Xagul
deathzot.net
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- Jun 30, 2008
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As for MC, just making it so you can only connect once with X IP would knock down most of it.
I normally don't like to get into these forum arguments but I just have to say, if you really believe this then you truly are ignorant to the real issue with mcing. After reading your past few posts, you also seem to be childish, egocentric, full of shit, and potentially trolling. I'm fairly confident based on my observations that what I am about to tell you will "go in one ear and out the other" so to speak, but I will give you the benefit of the doubt and explain anyway.
There is only 1 way to put an end to MCing in any game and thus far I have never seen a developer able to pull it off in the long term.
Every MMORPG ever created has gold farmers and these people MC (and bot) hundreds of clients doing arbitrary tasks that earn the character small amounts of gold. Each individual bot is not that efficient, nor that profitable, but together this "army" is able to create so much of an in-game currency that it literally causes said games currency to become nearly worthless.
The reason why we don't normally pay attention to this problem as much as in OPEN TIBIA is because in most games, equipment is bound to your account and gold isn't super important. The fact that someone can take $20 and buy a nearly unlimited supply of gold is irrelevant because they still need to put in the work to gear their character. This problem is also pretty irrelevant in modern day tibia (and to an extent most OTs) because gold has become so easy to obtain that it holds little real value aside from bragging rights. In Tibia gear can be traded, but isn't as much of a power increase as other MMOs. Coupled with the fact that there really is only 1 set of gear per vocation, this means mass MCing in tibia is less profitable and generally a waste of time.
So why is it such a problem in Deathzot? This question is really easy to answer actually... While the concept of Deathzots equipment system is really fun and addicting, it introduces a huge problem. Remember those gold farmers doing small tasks earning small amounts of gold? Well, think of a T1 item as a gold coin. The bot doesn't have to earn a lot of these "gold coins", it just needs to earn some and from there the numeric amount of bots can be increased until said player is happy with the result. This is all a bi-product of the easiest to obtain item being able to merge into the best item in the game.
So then why can't you just block people from logging into more than 1 character at a time?
This is actually the hardest possible thing any game developer will (probably not even bother to) attempt in their life.
There are only a few ways this can be achieved:
- Multiple connections from an IP are impossible.
- Multiple connections from a "hardware id" are impossible.
- Multiple connections from the mythical MAC address are impossible.
- The client refuses to open more than 1 instance.
- A large fleet of unbiased staff members play policeman.
- Each character requires a "membership" to log in.
- IP address can easily be spoofed. In addition, by limiting connections per IP you are preventing people in the same household from playing at the same time. I say household, but it also includes any situation in which multiple people might access a game via the same IP (this includes software such as "pingzapper" meant to find a better connection to a game to reduce lag). Now your solution to this might be to allow say 2-3 connections per IP so those people can still connect. You would be right, that is a fantastic idea! BUT in Deathzot, 3 characters = 300% progression. This means someone that is running 3 characters will be progressing 3x faster than your 1 character and as such the problem isn't really solved.
- Hardware ID is actually a fantastic way to prevent MCing.... or it would be if it wasn't for the fact that it also can be spoofed. In fact, the majority of people that bot games with MCs are already accustomed to running each game client in its own virtual machine which bypasses the hwid completely.
- This is simply impossible to do.
- Tibia is the only game I've ever seen try to do this and it was bypassed instantly. Hell even our ip changers have this built in. Furthermore, virtual machines would also bypass this.
- I actually loled.
- This does actually reduce mcing immensely but I'd wager most people wouldn't even bother trying out an OT that is pay to play. It would however (coupled with method #5) make the staffs job much easier as far less people would be willing to risk a ban when they have paid to play.
So that's it then... Deathzot will have MCing forever? Sadly the answer is yes. But it is not as though we have done nothing to minimize the effect of MCing. The orb system is specifically designed to give manual players an edge. I completely understand that someone manually playing + botting some mcs on the side will have an advantage but that is just the way it goes. In all fairness I am not a babysitter and creating OTs is a hobby. I enjoy creating interesting servers for people to explore. While all of my servers are PvP-Enabled, they are usually PvE focused. I also try my best to at the very least make PvP deathloss extremely forgiving. It is for this reason that I feel like the MC complaint is selfish and egotistical. Rather than worrying about what other people are doing, worry about yourself. Try to enjoy your own progression and compete with your friends. If one of your friends likes to mc 5 characters then simply don't compare your progression to his.
@Maou
At the end of the day, whether or not you find a game (including all of its flaws) enjoyable is completely up to you. Everyone is entitled to their own opinion, and everyone has a different one. If you are not interested in Deathzot because ppl can MC then don't play it. If you don't think the server is "good" then don't play it. Also while you are at it, get the fuck out of our forum thread so people can actually have a useful discussion.
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