Anti-bot possibilities for game design

in Splinterlands2 years ago (edited)

Here are some (imo top-3) anti-bot possibilites for game design going forward. There are others but I feel these are the most important options.

ANTI-BOT possibilities for game design:

  • Jacekw/Bulldog-idea
  • Lands and 2nd round of items and spells
  • Increase RNG element, for example Jacek summoner is excellent example of this having impact on whole game meta which was becoming very taunt-centric that obviously was in benefit of bots. Increasing RNG element in game design is not something all will like and some will like it a lot. But it will give human players more chances. Or at least illusion of chances.
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Explain the Jacekw-Bulldog idea please. Requires a discord search or a mental rewrite

Jacekw-Bulldog idea is to have constantly - for example daily - changing rulesets. This could be for example:

  • Today Death has +2 melee attack on all melee monsters
  • Tomorrow Life ranged monsters got True strike ability
  • Some other day taunts are not taunts and 1-mana monsters have magic reflect
    ...and so on.

Contrary to human player's fears of bots being super-intelligent AI beasts they are nowadays more like statistically well-performing build-ups for each splinter. So they are just databased or spreadsheeted compilations to existing rulesets. If ever-changing rulesets are introduced to gameplay this approach will lose value / strength because bots should be capable of adapting. This would favor human players and actually make the game play more entertaining / funny :)

Of course in future we might have AI-bots that are able to adapt fast but for the spreadsheet bots this approach might prove to be challenging.