Sell VIKOS AUTOBOTS — live bots for Lineage 2 servers running on Lucera2 Interlude and Classic

i checked your bots this is the most botish thing I have ever seen nothing close to look like real player behaviour i never expected that you as you a reputable person you would sell something that bad totally disqusting. If I was in your position I would close the topic.
 
i checked your bots this is the most botish thing I have ever seen nothing close to look like real player behaviour i never expected that you as you a reputable person you would sell something that bad totally disqusting. If I was in your position I would close the topic.
Did you check on the test server? And could you give more details about what was wrong? :rolleyes:
 
Did you check on the test server? And could you give more details about what was wrong? :rolleyes:
first of all the movements in town are totally randomized they even go to walls sometimes they suddenly sit down talk to npc and every random action this is not like a player behaves. Also, in farm zones they have same movements, targets, spots etc .. a player does not behave like that when a spot is full of people moves inside the zone to find proper spot if someone comes nearby they attack or decide to leave and find another spot. You have not added player behaviours logic and personalities. This is just a small summary that was obvious in first 3 minutes in your test server.
 
first of all the movements in town are totally randomized they even go to walls sometimes they suddenly sit down talk to npc and every random action this is not like a player behaves. Also, in farm zones they have same movements, targets, spots etc .. a player does not behave like that when a spot is full of people moves inside the zone to find proper spot if someone comes nearby they attack or decide to leave and find another spot. You have not added player behaviours logic and personalities. This is just a small summary that was obvious in first 3 minutes in your test server.
Thanks for taking the time to test and for the detailed feedback.
A few things work differently from how they may look in the first minutes:
Town. Bots don't roam at random across the map. Each bot stays inside its town's area and mixes walking, NPC visits, standing and sitting, much like idle players in town. Bots also rotate between farm and town, so towns always have some traffic.
Farm zones. Bots are spread out on purpose. When a bot goes out to farm, it picks the least occupied spot in the zone. Each zone has a bot limit, and bots rotate between zones on a timer. They form parties, react to flagged or karma players and to PvP zones, and step away instead of stacking on each other.
Some of your points are fair, and I'm taking them on:
Town walks can end right at a wall. I'll fix that so bots pick open spots.
A bot doesn't yet re-evaluate its spot once it has arrived. If the spot later gets crowded by players or other bots, it should move on to a free one.
Reaction to a player who starts farming next to a bot: leave, compete for the mobs, or in some cases fight.
Per-bot "personalities": patience, aggressiveness, how much time a bot spends in town and so on, so bots of the same class don't behave identically.
Thanks again, this kind of feedback is exactly what helps me make them feel more alive.
 
Thanks for taking the time to test and for the detailed feedback.
A few things work differently from how they may look in the first minutes:
Town. Bots don't roam at random across the map. Each bot stays inside its town's area and mixes walking, NPC visits, standing and sitting, much like idle players in town. Bots also rotate between farm and town, so towns always have some traffic.
Farm zones. Bots are spread out on purpose. When a bot goes out to farm, it picks the least occupied spot in the zone. Each zone has a bot limit, and bots rotate between zones on a timer. They form parties, react to flagged or karma players and to PvP zones, and step away instead of stacking on each other.
Some of your points are fair, and I'm taking them on:
Town walks can end right at a wall. I'll fix that so bots pick open spots.
A bot doesn't yet re-evaluate its spot once it has arrived. If the spot later gets crowded by players or other bots, it should move on to a free one.
Reaction to a player who starts farming next to a bot: leave, compete for the mobs, or in some cases fight.
Per-bot "personalities": patience, aggressiveness, how much time a bot spends in town and so on, so bots of the same class don't behave identically.
Thanks again, this kind of feedback is exactly what helps me make them feel more alive.
The town behaviour you have currently is a mix of all things real players would do but does not feel that way in reallity join an active server screen record a town behaviour then join your test server and check side by side same for farm zones too. It is not practically working as player like. No offense but this needs much more work to be for sale.
 
The town behaviour you have currently is a mix of all things real players would do but does not feel that way in reallity join an active server screen record a town behaviour then join your test server and check side by side same for farm zones too. It is not practically working as player like. No offense but this needs much more work to be for sale.
In my opinion the bots behave fine in town. Keep in mind these are bots, not real players and not an AI with its own mind. They follow set scenarios: walking around town, visiting NPCs, resting, moving between town and farm, farming spots, joining parties, events, the Olympiad and so on. Their job is to make the world feel populated and alive, and they do that without putting extra load on the server.

They don't make human-like decisions, and they aren't meant to. If some behaviour looks odd or wrong, for example a bot getting stuck or standing in a strange place, I'm happy to look into it and fix it.

For example, I've already fixed the issue you pointed out with bots standing right up against walls in towns. Now they stop in open spots when walking around, stand in front of NPCs instead of pressing into them at the wall, and only sit down in open places.
 
In my opinion the bots behave fine in town. Keep in mind these are bots, not real players and not an AI with its own mind. They follow set scenarios: walking around town, visiting NPCs, resting, moving between town and farm, farming spots, joining parties, events, the Olympiad and so on. Their job is to make the world feel populated and alive, and they do that without putting extra load on the server.

They don't make human-like decisions, and they aren't meant to. If some behaviour looks odd or wrong, for example a bot getting stuck or standing in a strange place, I'm happy to look into it and fix it.

For example, I've already fixed the issue you pointed out with bots standing right up against walls in towns. Now they stop in open spots when walking around, stand in front of NPCs instead of pressing into them at the wall, and only sit down in open places.
In my opinion populating areas and obviously looking botish is not worth at all. So for example the farming behaviour on priveral island looks normal to you? In order to look human like they should have personalities with human like decisions if they are recognized as bots what is the point?
 
Новое: крафтеры
В городах теперь можно сажать гномов-Maestro с мастерской: игрок приносит материалы, платит за попытку, бот крафтит. Шанс как в рецепте, рецепты учить не нужно. MP на выбор: refill — всегда полный, real — тратится как у живого гнома.

New: crafters
You can now place Maestro dwarves with a workshop in towns: the player brings materials, pays per attempt, the bot crafts. The chance is the recipe's, no recipe learning. MP is your choice: refill — always full, real — spent like a live dwarf's.
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