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| Development::Bots Forum for bots. |

09-04-2008, 11:31 AM
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Fire Beetle
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Join Date: Jul 2008
Location: Birmingham, AL
Posts: 15
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Congdar, you are THE MAN.
1. The server is no longer crashing constantly.
2. Bards: Not only is the spell list perfect 60+, but bards now TWIST. That's INCREDIBLE.
3. All casters are using their nukes, roots, and dispells intelligently now. Or at least randomly. Anyway, mages are no longer chain dispelling, and wizards are no longer chain rooting...they actually mostly nuke, only casting the utility spells occasionally.
Bugs:
There's something goofy with groups:
1. if you summon the bots, and then invite a player, there's something wrong with group chat...if you try to use it, it says you aren't in a group.
2. if a player leaves a group, all the bots leave too (or the group disbands, not really sure). The interesting thing is the bots don't die as soon as they leave the group like usuall, so you don't have to respawn them, just reinvite them.
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09-04-2008, 11:43 AM
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Fire Beetle
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Join Date: Jul 2008
Location: Birmingham, AL
Posts: 15
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Another bug:
There is still something wrong with the melee dps of bots. If anything they just seem to miss a LOT.
The best way to check this out:
Make a monk, completely unequipped, level 60, and use setallskills 250.
Make a monkbot (who will also be level 60 and completely unequipped).
#zone chardock, and you'll see 2 equal level sniffers right in front of you. Sick the bot on one of the sniffers, and you attack the other. Youll be able to solo yours no prob, but after you've already killed yours, the bot's sniffer will still be above 80%
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09-04-2008, 11:59 AM
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Discordant
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Join Date: Oct 2004
Location: In a house
Posts: 387
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A thought about bot owners - what about making the account id the owner of the bot - rather than the character id? that way the same account could use the bots across different characters?
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09-04-2008, 12:29 PM
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Fire Beetle
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Join Date: Jul 2008
Location: Birmingham, AL
Posts: 15
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Tested the melee bug for a bit:
Equipping weapons makes the problem less severe, but doesn't really fix it.
In each test, I would equip the player monk and the monk bot with exactly the same weapons.
I tried low end and high end 2hders, as well as dualweilding one handers.
But no matter which weapon configuration I tested, the bot's dps was roughly half of the player monks.
Just observing the combat logs (I haven't gone so far as to damage parse) it seems like the monk is using flying kick as often as it can, so that's not it.
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09-04-2008, 03:47 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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Quote:
Originally Posted by gygelly
There's something goofy with groups:
1. if you summon the bots, and then invite a player, there's something wrong with group chat...if you try to use it, it says you aren't in a group.
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Bots should be the last group members added after regular PC's
Quote:
Originally Posted by gygelly
Another bug:
There is still something wrong with the melee dps of bots. If anything they just seem to miss a LOT.
Make a monk, completely unequipped, level 60, and use setallskills 250.
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I wonder what the monk bot skills are at
Quote:
Originally Posted by nosfentora
A thought about bot owners - what about making the account id the owner of the bot - rather than the character id? that way the same account could use the bots across different characters?
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I like this idea, would keep the number of bots down. I'll see if it's possible.
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09-04-2008, 04:48 PM
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Hill Giant
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Join Date: Aug 2008
Location: Canada
Posts: 131
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I like the last idea a lot, too --- it would make equipping a raid significantly easier (having each character go through and equip their own raid is worse than just one doing it).
Quote:
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2. Bards: Not only is the spell list perfect 60+, but bards now TWIST. That's INCREDIBLE.
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Seriously? I can't wait to try that out.
Are group buffs/heals/MGB's working yet, or is that still in the works?
Unrelated, but, The Realm still down?
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09-04-2008, 04:55 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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Quote:
Originally Posted by Ikeren
Are group buffs/heals/MGB's working yet, or is that still in the works?
Unrelated, but, The Realm still down?
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group buffs/heals Yes these are in.
MGB's no
The Realm issue may be a router problem. The last I heard there was going to be a router reboot, so I'll check it later.
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09-07-2008, 03:23 PM
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Discordant
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Join Date: Oct 2004
Location: In a house
Posts: 387
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in agreement with this:
Quote:
Originally Posted by gygelly
Another bug:
There is still something wrong with the melee dps of bots. If anything they just seem to miss a LOT.
The best way to check this out:
Make a monk, completely unequipped, level 60, and use setallskills 250.
Make a monkbot (who will also be level 60 and completely unequipped).
