Economy Reinstate Anti-AFK Mod and Ban AFK Pools

Discussion in 'Server Gameplay Suggestions' started by badpeteno, Oct 26, 2020.

  1. badpeteno
    Offline

    badpeteno Well-Known Member

    Joined:
    Mar 3, 2014
    Messages:
    137
    IGN:
    BadPeteNo
    This is me bracing for a whole lot of hate.

    The number of large AFK farms continues to grow. This creates two big problems:
    • Severe inflation
    • Lag
    This issue can be easily measured by the ever increasing number of items being removed by clag.

    Staff have made various changes to try to address this.

    Changes to prices at /warp shop encourage manual sale over AFK sale. Personally I really like that one. If you're too lazy to sell crops yourself, make a profit shop so others can be rewarded for facilitating your laziness (I'm definitely in that category).

    Implementation of a redstone limit at all was frustrating, but I'm fine with it as long as it remains static. The fact that it keeps changing as players find new creative ways to crush server performance is not ok.

    So why do we keep incentivizing AFK? Don't get me wrong, I keep 2 accounts on all night to keep my farms running but shouldn't server resources go to loading the chunks someone's actually interacting with?

    When .org began, there was a rule against AFK and a plugin to help enforce it. The harder part was enforcing AFK pools as it was based on the player being stationary, though realms servers manage to kick just fine with afk pools. At that time, the kick timer was 15 minutes, though even an hour would likely suffice.

    How should large scale farms adapt?

    If players want their farms to run when they are AFK, they will need to get someone else to load them. Lw5 has an elegant answer to this. He has a room where players AFK and get free pumpkins at /visit aaii. But wait, doesn't this post suggest an AFK kick plugin? Why yes. This will make AFK rooms even better as users will check back frequently to see if the room is free.

    They can also incentivize players to keep the chunks loaded with devices that add a counter the longer the chunk is loaded and drops a reward every hour or so. In that example, The AFK room would drop an iron ingot or a grass block after 55 minutes of AFK. 5 minutes later, the player gets kicked and the room frees up for someone else. Or, they scramble back to their PC just in time, move off the trigger and back on, resetting the clock and getting queued up for the next reward.

    I've personally built a machine that can monitor for clag (still pretty buggy). If the player never wants to refill it, they need only add a single hopper and 6 chickens. Hopper free, it needs to be refilled every 576 clags, or roughly every 48 hours assuming clag hits every 5 min.

    A mod jokingly suggested disabling all redstone as an alternative to constantly changing the limit. Technically that would work because the server would become an absolute ghost town.

    You might look at anti-AFK measures as terrible, I offer you instead to consider a server where players keep finding ways to make farms bigger and laggier, more and more appear, the redstone limit keeps changing, and you can never trust that the big fancy thing you built won't break next week to a server change.

    Tell an engineer to build a bridge but there is no assurance that the strength of gravity or the weight steel and concrete can hold will change 3 times in 72 days. He would quit being an engineer, or go do it on a sensible planet.

    Alternatively, I suggest we ask that engineer that either he or someone from his team be present while the work is done in order to get paid.
     
    • No Support No Support x 10
    • Neutral Neutral x 5
    • Disagree Disagree x 2
    • Support Support x 2
  2. Moee
    Offline

    Moee Well-Known Member

    Joined:
    Dec 1, 2017
    Messages:
    516
    IGN:
    moearnings
    Extreme big giant support, this sounds awesome and would really boost the performance. I hope this gets implemented, and maybe we could increase the redstone limit after the fact. I am impressed with the detail you put into this suggestion. also first
     
    • Friendly Friendly x 1
  3. UrsusMaiorus
    Offline

    UrsusMaiorus Well-Known Member

    Joined:
    Dec 31, 2019
    Messages:
    1,235
    IGN:
    Ursusmaiorus
    no support i dont want to have to gibeaway stuuf on my already super plim profit magins
     
  4. badpeteno
    Offline

    badpeteno Well-Known Member

    Joined:
    Mar 3, 2014
    Messages:
    137
    IGN:
    BadPeteNo
    I've got other ideas, but it's one idea per thread. That said, if all farms are running at the same time I have no better idea for a single change the manage the lag.
     
  5. Krissy
    Offline

    Krissy f̺͆o̺͆r̺͆g̺͆m̺͆i̺͆n̺͆ Administrator Discord Administrator Premium Premium

    Joined:
    Nov 25, 2013
    Messages:
    18,016
    One of the issues is people spent a lot of time to gather the resources for their farms and anti afk measures are easily bypassed.
    I do agree we need to stop incentivising people being afk to make money. A lot of measures actually are a little extreme that may cause issues. But i want to hear everyone’s opinions on what would make them not resort to AFK measures
     
  6. badpeteno
    Offline

    badpeteno Well-Known Member

    Joined:
    Mar 3, 2014
    Messages:
    137
    IGN:
    BadPeteNo
    Too bad they are so easily bypassed. I think it's easier to add incentivizing mechanisms than tear down a farm that exceeds the limit. It's a lower impact to the investment you describe.
     
  7. UrsusMaiorus
    Offline

    UrsusMaiorus Well-Known Member

    Joined:
    Dec 31, 2019
    Messages:
    1,235
    IGN:
    Ursusmaiorus
    pay me the amount per day i make from afking
     
    • Cookie Cookie x 2
  8. Nightflaime
    Offline

    Nightflaime Well-Known Member

    Joined:
    May 31, 2014
    Messages:
    154
    No support sorry


    There are ways to get around all the anti afk plug-ins. That are out there.
     
