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  #1  
Old 07-01-2012, 06:01 PM
GurkhaPanzers
Hill Giant
 
Join Date: Aug 2010
Location: Arizona
Posts: 164
Default Bot group exploits

I am running a server and allowing 5 bots per char, well 5 at a time. Players can form bot groups and then constantly resummon when bots die allowing for massive zerging. It also can be exploited to exceed the 5 bots at a time rule. Is it feasible to consider seperating #bot botgroup commands into a seperate gm command so folks can set it to everyone or exclude it from servers?

Thank you
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  #2  
Old 07-04-2012, 07:46 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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While bots are a little faster to get back into battle that clients are, they are under rez effects (20% hp and 0% mana). They do already have their equipment on, but I don't think it's too aweful. Against any mob worth worrying about, they won't last one round. I'm not sure what else can be done to make bots' death penalties more severe without just imposing an artificial respawn timer, which I don't like.

With regards to exceeding the spawn limit, do you know how they are doing it? I've fixed a couple of issues that allowed people to exceed the cap, but I'm not aware of any other issues.
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  #3  
Old 07-05-2012, 02:11 AM
c0ncrete's Avatar
c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 719
Default

i sent you a pm with some additional info, bad_captain
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  #4  
Old 07-05-2012, 04:04 AM
GurkhaPanzers
Hill Giant
 
Join Date: Aug 2010
Location: Arizona
Posts: 164
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On my server one of my developers removed #bot group and turned into its own command with a seperate GM rank required so we can turn it off. I am wondering if this is generally desired or just an issue on my server.
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  #5  
Old 07-05-2012, 09:12 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

I will test out the example concrete gave me, but it sounds similar to the issue I fixed before. I'll try to get to it by this weekend. I just got back from vacation.
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  #6  
Old 07-13-2012, 01:07 AM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

This should be fixed in Rev 2164 using c0ncrete's code, with a couple changes.
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