#zone chardock, and you'll see 2 equal level sniffers right in front of you. Sick the bot on one of the sniffers, and you attack the other. Youll be able to solo yours no prob, but after you've already killed yours, the bot's sniffer will still be above 80%
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I was in Nagafen's Lair - my group (bots: Warrior, Berserker, Cleric, Wizard and Shaman all 45 and mid-level geared from GeorgeS' tools - along with my pet!) were taking a 50 Fire Giant Warrior. I (45 Necro) soloed another 50 Fire Giant Warrior and turned to see that their giant was only 45% down.
something's definitely wonky with the bot dps
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09-07-2008, 05:09 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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I have never tried GeorgeS' tool. It may not be compatible with the bot code way of equiping npc's. Try equiping them through the trade window, which is where the bot code handles items and equipment. Maybe they'll do better.
I still went ahead and looked at the damage and attack code, the only glaring thing I noticed is that several classes get triple attack at level 60. The bots didn't, so I added that code for next release. I don't think that one attack is gonna make the difference but the code is available for anyone to look at. Maybe something is more obvious to somebody else, or maybe that tool isn't compatible with the bot code and they are attacking naked.
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09-08-2008, 09:00 AM
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Discordant
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Join Date: Oct 2004
Location: In a house
Posts: 387
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Quote:
Originally Posted by Congdar
I have never tried GeorgeS' tool. It may not be compatible with the bot code way of equiping npc's. Try equiping them through the trade window, which is where the bot code handles items and equipment. Maybe they'll do better.
I still went ahead and looked at the damage and attack code, the only glaring thing I noticed is that several classes get triple attack at level 60. The bots didn't, so I added that code for next release. I don't think that one attack is gonna make the difference but the code is available for anyone to look at. Maybe something is more obvious to somebody else, or maybe that tool isn't compatible with the bot code and they are attacking naked.
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I never thought about how the code handles equipping, etc. I had always looked at the bots and saw they were holding/wearing something and it shows up in their gear list.
They seem to equip gear ok using GeorgeS' tool - as their gear shows up in game, in their gear list, their stats change and the bots attacks change from 'punch' to 'slash' (or 'crush') after i've equipped a sword.
I'll try equipping them in-game and see what happens.
I gotta say though, keep up the good work. The addition of the bots is making the game fun again! Well done Magoth78 and thanks Condagar for picking up the project!
I still think if Sony is gonna rip off the bots and get paid for them in live - they should at least give something in return (opcodes or spawn info for our incomplete zones!) .... like that'll happen.... /sigh
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09-08-2008, 02:47 PM
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Fire Beetle
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Join Date: Jul 2008
Location: Birmingham, AL
Posts: 15
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IntervalAC is set to true...is that what I want it to be?
All the AC stuff in the values table is also set to default, though according to the description they don't take affect if IntervalAC is true.
And just in case, I have been equipping all the bots manually.
I'll do more tests across levels (to ensure it's not just triple attack), but the difference is fairly evident just in casual gameplay, leveling from 1 to 60 with bots. Just yesterday in Mistmoore at lvl 40, I found that I could sick an entire well balanced group of bots on one mob, and nuke a different mob dead with my chanter before theirs died.
Btw: I agree this is CRAZY fun. Me and my guildies are having a blast with it.
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09-08-2008, 03:31 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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I'm wondering if the client adds something to the calcs. Specifically, ATK looks wacked in the code. It seems to benefit the defender if the attackers ATK is higher than theirs. Maybe the client does something with the ATK value?
I'm all for making the bots as close to a pc as possible, but nothing is super obvious as far as the code goes. I've tried to copy the attack/damage methods between the pc code and the bot code as closely as possible. Maybe i've missed something somewhere... I'll keep looking.
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09-07-2008, 05:21 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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Quote:
Originally Posted by gygelly
Another bug:
There is still something wrong with the melee dps of bots. If anything they just seem to miss a LOT.
The best way to check this out:
Make a monk, completely unequipped, level 60, and use setallskills 250.
Make a monkbot (who will also be level 60 and completely unequipped).
#zone chardock, and you'll see 2 equal level sniffers right in front of you. Sick the bot on one of the sniffers, and you attack the other. Youll be able to solo yours no prob, but after you've already killed yours, the bot's sniffer will still be above 80%
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I don't see a difference in the way pc's and bots calculate hits/misses/damage. Maybe it's server settings... are you using IntervalAC rule?
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09-07-2008, 05:50 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Over all, It seems to all work out fine - I imagine there could be some fine tuning, but since I'm in a group (with the bots), I've been able to play and level nicely.
In a balanced group, what's important is the tanks keep aggro off the casters and that works out pretty well. What would be even nicer is, if the caster gets aggro, the tank would know to move to that mob and get aggro off caster - but that might make the game too easy.
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