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Game Play Focus: Simple solutions for unattended macroing.
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SWG Stratics

Joined: Jan 7, 2004
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Game Play Focus: Simple solutions for unattended macroing.


Latest News

What is the Status of the Shipwright Crafter Monkey??? Millbarge???

Millbarge wrote:

I will work on this as soon as possible once Hoth releases...this, along with the removal/adjustment of instant respawns.


 

 

Preface - Why Unattended Macroing is bad for Gameplay.

Unattended macros are usually something a fairly advanced user will utilise, they are not normally used by the average player. 

Any benefit, reward or achievement that unattended macros bestow upon a user in turn devalue the benefit, rewards and achievements of players that are not aware of, or have no inclination to use, unattended macros.

Credits or loot gained through the use of unattended macros leads to an inflated game economy.  Imagine if you knew how to find a pile of dollar bills on any street corner, how much would a sandwich then cost?  What if only 10% of the populace knew of this way of accumulating dollars?  How would the other 90% afford to eat?

Unattended macroing also places unecessary additional load on game servers, although the worst offenders are "credit farmers" who loop inefficient macros and utilise third party tools, players running unattended macros also contribute significantly to sub server area activity levels. 

Visit the following locations not enclosed in red boxes on your server with your network monitor switched on and observe the "area activity" levels.

A large number of credit farmers and players running unattended macros can lead to spikes in area activity as high as "Extremely Heavy", making 95% of the planet almost unplayable.

Any game system or feature that is more effective for players to participate in by using unattended macros needs to be re-evaluated by the designer, either to lessen the effectiveness of unattended macros on the system or to ensure that intended gameplay is more engaging, fun and rewarding which would in turn discourage the use of unattended macros.

Due to the extremely high levels of player abuse of unattended macroing, Customer Services announced that they were no longer able to police and take disciplinary action against this form of game disruption, so it now falls to the Development Team to mitigate the impact of unattended macroing on the game by designing it out.

The aim of this thread is to look into ways that this can be accomplished.

  • Beast Master pet experience gain
  • Entertainer experience gain
  • Looting Junk for use in the reiteration of powerbits.
  • Sampling Mustafarian and Kashyyykian resources.
  • Client automatic disconnect timer.
  • Working in a shop 
  • POI and static spawn placeholders/diminishing returns.

  • Beast Master pet experience gain

    1) Compnor bonus for Pets.

    If your pet is called into the world when the player completes a destroy mission, your pet will receive a "Compnor Bonus" experience reward that is 10% of the experience needed to reach the next level up, this works until you hit combat level 70, from combat 70 to 79 this bonus is reduced to 6.66% and from level 80 to 90 the bonus is reduced to 5%. 

    This reward may be earned 10 times per day.  The day resets at 12pm PDT.  Experience and credit rewards for missions scale payouts based on player level compared to mission level.  If the group completes a mission that is more than 15 levels above or 15 levels below your own combat level then you will receive half or less of the "Compnor Experience Bonus" and credit payout.

    2) Percentage of players Quest XP for Pets.

    A percentage of any Quest XP gained by the player while a pet is called is converted into a % based on the amount on awarded XP vs the players XP required to level.

    If you are a level 90 player and you complete a quest that grants 120,000 XP as a reward, this is converted into a percentage based on the theoretical requirement of 742700 to level 91.  Your pet will now gain 16.2% of the XP it requires to level up.

    Other concepts:  Pet quests/ Pet Themepark

  • Entertainer experience gain

    Profession specifc content in profession wheel.


    Implement profession specific content at levels 1, 4, 10, 14, 18, 22, 26, 30, 34, 38, 42, 46, 50, 54, 58, 62, 66, 70, 74, 78, 82, 86 an 90 that must be completed in order to progress.  Much the same as pilot, Entertainer XP can be banked up to a certain cap until these milestones are passed.

    The content should consist of social quests featuring Dancing, Music, Image Designing or playing in a band or dance troupe.

  • Looting Junk for use in the reiteration of powerbits.

    1) Heroic Junk

    When Reverse Engineering a loot item, placing a rare piece of Junk in with the loot item results in a increased Reverse Engineering chance for that iteration.  This can lead to the powerbit produced from this iteration jumping up to +5 in power in addition to any powerbit increase that would have normally occured from the players Reverse Engineering chance and luck modifiers.

    Meatlump Junk could also be used to facilitate a +2 jump in powerbit power.

    2) New trader item idea: Junk Recycler

    You put any old piece of junk in and it turns it into one of two junk items that can be used to reiterate powerbits.

