Sovvolf said:
Well, honestly, if you* don't like the grind, don't play the game. If that truly is the main focus of the game (I don't know, last time I played runescape was about 8(?) years ago) then you know what you're getting in for when you start playing. If grinding isn't your style then you shouldn't be anywhere near it.
Grind isn't a "style". It isn't even a legitimate gameplay concept or mechanic.
Grind is this and nothing else:
A mechanic that deliberately wastes the player's time.
Prepare yourself: This is about to get long, and for that I apologize.
Botting is just cheating, it goes against the point of the game. To me its no different from buying a top level character in an MMO cause you can't be bothered to level it up.
1) "Botting is just cheating, it goes against the point of the game."
Actually, botting does not go against the point of the game.
Think about it: The point of most MMOs is to "level up" so that you can overcome greater obstacles. Botting accelerates that process; it doesn't replace it.
If the sole metric of challenge is a player's ability to withstand hours upon hours of boredom, IT ISN'T A LEGITIMATE GAME.
2) "...because you can't be bothered to level it up."
Stop and think for a moment. Why does this bother you? It isn't your character, it isn't your gameplay experience that is being altered*
[sub](*assume for a moment it doesn't. Don't worry, I'm addressing where it actually does later)[/sub]
The only difference between you and that botted character, is that they spent much less time grinding than you.
So what? So they spent less time playing. They didn't suddenly make the game worse for you.
You (ultimately) get access to the same quests, the same items, the same bloody *EVERYTHING*.
So by that logic, the only reason you would care is if you are jealous. And the only reason you would be jealous is that
you didn't enjoy playing the game that long to get to that level.
You had to GRIND to get to where you are, and they didn't. Therefore, the GRIND is to blame.
It didn't add anything to your experience, it just artificially lengthened it.
Now for those caveats I mentioned earlier.
Caveats and rebuttals for thus:
i) "Botters ruin the player-driven-economy"
So they do. But you know what gives real-life value to those items the botters and gold-farmers sell?
Grind. The value of an item is based largely on two things: Its availability and its usefulness.
"Usefulness" is a function of the metagame, and doesn't tie into grind at all on its own (beyond the trend that developers place the most useful/powerful items at the highest rarities, but this is an arbitrary decision on their part).
"Availability" however, is a function of economics...Ahh.
So...
If everything were readily available, but not necessarily useful, then it becomes a game based purely on execution (after some trial-and-error to eliminate the weakest metagame choices of course).
But...
If everything were not readily available, then the value of any given item would increase by simple Supply and Demand; AMPLIFIED by usefulness.
So when an item is only valuable because you have to waste your time doing lots of mechanically-easy, but boring busywork to find it, it's hard to justify an entire economy comprised of those items.
ii) "Botters ruin PvP because they have better/twinked characters"
First, I need to make this clear: In order to be fun and balanced, PvP games MUST be based on planning and execution. You are matching your wits and skills against another player. That is the primary motivator for "friendly"(no-stakes) competition, no?
FACT: When you deny players an even playing field to start with, it isn't balanced.
"But earlier, you said that everyone ultimately ends up with the same stuff, which means everyone has the same options. Therefore, it is balanced"
I did, but this assumes two conditions:
1) That every player is given an unlimited amount of time to attain everything/access to everything.
2) And that the metagame conditions do not change (patches that introduce a new tier of gear, for example. Muck with existing skills, etc).
In practice, that isn't the case, and it is here that Grind has profoundly NEGATIVE effects.
In a game based purely on strategy/execution, grind isn't needed. At all.
That player with the ultra-rare gear? Why is it ultra-rare? Because the drop rates are low.
In this, again, time = power (or value, in connecting it to the economy).
For a normal person to acquire that gear (and thus the edge in PvP), they need to be exceedingly lucky, or have a lot of time to waste doing the same damn thing over and over again.
Even in the best case scenario, you have turned PvP at least in part, INTO A GAME OF CHANCE, NOT SKILL (execution/strategy).
That is NOT legitimate gameplay design; not for PvP.
Even Professional Gamblers play games of numbers with which they know the bounds and the odds.
Playing PvP in which the entire game hinges on you getting a trinket that drops 5% of the time at the end of an hour long dungeon, is akin to playing a slot machine that (on average) pays out once every 20 HOURS.
And that's assuming you play SOLO. Add more people into the mix, more people who all wanted that item? You've now added a denominator to that 5%. With 10 people for a party/raid, that rate becomes
1 every 200 HOURS.
It's gambling: Only instead of directly betting money, you bid your free time.
You think the botter's cheating is bad? The House is worse.
* You as in people in general, not specifically you.
No offense taken in any case.