Hello, I do think this thread is important.
Preventing botting includes discussing why people choose to bot.
As well as why it is advantageous to bot as opposed to just simply not botting at all.
The solution will:
Make bots "inferior"
Thus not being a player that is attentively there, is not the best means to any ends.
Also make multi-client less viable
Now getting rid of all botting in any game isn't always the most viable option. However the more it is not a rewarding way of achieving anything it becomes less viable in the game it self.
Anyone that then uses it is easily swept up in a ban as they should be.
However if we suppose that it literally never is the way to best do anything, then it simply won't be used. Players always do the quickest thing to achieve their end. Not everyone, but certainly the most.
With rose on the grind style leveling all botting would be hard to stop, lots of players play the game because of the fact that they like leisurely hacking away while chatting with friends. Many really don't want to do quests, and just want to *hug* monsters to *sleep* in mass quantities while maniacally cackling at the marvelous genius of their character design.
iMatt your leveling chat idea is nice, I like the lower level dungeons being viable. With the implementation of GA it would be silly not to see it ever before reaching 200, like so many do. No one talks about that to new players as being worth while until 200.
Dungeons require moving which makes them harder to be a bot in. After all the development time it would be a shame to never see a lot of this content until a character is beyond 200.
Many would like to see questing get more love too, which does make it harder to be a bot.
Class skills and passives are all fun and nice but I do wish we would see a utilization of all of the maps we already have at hand, while more dungeoning would be nice we do have lots of cool maps with neat little corners already to be explored.
With the game inherently being an exploration of maps and spots for laying to rest weird and cool looking foes in beautiful surroundings. It would be nice to see the best means to achieve an end also be able to be achieved by almost anywhere.
Therefore I think it is crucial to focus back on what the game revolves around most in the xp/gathering portion, the mobs.
The mobs give us virtually everything, and thus would be the first thing to come into the sights of wanting to bot. Everyone pretty much agrees that a character below max is essentially useless and nothing matters anyways. ( However later on for perhaps farming reasons it could also be useful...) If you are just starting though, nothing matters until you get 230 for the first time. Or so i've experienced with players playing. Yea there are some bench marks, 50,100,120,130,160,180,200,220,230.
You are pretty much told just to earn money and save it for the end game most of the time.
No matter what lvl until max you rely on the mobs for the vast majority of your leveling experience. So the mobs are essentially the leveling experience themselves.
Botting is most discouraged when events require human interaction to best navigate.
Randomization of events is a key part of that.
For mobs, this really means that it applies to them most over any particular class or player. Thus everyone can experience them essentially the same way. Obviously we have class types and certain mobs are more easily handled by certain classes over others. Sometimes you need a knight
Having to lure an area that can only be achieved by moving makes it harder to bot, randomization of where far spawns are, goes a little farther.
I personally would like to see the focus shift towards almost all mob encounters require a more general (any class) strategy. We have melee procs, and cds and a few other class specific strategies in character building, however since these mostly are always best served by repeating, these aren't strategy that comes into play requiring the player to take notice every encounter.
A shift towards some sort of strategy utilized in every encounter, or the most productive encounters for leveling but preferably always. Loot collection, item farming... There are some boss fights that kind of have forms of this in play, in needing to know what next to do.
I personally really would go on a single mob in packs that spawn that puts down areas of either good or bad, but the player must react. However like healing above there are ways without needing new graphics for the most part in dealing with buffs and debuffs on players.
All of these ideas aren't as important as the idea that strategy becomes the most rewarding way of doing things. Make sure it gets rewarded, if anything too much at first.
It also has to be simple but powerful tools if failed as well, if you are stunned for say 10 seconds while healing. Then heal the mob comes up as a fs cleric. You gingerly heal the mob back to full because you were stunned and could not move.
Most of these ideas could just be applied to mobs of a certain type or class, and run even on a fairly low encounter scale and it would drastically change the idea of auto skills.
Real strategy to best achieve items in the game and to level in general is the antithesis of a bot.