    For instance, one of these two would pop out if you recycle any junk in your recycler:

     

    Here's an example of what I might be left with after collecting junk through normal game play, not really going after junk particularly, just looting kills as I go along.

    I've got 67 different pieces of junk there, but none of that is really useful for making non-exotic modifiers to be used in reiterating powerbits.  Well, I could use it, but it would be pretty painful to work out which junk pieces in which combinations create non-exotic modifiers.

    Let's just recycle that lot...

    That's more like it, now I can make 33 Precision Modifier bits, with an option to create those modifier bits as a stack, I could drop the stack into a Reverse Engineering tool and save myself repetitive strain injury.

    You can then use these to reiterate powerbits.

    This means that you can use any junk parts that you can get your hands on, recycle them and use them.  No more needing large numbers of stacks of the same junk parts.

    3) Make all modifer bits of the same modifier stack.

    This would remove a large part of the repetitive reiteration process of creating a modifer bit and then dragging it into the Reverse Engineering tool with the power bit.


    4) Fix the respawn timers on all Static instant respawns.  

    The bugged spawn timers on these spawns are being heavily exploited by players and those involved in real money trade.

  • Sampling Mustafarian and Kashyyykian resources.

    ATK sampling needs a real boost to make it more attractive than AFK sampling and could do with a bit of a rework. 
    Everytime the sampler carries out an attended action, such as selecting the "Focus the device on the concentration." event option and then moving to the higher concentration waypoint and sampling, the Trader gets a buff applied that enhances manual sampling for supsequent attempts.

    This would stack up and increase by 10% for each successful attended sampling action, up to 100% increase.  That means that after 10 successful attended actions you a would be very much more efficient indeed.

    I knocked up a screenshot to illustrate:

    Each time you are succesful in either the "Focus the device on the concentration." or the "Attempt to recover the resources. (2000 Action)" options, another stack of the following modifers are added to your Survey Buff, if you succeed 10 times you would have the following modifiers:

    Sampling Resource Increase +100
    Sampling Action Cost Reduction +50
    Chance to recover rich samples +100%
    Chance to fail to locate a sample -100%

    As soon as you fail to move to the waypoint, the buff drops and you have to start again.  Also the top option of both "Survey Event" boxes should be changed to "Stop Surveying" to further discourage unattended macroing.

    Note:  "Attempt to recover the resources. (2000 Action)" does not currently funtion is the same way as "Focus the device on the concentration." and this option would need to be changed to function in the same manner.

    This would all stack up with "Resource Scavenger (1)" pet special, which grants Sampling Resource Increase +50 for 15 min.

  • Client automatic disconnect timer.

    This is the timer that runs in the background and automatically logs you off after a period of inactivity. 

    It is currently possible to use a looping macro to bypass this timer.  Adjust this so that the timer is only reset by keyboard or mouse input.

    Additional Concepts: Extend auto /dump looping macro restriction from trial accounts to subscribed accounts.

  • Working in a shop 

    Elect to work in a shop, for Watto for example, and select the number of hours you wish to work (maximum 8 hours). 

    If you complete this number of hours you will be eligable for an amout of credits and possibly a random reward if the shop owner is feeling generous. 

    Leaving your place of work before the alloted time has expired cancels the session.  There could be a number of different shops around the galaxy that you could work in, each with the chance of different rewards.  If you plan to log off for some time, leave your character working in a shop, return and check for rewards!

  • POI and static spawn placeholders/diminishing returns.

    Killing the same MOb type endlessly for a few hours could result in a couple of outcomes. 

    A rare chance that a powerful Boss MOb may spawn, whose level scales to the player that killed the placeholder.  This Boss will engage the player in combat and despawn once combat is ended or the player is dead.  The Boss holds no loot and awards no experience gain.

    After repeatedly killing the same type of MOb, diminishing returns applies on loot chance and experience gain, until the MOb has 0% chance of any loot and awards no form of experience gain.


Message edited by BadgerSmaker on 03/10/2009 04:48:16.



Mayor

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TheMadCoder wrote:

This post seems strangely familiar (sans some honest advice from your peers...)

 

It was posted before: Here. I believe this is in direct violation of this forum rule: Do not make posts that inquire about, contain the same information as, or comment on other removed or locked posts/topics - provided that a Moderator has not said so otherwise. If you have an issue with a Moderator action, send the respective Moderator a private message. Forgive me if I'm wrong.



SWG Stratics

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Oweb-Hogashino wrote:
TheMadCoder wrote:

This post seems strangely familiar (sans some honest advice from your peers...)

