Agreed, quick chat aliases are definitely a boon but when you have those, there's almost always hidden ways to change other scripts which is why I guess the developers aren't even bothering with them at all. Imagine how OP it would be if you could use all your abilities in one button, instant win engagement every time.
Allowed or not, I have a feeling people who really want to cheat will always find a way to use scripts, unfortunately. You can't really prevent people from running AutoHotkey while playing EC...
Or just turning up sensitivity to the highest settings and then zooming in since every game has auto target lock for ranged weapons. It will be just like quick scoping in CoD but even worst with automatic weaponry.
Every modern first person shooter has a toggle option called "aim assist." Most people turn it off because it does more harm than good, like when you are trying to shoot someone far away and then another enemy runs across your field of vision and forces a generic lock on that person instead of the original target. When used correctly, aim assist is very much like an aimbot in which the very first time you see a person, it will automatically lock onto the upper torso and head region of the hit-box and if you fire instantly, it will guarantee a hit. This is what is most commonly known in FPS like CoD as quick scoping because they take advantage of that mechanic.
But this is a 3rd Person shooter, i dont think they will have aim assist. I cant remember who said it, but range Combat will be skill dependant.
For a game like this its hard to have scripts. But in something like a raid or in some public event areas, maybe.
Problem with scripts is that a sly or smart little cookie could eventually figure out a way to write a script which exploited the game in some way and or fashion. Thing is generally I have no real iffy with scripts; it isn't really cheating. It is however in a way re-programming mechanics in the game so that you can make the experience easier for yourself and thus work around intended approaches to gameplay. You're adding an element which the developers never intended which ultimately results in an unfair advantage. Due to scripts as well as external Macro Programs, developers of many games now have been forced to change the dynamics of how game play proceeds and how classes work in a lot of games centered around multiplayer with class systems to result in using a scripted sequence to be counter intuitive to winning engagements. Thus the transition from chained combo gameplay mechanics to situation abilities mechanics. Best examples of this can be how abilities work in MoBA games, using chain macros is in fact a bad idea in those games because each ability is situation rather than combos into another. And the cases where it does are rare and often in older MoBAs with hero characters which are first gen releases which haven't been re-worked, for example Alistar in LoL. Thing is the problem isn't restricted to just games with action or hot bars, it also extends to shooters as well like TF2 being the prime example. It's a sad discourse, but ultimately I believe the direction developers have been forced into is an improvement over the "roll face across keyboard" mentality of yesteryear. Not implementing scripts is a good idea ultimately; however it would not stop people using macro hardware like Razer products. My biggest issue with scripts is that when you think about it. logically since it's available to everyone, everyone can take advantage. Truth is, not everyone knows how to script and fewer know how to program and most have more interest in playing the game then trying to work out ways of exploiting it's exploitable components. And not all programmers have a self-set ethical code where they refuse to use their skills and knowledge to do unscrupulous acts; and a clever one can work out ways of tapping into deeper components of the game via it's surface scripting layer if said scripting layer is a built in coding tool. This problem was very much a big deal with many old MMOs, World of Warcraft and Neocron in particular. The problem in WoW was never truly solved till Blizzard separated the game and the server/community element of it into compartments and then finally put a wall up using Battle.net integration. Originally the entire game in the game world was on the client side and the server was simply telling the client where and how to display everything and the client side existed as much in the server as the server in it, remove an object from the game on the client, the server will respond by thinking that there wasn't an object there and you can move threw the world space. Luckily net code and games have evolved dramatically in the past decade and that is now a non-issue. Suffice it to say, script exploiting is sort-of a direct result of how games used to be net coded back in the day. things are kind of done differently now with layers of separation between client and server. With that said, no system is perfect and "hackers" can find a way around things. But having no scripts removes one bridge they can easily cross to get there.