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There are a few sybil methods we could use to try and avoid this, but this is a decently simple one
Some other options:
Decrease capture chance for people with lower ranks in the game (so people who have played through more of the game have a higher capture chance)
System to easily manually remove bots from the batcher
Heuristic to automatically remove bots
Increase Genesis Trainer effect slightly for rare+ capture chance (this would be really hard to balance properly)
Implement a signature scheme that changes every time we update the game, so bots require an update every time as well (this also punishes real alternative clients though unless it's only part of the batcher system, at which point manual bot exclusion mentioned above is maybe less costly from an engineering perspective)
Increase TGold cost of minting monsters (currently it's 10 which is really low). This increases the cost of people trying to resell monsters quickly, but doesn't increase the cost for people who tend to catch & use the monster inside the game
Increase the cost of sending monsters between accounts (so accounts in the 2nd city that just caught a monster can't send it to another account that reached the 3rd city to list it on the open market by just paying a little TGold)
make rare+ spawns far from cities. Actually when a rare+ spawns in Sunnypath or Pinkrock End, bots/mass multi-accounts just have to Teleport to the city and they're almost there. Making them spawn in far locations can prevent this behavior
SebastienGllmt
changed the title
Reduce rare+ monster encounter rate for lower ranks
Make rare+ catching more human-friendly
May 27, 2024
There are a few sybil methods we could use to try and avoid this, but this is a decently simple one
Some other options:
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