 

It was posted before: Here. I believe this is in direct violation of this forum rule: Do not make posts that inquire about, contain the same information as, or comment on other removed or locked posts/topics - provided that a Moderator has not said so otherwise. If you have an issue with a Moderator action, send the respective Moderator a private message. Forgive me if I'm wrong.

I was given the all clear to repost, please stay on topic.



General

Joined: Aug 12, 2004
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BadgerSmaker wrote:

Game Play Focus: Simple solutions for unattended macroing.

Please read these concepts and let me know what you think, I've listed the main culprits of unattended macroing and ways of redesigning the respective systems to address this... thanks!

  • Beast Master pet experience gain
  • Entertainer experience gain
  • Looting Junk for use in the reiteration of powerbits.
  • Sampling Mustafarian and Kashyyykian resources.
  • Client automatic disconnect timer.

  • Beast Master pet experience gain

    1) Compnor bonus for Pets.

    If your pet is called into the world when the player completes a destroy mission, your pet will receive a "Compnor Bonus" experience reward that is 10% of the experience needed to reach the next level up, this works until you hit combat level 70, from combat 70 to 79 this bonus is reduced to 6.66% and from level 80 to 90 the bonus is reduced to 5%. 

    This reward may be earned 10 times per day.  The day resets at 12pm PDT.  Experience and credit rewards for missions scale payouts based on player level compared to mission level.  If the group completes a mission that is more than 15 levels above or 15 levels below your own combat level then you will receive half or less of the "Compnor Experience Bonus" and credit payout.

    2) Percentage of players Quest XP for Pets.

    A percentage of any Quest XP gained by the player while a pet is called is converted into a % based on the amount on awarded XP vs the players XP required to level.

    If you are a level 90 player and you complete a quest that grants 120,000 XP as a reward, this is converted into a percentage based on the theoretical requirement of 742700 to level 91.  Your pet will now gain 16.2% of the XP it requires to level up.
  • Entertainer experience gain

    Profession specifc content in profession wheel.


    Implement profession specific content at levels 1, 4, 10, 14, 18, 22, 26, 30, 34, 38, 42, 46, 50, 54, 58, 62, 66, 70, 74, 78, 82, 86 an 90 that must be completed in order to progress.  Much the same as pilot, Entertainer XP can be banked up to a certain cap until these milestones are passed.

    The content should consist of social quests featuring Dancing, Music, Image Designing or playing in a band or dance troupe.
  • Looting Junk for use in the reiteration of powerbits.

    1) New trader item idea: Junk Recycler

    You put any old piece of junk in and it turns it into one of two junk items that can be used to reiterate powerbits.

    For instance, one of these two would pop out if you recycle any junk in your recycler:

     

    Here's an example of what I might be left with after collecting junk through normal game play, not really going after junk particularly, just looting kills as I go along.

    I've got 67 different pieces of junk there, but none of that is really useful for making non-exotic modifiers to be used in reiterating powerbits.  Well, I could use it, but it would be pretty painful to work out which junk pieces in which combinations create non-exotic modifiers.

    Let's just recycle that lot...

    That's more like it, now I can make 33 Precision Modifier bits, with an option to create those modifier bits as a stack, I could drop the stack into a Reverse Engineering tool and save myself repetitive strain injury.

    You can then use these to reiterate powerbits.

    This means that you can use any junk parts that you can get your hands on, recycle them and use them.  No more needing large numbers of stacks of the same junk parts.

    2) Make all modifer bits of the same modifier stack.

    This would remove a large part of the repetitive reiteration process of creating a modifer bit and then dragging it into the Reverse Engineering tool with the power bit.

    3) Fix the respawn timers on all Static instant respawns.  

    The bugged spawn timers on these spawns are being heavily exploited by players and those involved in real money trade.

  • Sampling Mustafarian and Kashyyykian resources.

    IDEA: Sampling Droids.

    Mensix Resource Vendors (NPCs)?

  • Client automatic disconnect timer.

    This is the timer that runs in the background and automatically logs you off after a period of inactivity. 

    It is currently possible to use a looping macro to bypass this timer.  Adjust this so that the timer is only reset by keyboard or mouse input.
I have only one issue with the proposed ides, and that is in regards to the last item about the client automatic disconnect timer.

To require keyboard or mouse function would break the legitimate function of barker droids, in that you are requiring that the owner of the droid has to not only be online but has to making active keyboard/mouse activity the whole time.

This defeats the purpose of the barker droids given the current limitations they have becausse of long standing bugs. A lot of the AFK spamming stems from lack of properly functioning barker droids.

I cannot imagine someone is going to want to sit there for an entire session watching their barker droid, seeing as how the barker droid is supopsed to free them for that kind of tedium.

