May 30, 2007, 11:39 PM // 23:39
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#2
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Academy Page
Join Date: Oct 2006
Location: gardiner, me
Guild: GameAmp Guides [AMP]
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great, now us legit farmers need to find a new place...
pretty sure theyve always been there on second thought
Last edited by marshy man; May 30, 2007 at 11:44 PM // 23:44..
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May 30, 2007, 11:42 PM // 23:42
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#3
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Banned
Join Date: Oct 2005
Guild: Ogmios Graybeards
Profession: W/
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Mesmers have always been a part of the mobs out there. They die just as easy as the other ones, unless they strip enchantments now or something.
KANE
Edit: BTW, you're not the beginning. You already killed 23 of them.
Last edited by KANE OG; May 31, 2007 at 01:05 AM // 01:05..
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May 30, 2007, 11:45 PM // 23:45
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#4
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Jungle Guide
Join Date: May 2005
Location: NC
Guild: DKL
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Quote:
Originally Posted by marshy man
great, now us legit farmers need to find a new place...
pretty sure theyve always been there on second thought
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Either way, legit farmers can think on their feet. Bots cannot. If this is a new move, great job to whoever did it.
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May 30, 2007, 11:46 PM // 23:46
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#5
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Frost Gate Guardian
Join Date: Apr 2006
Location: Vancouver, WA
Guild: [iBoT]
Profession: Mo/A
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yeah they don't strip enchants, so no harm no foul
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May 31, 2007, 01:01 AM // 01:01
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#6
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Forge Runner
Join Date: May 2006
Guild: Wolf of Shadows [WoS]
Profession: P/
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That is not an anti bot measure, that is an anti farm measure. Get rid of signs in every town or put them in the opposite direction as the portal, no more bots being made that easily. One easy solution where noone will care if the signs are gone because we don't click on them so we can get out the zone.
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May 31, 2007, 01:15 AM // 01:15
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#7
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Krytan Explorer
Join Date: Nov 2006
Location: Sol 3
Profession: R/
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It would be some work, but they could modify the signs to actually have the names of the locations on them. Make the fonts fit in with the designs of the different styles of signposts across the various regions.
Remove the garish yellow text at the base and viola, something that fits the lore, looks good and removes a critical bot pathing node.
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May 31, 2007, 01:22 AM // 01:22
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#8
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Forge Runner
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Those Mesmers have randomly replaced the group of Rangers in the same location since as long as I can remember. This is not new and they suck against a 55 monk. They don't strip enchantments and they wand for damage. Gogo SoJ.
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May 31, 2007, 01:46 AM // 01:46
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#9
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Desert Nomad
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I never saw those memsers never spawn so close to the town is how come I thought it was new. I find them hard to kill myself because they seem more interested in using spells than attacking me. I thought that anet might have put them there to fight bots who clear out the first couple groups in a zone. A real person can go around them while a bot might die and be stuck at the rez shrine.
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May 31, 2007, 02:12 AM // 02:12
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#10
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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Quote:
Originally Posted by MercenaryKnight
That is not an anti bot measure, that is an anti farm measure. Get rid of signs in every town or put them in the opposite direction as the portal, no more bots being made that easily. One easy solution where noone will care if the signs are gone because we don't click on them so we can get out the zone.
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I use those signposts to get out of town pretty often; I like the convenience.
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May 31, 2007, 02:14 AM // 02:14
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#11
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Frost Gate Guardian
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Quote:
Originally Posted by RSGashapon
It would be some work, but they could modify the signs to actually have the names of the locations on them. Make the fonts fit in with the designs of the different styles of signposts across the various regions.
Remove the garish yellow text at the base and viola, something that fits the lore, looks good and removes a critical bot pathing node.
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The look or font of the sign makes no differnece...what matters is you can press a key and then hit space or whatever and run directly to the sign, which puts you right next to the exit. Put in another sign or move the sign away from the exit and it would be much harder for them to find their way out, though they would eventually.
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May 31, 2007, 08:47 AM // 08:47
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#12
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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As mentioned, they don't hurt you.
Infact the Deep Wound actually helps a 55 monk ;D
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May 31, 2007, 11:44 AM // 11:44
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#13
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/Me
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i order to actually come up with a good anti-bot measure i guess anet needs to get one of these bot programs and check how it functions.
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May 31, 2007, 11:55 AM // 11:55
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#14
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Never Too Old
Join Date: Jul 2006
Location: Rhode Island where there are no GW contests
Guild: Order of First
Profession: W/R
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ANet knows how the bot programs work, as they are all in response to the things in the game. ANet could get rid of the bots tomorrow by removing all signposts and NPC labels (that aid navigation), all item drops (that can be merched for gold), and all gold (cash) drops.
Of course, the whole GW player community would start screaming and the economy would really go crazy. BUT, the gold farming bots would go away.
__________________
That's me, the old stick-in-the-mud non-fun moderator. (and non-understanding, also)
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May 31, 2007, 01:03 PM // 13:03
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#15
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Frost Gate Guardian
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Quote:
Originally Posted by Kakumei
I use those signposts to get out of town pretty often; I like the convenience.
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I like them too but that is a convenience i could settle with if it got rid of bots
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May 31, 2007, 01:05 PM // 13:05
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#16
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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If they removed the signpost, the botmasters would just code "walk x steps forward, turn right, take x steps forward".
This does jack to the bots, and just inconveniences the regular player.
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May 31, 2007, 01:27 PM // 13:27
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#17
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Wilds Pathfinder
Join Date: Feb 2007
Guild: GameAmp Guides [AMP]
Profession: E/
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Quote:
Originally Posted by Skuld
If they removed the signpost, the botmasters would just code "walk x steps forward, turn right, take x steps forward".
This does jack to the bots, and just inconveniences the regular player.
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That coding only works if you start in the same place every time in an outpost. However, we know that when you enter an outpost, there are at least 4 or 5 different places where your character is placed, and taking x steps forward might work for one location in the outpost, but not for all of them.
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May 31, 2007, 01:30 PM // 13:30
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#18
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Lion's Arch Merchant
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Quote:
Originally Posted by Yol
That coding only works if you start in the same place every time in an outpost. However, we know that when you enter an outpost, there are at least 4 or 5 different places where your character is placed, and taking x steps forward might work for one location in the outpost, but not for all of them.
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This is true, but they could recode it to go to a certain NPC, then x steps forward, x steps right, and so on. Removing the sign actually does nothing, unless you also make all NPCs unclickable as well.
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May 31, 2007, 01:33 PM // 13:33
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#19
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Quote:
Originally Posted by Yol
That coding only works if you start in the same place every time in an outpost. However, we know that when you enter an outpost, there are at least 4 or 5 different places where your character is placed, and taking x steps forward might work for one location in the outpost, but not for all of them.
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Then they'll code it to walk as far as it can to the wall and it will get through.
Or code it to walk towards a moving part (the portal).
Its all futile and just hurts the average player.
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May 31, 2007, 02:15 PM // 14:15
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#20
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Academy Page
Join Date: Feb 2007
Guild: Tomorrow Never [dies]
Profession: A/
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Quote:
Originally Posted by Skuld
Its all futile and just hurts the average player.
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And the average measures Anet uses to stop bot farming do not?
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