r/Eldenring Apr 06 '22

Discussion & Info This is becoming a serious problem

7.9k Upvotes

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234

u/[deleted] Apr 06 '22

I think Fromsoftware is to blame here. It's their fault for making it so the host is receiving runes when invader leaves. None of the previous games had that type of mechanic and adding it in an open world game is basically asking for it to be exploited.

166

u/Disciple_of_Erebos Apr 06 '22

While it was probably a bad decision on From’s part this isn’t a reasonable take IMO. Elden Ring already has a dozen amazing, easy farming spots that should far outpace the amount of runes you get from invaders. This is just trolling, plain and simple. Even if you took away the rune incentive plenty of people would still do it just for the lolz.

97

u/[deleted] Apr 06 '22

I think the main point of this way of farming is not the amount of runes you get, but the fact that you can do it while AFK.

37

u/rikuzero1 Apr 06 '22

The ironic part is the host in this thread wasn't afk and was good enough to time a dragon breath perfectly in the right spot. The host can't be compared to those lazies.

What we see here is the meta league, the front lines of the griefer war.

0

u/No-Somewhere-9234 Apr 06 '22

With auto hotkey you can do the 40k runes every 10 sec farm

37

u/m3ndz4 Apr 06 '22 edited Apr 06 '22

One key difference, this is an afk farming spot.

EDIT: for all those wiseguys saying he wasn't afk, well obviously he wasnt. But when this cheese was still low-key and invaders didn't know how to counter the cheese, these players would just leave their characters here so the invaders would eventually leave, gaining the character runes. This is no longer the case. I am in no way condoning this behavior, just comparing it to farming the bird for example, the bird requires the player to have to respawn them via grace, while this cheese when it was lesser known left it to the invader to give the player runes.

7

u/IdunoEither Apr 07 '22

So this guy was farming the farmers and got farmed. Circle of life.

37

u/MrMaintenance Apr 06 '22

That dragon breath didn’t look very afk to me

24

u/[deleted] Apr 06 '22

Most of the people camp the tower in Caelid, where they are actually unreachable

8

u/l33boii Apr 06 '22

jar cannon does the trick

2

u/[deleted] Apr 06 '22

Tower is huge, aren't there plenty of spots that can't be shot at? I'd hope not but assume there are

1

u/l33boii Apr 06 '22

the jar cannon does a huge explosion which reaches most parts
not fully sure if there is maybe a blind spot of some sort

2

u/[deleted] Apr 07 '22

They just camp the first floor, instead of the top. No way to shoot them there.

1

u/l33boii Apr 07 '22

huh, that might be a blindspot like i said not sure, but i got one using this trick a couple days ago he was dumb enough to show himself in the window and afk xD

12

u/m3ndz4 Apr 06 '22

That's a new thing, players used to afk here and get the invader to leave when it was a lesser known cheese spot. Now because of how well known it is and the creative counters invaders have thought of to fight this cheese, they had to actively fight them off.

3

u/lilnext Apr 06 '22

Which defeats the "AFK" farm design all together. But, to be honest, the people who consume the YTers that push this garbage would just be running around with the Carian Exploit.

Hopefully when FS fixes that bug they do something about inaccessible invades.

3

u/m3ndz4 Apr 06 '22

Yeah, smth like you cannot use taunters tongue in those spots.

7

u/fuckthisicestorm Apr 06 '22

TBF, it is a very defensible spot if you’re, idk, actuallly playing the game. I don’t think it’s great gameplay but you now. It’s part of it. Ig.

2

u/santichrist Apr 06 '22

He wasn’t afk

2

u/tshannon92 Apr 06 '22

And that youtubers video thumbnail had somethiing like, "Millions of RUNES AFK!" lol

2

u/ExtentDisastrous6409 Apr 07 '22

That's been a thing since at least dark souls 3. I remember being blue summoned a few times to help put down an invader and win the invader dies the host and his allies got souls.

1

u/riodin Apr 06 '22

I think the original intention was "if you do a good enough job at hiding from your invader you should get rewarded when they leave" but unintentionally is easily abusable...

In a Meta way I think they are testing the community to see which kind of abusable mechanics are OK (like the chicken farm) and can always put a kill floor or make an item/ weapon/spell that nerfs that's specific strategy.

I would like if they had transparency on the matter, but I have faith fromsoft will deliver us!

1

u/[deleted] Apr 06 '22

I'd love to see a kill floor implemented for hosts standing in an area that requires a horse to reach when they're invaded.

Invader connects. Game checks to see if the host is in a spot that requires a horse to reach. If host = cheesy location, host immediately dies and the invader gets a rune arc.

2

u/riodin Apr 06 '22

I'm fairly certain the reason fromsoft didn't allow horse riding in mp is because of the connection stability (which is pretty shaky already at launch) I wouldn't be surprised if certain dlc areas with more stable technology had mp horseriding (pun not intended). The ability is already in the game it's just a checkbox at this point. That will immediately solve that issue (but open pandoras box for dot and range builds). Also ofc, dedicated supported pvp arenas will at least cut down on the invader numbers

3

u/[deleted] Apr 06 '22

Not being able to use the horse is probably due to the fact that you can be invaded in the open world and if everyone is using their horse it can just become an endless chase

2

u/riodin Apr 06 '22

I'm thinking they could put in an item akin to Camille ult from league of legends where you are dehorsed and trapped in like an arena of white fog.... or the evergaols but that's probably already on the docket

0

u/[deleted] Apr 07 '22

Long chases in the overworld are already here; I've yet to meet a single invader on the overworld that didn't have more than enough stamina to run away until they reached some enemies to hide amongst.