I am afraid that to require keyboard and mouse input, you will kill legitimate in game adverstising for Traders goods along with the unwanted actions and frankly, I find the AFK Medic buffers quite helpful and would hate to force them to sit around ATK for something that would otherwise be utterly boring.

Besides, I fear it may simply serve to drive more into 3rd party macro tools which can feed the game client a keypress anyway.



SWG Stratics

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TheMadCoder wrote:
I agree with you (and MUCH more concerned about that fact that many folks had differing views of his idea, myself included, which are now left out).


Feel free to repost your views, if you have an issue concerning forum moderation, please contact a moderator.

Kinshi wrote:


To require keyboard or mouse function would break the legitimate function of barker droids, in that you are requiring that the owner of the droid has to not only be online but has to making active keyboard/mouse activity the whole time.

This defeats the purpose of the barker droids given the current limitations they have becausse of long standing bugs. A lot of the AFK spamming stems from lack of properly functioning barker droids.

I cannot imagine someone is going to want to sit there for an entire session watching their barker droid, seeing as how the barker droid is supopsed to free them for that kind of tedium.

I am afraid that to require keyboard and mouse input, you will kill legitimate in game adverstising for Traders goods along with the unwanted actions and frankly, I find the AFK Medic buffers quite helpful and would hate to force them to sit around ATK for something that would otherwise be utterly boring.

Besides, I fear it may simply serve to drive more into 3rd party macro tools which can feed the game client a keypress anyway.


A very good point, do you think that the mechanics behind Ad Barker Droids could be changed to address this somehow?


Message edited by BadgerSmaker on 09/29/2008 13:14:46.



Blue Glowie

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BadgerSmaker wrote:
  • Beast Master pet experience gain

    In addition to your suggestions, making the beast XP modifier junk loot drop from non-instance mobs would make it more attainable, helping to eliminate the problem. Another option that has been presented is having a beast XP multiplier after the first pet reaches CL90 BFF, similar to how pilots get a multiplier.

  • Entertainer experience gain

    I like your suggestions.

  • Looting Junk for use in the reiteration of powerbits.

    I like your suggestions.

  • Sampling Mustafarian and Kashyyykian resources.

    In addition, I wouldn't mind seeing a resource refiner. We have recyclers that decrease quality, but a refiner to increase quality would be very helpful.

 

  • Client automatic disconnect timer.

    This should be set to a reasonable amount of time so that people aren't continually being forced to log back in after real life interupts.
I do a lot macro grinding and this addresses most of my reasons for doing it.



Beast Master

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I like it all Badger, except for the mensix resource vendor.  As a trader, part of the fun is going out and finding the resource.  It's part of my game, to beat out everyone else to find and mine the best resource.  Maybe have an underground personal miner or something that we could place on musty and kash?



Grand Moff

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Having created a trial account, noticed that you are given a free "no trade" personal harvestor which you can not use, due to the restriction on trial accounts. I find this to be stupid, as by the end of 14 days, people are most likely to be wanting more powerful harvestors, even if it is just a ber 4 PME. Can't it made that trial accounts are allowed at least to use one lot or just be able to use that free PME, and can only put enough credits in it to make it last about 7 days?

 Without being able to use that PME, then its AFK sampling




P.O.W.

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while this is a good start, it is meaningless unless they are going to address the fact that vast parts of this game are a grind and non fun.

farming the same mobs over and over is not fun content to get the majick loot item needed to complete a collection (to get the same carrying capacity as every non jedi class makes it even worse).

if they really want to do something about afk, look at the cause, not the symptoms.  the cause is we find lots of the game to be more grind than fun.  make it fun and ppl will not want to afk.

this all goes back to the original design of the game, it was made to be slow and drain every dollar from subscribers as they hunt the same thing over and over to get the needed loot item.

fix the cause not the symptom!  make it a bit more entertaining to collect these loot items.  how about a collection item recycler.  put in 10 or a collection item, get back 1 not in the ones you put in.  put in 1 of every cron but the one you need, get the one you need, etc.




Mayor

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3) Fix the respawn timers on all Static instant respawns.  

The bugged spawn timers on these spawns are being heavily exploited by players and those involved in real money trade.

I have some questions for you about this.

  1. How is killing NPC's an exploit?
  2. Do you support punishing honest players (ATK) so that this "exploit" is "fixed"?
  3. What do you think will happen to the market value of attachments will do if this happens across the board with all of the fast respawn NPC's.



