cost you the most. You wanna break up your fortune with multiple bot accounts? You can, but at some point you will need to trade with your main account. If you need money from multiple accounts, the fixed value tax is gonna eat you alive.
How would you avoid this “tax problem”? Consume your money. Don’t trade, consume.
"What do you mean?"
Use NPC pots, reagents and repair. These things make money disappear. Trading with an alchemist for better pots just circulates money. Buying from an NPC means that money is GONE and it can’t be taxed.
"Why don’t I just convert all/most of my money to consumables?"
Items will still have a tax. So long as they exist, you will be taxed for them when you trade with other accounts. There is also the risk of not having enough money for the next upgrade should you reach the level requirement.