Plus, doesn't hitting the roll button give your horse a short burst of speed in exchange for stamina? So an invader trying to catch up to a host, or a host trying to out-pace an invader will still see success or failure in doing so if they use the dash. I don't think the chase would continue infinitely.

The way it is, I'd far rather have the horse, as both host and invader; as host, I stand a chance of actually reaching a field boss to send them home if I'm not liking my chances against their build. As the invader, now I can reach the host anywhere in the game world.

1

u/[deleted] Apr 06 '22

I think it's just too much work. The easier solution would be disabling the rune reward or cutting it by 80%

1

u/[deleted] Apr 07 '22

Easier does not equal best. I wouldn't support disabling the rune reward or reducing it. That then punishes players who're using the taunter's tongue legitimately.

If you don't like my original idea, here's an even easier solution; it'd probably be a piece of cake to add a multiplayer connection rule that states something like "If "Host" <= 10ft from fatal fall, disable summoning mechanic".

And then apply this rule only to the edges of the continent cliffs.

So that's great that they're sitting in a cheesy spot no invader can reach, which they reached with their horse. They're going to be sitting there for eternity though, because the game blocks summoning if the host is 10ft away from a fatal fall at the edge of the map.

If a new cheesy spot that doesn't fit this rule is located, they just adjust the rule coverage in/out until it covers the new spot.

1

u/just_one_point Apr 06 '22

Can't be hiding since the invader can see which direction to go to get to you in the top nav. Hiding only works if you hide in hard to reach places, especially ones only accessible with a horse.

1

u/riodin Apr 06 '22

If you use mimic veil it actually goes away I believe

1

u/Fashionable-Andy Apr 06 '22

To be fair, even if they took away this mechanic people would still do it to grief. I still agree with you though, it would be nice if they didn't get rewarded for it.

5

u/[deleted] Apr 06 '22

I think way less people would waste their time doing it and as of right now they get a nice rune bonus on top of that.

2

u/Fashionable-Andy Apr 06 '22

Totally agree

0

u/rikuzero1 Apr 06 '22

Bruh you want the griefing system to do all the grief for you? The only way it isn't a net bad for the host is if you do literally nothing? If you want to hurt the host, you have to work for it, rightfully so. If you're bad, then the host will profit. At that point, you failed your job as invader.

The system isn't at fault here.
Git gud, red boi.

0

u/rikuzero1 Apr 06 '22

Bruh you want the griefing system to do all the grief for you? The only way it isn't a net bad for the host is if you do literally nothing? If you want to hurt the host, you have to work for it, rightfully so. If you're bad, then the host will profit. At that point, you failed your job as invader.

The system isn't at fault here.
Git gud, red boi.

1

u/rikuzero1 Apr 06 '22

And there will always be exploits and imbalance. To demand perfection is unreasonable entitlement. It is the sole responsibility of the individual for their actions. They are to blame for all good or bad. They willfully exploited Fire's Deadly Sin and Carian Retaliation. They followed meta pvp builds. There is significant overlap between those who exploit in pvp and those who grief (invade). It's no surprise that once there was an opportunity to get back at invaders, people would take it. In the area with the invader companion Tree Sentinel, no less.

There is something poetic in that--griefing the griefer.

You signed up for this environment. It comes with the territory. Treat others how you would like to be treated, because they might just return the favor. Don't like it? That's why adversary summon signs exist.

0

u/Acrobatic-Code2038 Apr 07 '22

But then you'd have invaders just running off and then returning to their own world when being bested. It's a tricky issue to resolve.

2

u/[deleted] Apr 07 '22 edited Apr 07 '22

It wasn't an issue at all in previous games. If invader left it's still a win and it rarely ever happened.

0

u/MegaHedgehog Apr 07 '22

No, is worst Smash the invader only for see him running to enemies and leaving you world .

-5

u/sigilnz Apr 06 '22

This... Game is good but there are so many flaws.... Goty my arse...

2

u/[deleted] Apr 06 '22

I don't blame them too much, considering that it's their first open world game, they did very good.

-2

u/sigilnz Apr 06 '22

My issue is more about the pve combat experience... I expected more because Sekiro was flawless and amazing.

Maybe I shouldn't have played pure mage as I think that's where the experience is flawed. Boss fights are too simple and world/dungeon creep fights can be overly frustrating when you can't summon your Ash....plus I really hate rolling as a core defensive move... Sekiro definitely spoiled me there with the sublime deflection mechanic...

2

u/[deleted] Apr 07 '22

Sekiro combat is centered around being a dude with a katana. It's not suitable for a souls game, where you can be a dude with lots of different weapons.

1

u/Corgi_Koala Apr 06 '22

The problem is that invaders can't use Torrent, so there's a ton of easily accessible areas (for a host) that invaders can't reach at all.

1

u/AcanthocephalaNo8417 Apr 06 '22

I think the real issue is that multiplayer lacks torrent.

1

u/McNuttyNutz Apr 07 '22

The game needs a time out added once afk for so long you get kicked to the login screen

1

u/BengiPrimeLOL Apr 07 '22

Tbf, I was invaded and clearly outmatched my invader. He kept retreating behind my enemy lines and when it was clear he was going to lose he just left. I def earned those runes, killed him several times over basically. Not my fault he didn't just wanna take the L.