Jedi Senator

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BriaBres wrote:
I like it all Badger, except for the mensix resource vendor.  As a trader, part of the fun is going out and finding the resource.  It's part of my game, to beat out everyone else to find and mine the best resource.  Maybe have an underground personal miner or something that we could place on musty and kash?

Now tell me this, don't you find it the least bit odd that a planet that is covered in minors, mining equipment, and is only there for mining doesn't sell one resource? Just seems I don't know out there to me. I would think hey I'm running low on Iorn. Maybe I ought to go to the planet covered in molten resources and see what they have availble. Shure you can risk life and limb out on the surface if you like, but it would be a nice credit sink, and it would make sense. Maybe I am the only one out there who thinks it is just a little stupid that an individual can extract and refine resources. I mean it is just not realistic. Oh well, that's why I am a lousy trader. Back to killing things.



SWG Stratics

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Oweb-Hogashino wrote:

3) Fix the respawn timers on all Static instant respawns.  

The bugged spawn timers on these spawns are being heavily exploited by players and those involved in real money trade.

I have some questions for you about this.

  1. How is killing NPC's an exploit?
  2. Do you support punishing honest players (ATK) so that this "exploit" is "fixed"?
  3. What do you think will happen to the market value of attachments will do if this happens across the board with all of the fast respawn NPC's.


Some loaded questions there. 

You have to understand that NPCs or creatures that respawn as soon as you loot them was never intended, it's a bug that has been around for years, but one that never got fixed because there were better bugs to exploit if you wanted to gain a large amount of credits.

A player farming these spawns may do so without knowing that these spawns are bugged, but unfortunately this does not class as "honest" behavior as you put it.

As for the market value of attachments, they will level out at the intended rate that the system was designed for, as these instant spawns were never factored in with the design.

What this thread aims to do, is address the issues with that original design that have been masked by this exploit.

Let's try to come up with some ideas to make these systems more rewarding and engaging, as right now they are often more efficiently played unattened which is very bad for gameplay.




SWG Stratics

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Lord_Bane wrote:
BriaBres wrote:
I like it all Badger, except for the mensix resource vendor.  As a trader, part of the fun is going out and finding the resource.  It's part of my game, to beat out everyone else to find and mine the best resource.  Maybe have an underground personal miner or something that we could place on musty and kash?

Now tell me this, don't you find it the least bit odd that a planet that is covered in minors, mining equipment, and is only there for mining doesn't sell one resource? Just seems I don't know out there to me. I would think hey I'm running low on Iorn. Maybe I ought to go to the planet covered in molten resources and see what they have availble. Shure you can risk life and limb out on the surface if you like, but it would be a nice credit sink, and it would make sense. Maybe I am the only one out there who thinks it is just a little stupid that an individual can extract and refine resources. I mean it is just not realistic. Oh well, that's why I am a lousy trader. Back to killing things.

Couldn't you just buy your resource from players like BriaBres that like mining?



Mayor

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BadgerSmaker wrote:
Oweb-Hogashino wrote:

3) Fix the respawn timers on all Static instant respawns.  

The bugged spawn timers on these spawns are being heavily exploited by players and those involved in real money trade.

I have some questions for you about this.

  1. How is killing NPC's an exploit?
  2. Do you support punishing honest players (ATK) so that this "exploit" is "fixed"?
  3. What do you think will happen to the market value of attachments will do if this happens across the board with all of the fast respawn NPC's.


Some loaded questions there. 

You have to understand that NPCs or creatures that respawn as soon as you loot them was never intended, it's a bug that has been around for years, but one that never got fixed because there were better bugs to exploit if you wanted to gain a large amount of credits.

A player farming these spawns may do so without knowing that these spawns are bugged, but unfortunately this does not class as "honest" behavior as you put it.

As for the market value of attachments, they will level out at the intended rate that the system was designed for, as these instant spawns were never factored in with the design.

What this thread aims to do, is address the issues with that original design that have been masked by this exploit.

Let's try to come up with some ideas to make these systems more rewarding and engaging, as right now they are often more efficiently played unattened which is very bad for gameplay.

If this is fixed, then in order to get junk loot for RE it will just take longer. It will not keep people from AFKing static spawns. Thus, this fix will punish players that are not AFKing by causing them to use more gameplay time gatheing junk loot or create even more AFK junk looters. If the problem is AFK play and unattended game design (insta-spawns) then why punish honest players to fix these problems?



Blue Glowie

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Good stuff Badger. If you want to get rid of AFK play then you have to get rid of the reasons that people feel that they have to AFK. My only issue with the pet stuff is the grind to BFF. Since BFF seems to be based on number of kills, anything that makes the grind faster or with less kills makes the grind to BFF seem much more of a pain.

 
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