  9. badpeteno
    Offline

    badpeteno Well-Known Member

    Joined:
    Mar 3, 2014
    Messages:
    137
    IGN:
    BadPeteNo
    Unfortunate but true. It would require a lot of mod activity and many would still slip through the cracks.
     
  10. mijiperki
    Offline

    mijiperki Well-Known Member

    Joined:
    Mar 19, 2016
    Messages:
    331
    Players are trying to catch up on /baltop which is full of players that previously afked 2+ accounts for months on end and you suggest to make afking against the rules thus making money earning harder and reaching /baltop even more out of reach. Thats not fun :<

    The server runs at 19+ tps for significant periods during the day and many people with large farms afk at them 24/7 thus proving that these players afking at farms do not significantly contribute to tps drop. With this in mind, why would we need to make AFKing against the rules? The player count would obviously fall instantly as soon as no-afking is enforced and we all know that player count is one of the main attractions for new players looking for servers to join so having 20-50 people on a server rather than 50-100, still having similar/the exact same lag problems and reaching /baltop becoming even more out of reach just doesn't seem like a positive outcome.
     
    • Agree Agree x 5
  11. badpeteno
    Offline

    badpeteno Well-Known Member

    Joined:
    Mar 3, 2014
    Messages:
    137
    IGN:
    BadPeteNo
    Very valid points and I agree with 95%. Were I disagree is that we have been seeing times where TPS drops significantly, typically later third of the day (time zone agnostic, by later in the day I mean closer to reset). I assume this is because more and more players get around to logging in and going AFK.

    Interesting thought, I'd be curious to know what the ratio of AFK/Active is by time of day...

    I also think chickens are a contributor but that's for a different thread.
     
    • Agree Agree x 1
  12. WhatsUpDoc
    Offline

    WhatsUpDoc Eh What's Up Doc? Premium

    Joined:
    Apr 28, 2019
    Messages:
    562
    IGN:
    WhatsUpDoc
    no support, I feel like there isn't even all that much lag on economy anymore after all the updates the development team did, big farms also help the consumer (the person buying.)
     
  13. Corpsedingle
    Offline

    Corpsedingle Member

    Joined:
    Aug 30, 2020
    Messages:
    20
    No Support, considering our money is dependent on these farms instead of paying USD
    I hate to say it but its unfortunately true
     
    • Disagree Disagree x 2
  14. badpeteno
    Offline

    badpeteno Well-Known Member

    Joined:
    Mar 3, 2014
    Messages:
    137
    IGN:
    BadPeteNo
    And then they spend it on GCs and upgrades, so yes, it's still dollars.
     
  15. Corpsedingle
    Offline

    Corpsedingle Member

    Joined:
    Aug 30, 2020
    Messages:
    20
    Not everyone spends their in game money on gift cards. I mean in terms of income most players earn their money from farms with slim margins which is why they afk. I'm not trying to be mean or anything but you have a reputation on buying things from the online buycraft store and sell it in game for 95% of your income. You're suggesting something that effects everyone except for you. I see your point and its a really good point but I just don't think it would work by adding more rules and restrictions and would discourage people from continuing to play since nobody has 24/7 to play.
     
  16. Choco Orange
    Offline

    Choco Orange Active Member

    Joined:
    Jun 18, 2018
    Messages:
    114
    How about taking away /sell all and forcing players to go to warp shop to sell their stuff rather than curtailing the farms production. That was the idea behind warp shop. I always use warp shop which means I am rarely afk for more than a couple of hours.
     
    • Agree Agree x 1
  17. Pillow
    Offline

    Pillow blanky Premium

    Joined:
    May 27, 2019
    Messages:
    1,710
    IGN:
    Pilberry
    I'm confused, what exactly is your suggestion? Is it the title or is there more in the 6 paragraphs that seem kinda unrelated to me?
     
  18. UrsusMaiorus
    Offline

    UrsusMaiorus Well-Known Member

    Joined:
    Dec 31, 2019
    Messages:
    1,235
    IGN:
    Ursusmaiorus
    The banker would help cause if i had alot of bal in there it would qork like an afk farm
     
  19. Adriansop
    Online

    Adriansop Moderator Moderator

    Joined:
    Jan 12, 2019
    Messages:
    631
    IGN:
    Adriansop
    I think that /shop is one to blame for that.

    Recently quartz blocks have been reduced in price, and raw quartz was made into a buyable, inexhausible source. I have no more incentive to plan a raid in the nether and gather quartz, or to hunt for diamonds in fortresses. Even casinos can barely keep up with afk farms. More effort is supposed to be more profit, but afk farms easily outclass most money making methods that require effort.

    The shop was meant to be over-expensive to encourage player trade, but it only suggests to players how much they can sell or buy an item for before investment becomes fruitless. The shop is now a second choice, and it stands above the choice where players put in the effort to gather resources themselves and sell and buy those items instead.
    Another important characteristic is that afk farms are affected by tps, the banker is not :)
     
    • Agree Agree x 2
    Last edited: Oct 27, 2020
  20. badpeteno
    Offline

    badpeteno Well-Known Member

    Joined:
    Mar 3, 2014
    Messages:
    137
    IGN:
    BadPeteNo
    No bad mojo. And you're right, it's about 95%. My farms are mostly a perk for visitors. I still AFK overnight to keep them stocked for players and to get keys though, so yes, this would still effect me. Less then players who rely on it, and more than those that don't AFK at all.
     

Share This Page