taultunleashed logoSoE's lame attempt at trying to stop farming : EverQuest 2 General Discussions
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SoE's lame attempt at trying to stop farming : EverQuest 2 General Discussions

Posted: January 23rd, 2006, 3:23 pm
 
apoc69
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http://eqiiforums.station.sony.com/eq2/ ... e.id=43763


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Posted: January 24th, 2006, 1:04 pm
 
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Posted: January 25th, 2006, 12:51 am
 
vermithrax
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Arrgh - cannot access this from work! Think someone could copy & paste the post?


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Posted: January 25th, 2006, 9:37 am
 
apoc69
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Blackguards Posts

(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
We've seen a lot of threads recently about players exploiting aggro mechanics in groups in order to farm named creatures for their items. This has become a lot more prevalent as of late because of the enhancements we've been making to dungeon zones as far as loot is concerned. In response to this, we're making the following changes to Test over the next few days as a solution to your concerns:

- Any creature that would aggro a player when solo will aggro that player regardless of the level of group members.
- Creatures that would not aggro a player when solo will not aggro that player regardless of the level of group members.

That means you won't see high level characters running around through a zone with lower level players to grey out the mobs, because mobs will still aggro the lower level player as one might expect. One of the ways players are currently exploiting the mechanic is that they're doing just that (greying out mobs), then mentoring down to a lower level player in order to get loot from named mobs (thus bypassing all the encounters on the way to the named creature and being rewarded for doing so).

This change should make such behavior a lot more difficult, leaving named creatures and their treasures for players who actually work to get to them.


Ryan "Blackguard" Shwayder


(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
An additional note: If you con grey to a mob, it will always see through stealth and invisibility (as they currently do). Also, being group-stealth or invisd by a high level player will not change that behavior, and mobs with see-stealth and see-invis will still see through it as normal. This should make it difficult to simply stealth over to a named creature (or certainly of the same difficulty that a group of the appropriate level will experience).



Gallentines Post
(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
Regarding this being taken as a "sledgehammer" measure -- This isn't being done solely becase of the farming that's having a negative impact on others' experiences.

Yes, this will have a minor impact there, but it's a decision we've been weighing for a while. The idea of someone helping a friend who is a couple levels away, through a zone? No problem. It was, however, a little more beneficial than it was supposed to be, even at launch.

We evaluated it again with the release of DoF, and decided to keep it in due to some folks' dependence on it for shard retrieval. Now that shard retrieval is gone, there doesn't seem to be much of a valid gameplay reason to keep it in a world that needs to feel appropriately dangerous. Not "dangerous if my friend who is AFK on the other side of the zone LD's."

Spells and abilities such as Invisibility and Sneak are meant to fulfill this role that "AFK buddy" is currently able to fill. Protecting someone weaker than yourself on their way through the world? Excellent. There are plenty of ways within a consistent world to help someone get from point A to point B, but there needs to be active participation for it to make sense.



As far as farming goes, there are further changes coming to loot credit assignment and treasure chances that are intended to more directly address the farming problem.

As a bit of background: When we unlocked encounters and made loot credit work the way that it currently does on live, as many people pointed out (and as we were fully aware of), there were holes that we left there that people could take advantage of.

We wanted to see what would happen with a non-restrictive, open set of rules first. Game mechanics changes aimed at preventing negative behaviors are a last resort. The behaviors resulting now unfortunately warrant further action to protect legitimate players.

We'll have more details soon. Thanks for your patience.


Good hunting,

- Scott

____
Scott Hartsman
Senior Producer, EverQuest II


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Posted: January 25th, 2006, 11:20 am
 
loraik
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I personally wish they could stop farming also, nothing ruins it for the honest botters more than a group of wizards and a tank all dressed the same with inventive names like fred,billy,tom,ted,ect standing in one spot for days on end camping a named or ring.

Loraik


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Posted: January 25th, 2006, 12:03 pm
 
apoc69
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I don't believe the problem is farming. The problem is SoE. They created a situation, i.e. more drops in dungeons, etc. with the full knowledge that people would take advantage of it; plus how many people reported other people just so that they could get them banned and have the mobs for themselves. Now SoE is punishing the rest of the player community for their mistakes, and that's probably why I'm starting to feel that I may not play anymore after my subscritpion is finished.


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Posted: January 31st, 2006, 9:36 am
 
apoc69
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On test yesterday

(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
- Item drop rates now obey the same rules as experience does when damage is contributed by people or creatures other than the group or person that engages an encounter. That is, you will be less likely to find treasure chests on creatures who players outside of your group help fight. The more damage they do, the less likely you will be to obtain the loot.


Like it's going to impact the pro farmers in any, way, shape or farm.

*Idiots!*
*Gosh!*


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Posted: January 31st, 2006, 3:00 pm
 
tault_ebrias
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I don`t think SOE is interested in stopping farming/botting.!

Its simply an economy.The owners of these bots normally own more than one account + paying for it! These people normally won`t own these accounts when they were not be able to farm/bot!

Not to forget the people out there who would get frustrated and stop playing when there were noone who sells online currency.

I think there will always be a healthy ratio of non botters to botters.

For SOE:

More Players = More Botters = More Income


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Posted: February 2nd, 2006, 4:34 am
 
raprgz
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apoc69 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
On test yesterday

(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
- Item drop rates now obey the same rules as experience does when damage is contributed by people or creatures other than the group or person that engages an encounter. That is, you will be less likely to find treasure chests on creatures who players outside of your group help fight. The more damage they do, the less likely you will be to obtain the loot.


Like it's going to impact the pro farmers in any, way, shape or farm.

*Idiots!*
*Gosh!*



hmm ok so when I bust my lvl 60 templar in a zone with a lvl 24 monk and just sit there all day using my debuffs and heal procs to keep him alive.. oh and heal him.. I bet you full well hes going to still walk away with fabled gear. actually Ill bet you my whole acct that I can do it.. wanna know why.. Ive been doing it for 6months.. sure its about 2x longer then bringing my rng down there and just killing !@#$%^&* with him but this will still work no matter how SOE designs the content when it comes to agros until they go back to a mob lock system. now I wont be able to kill the 40s and pull agro over . but if I wanted to do that Id just lvl the damn monk to 40 and do it anyways....... catch my drift.


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Posted: February 3rd, 2006, 12:01 pm
 
apoc69
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Haha...read all the people crying about it now...

http://eqiiforums.station.sony.com/eq2/ ... e.id=15437

Nice job SoE!


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Posted: February 3rd, 2006, 1:46 pm
 
tault_ebrias
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And the bad side of it is, that whatever SOE will do in the future against botters, they will ruin the game for all players out there. Botters are in every game and they don`t ruin the game for the other players when they are a few. They just have to accept that.


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Posted: February 4th, 2006, 12:04 pm
 
apoc69
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Omg..the complete !@#$%^&* session on the forums this change is causing is awesome. I love SoE's stupidity.


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Posted: February 4th, 2006, 1:10 pm
 
mariah carey
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:lol: :lol: lame attempt


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