Do not pass go - Auto-aggro/Auto-logout

Forum for alternative clients, mods & discussions on the same.

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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Zelacks » Wed Dec 21, 2011 2:01 am

bitza wrote:yes, especially when that person will show up on the goddamn minimap now, ugh. what a terrible idea the cooldown on hearth/logout will turn out to be.

to move the thread towards a more productive discussion. what can be changed to mitigate the pandora's box of auto-agro being opened?


As other has said, aslong as there is a 5-10 second cast time on teleporting, I dont even think an auto aggro mod is going to even matter.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby bitza » Wed Dec 21, 2011 2:03 am

an idea, not thought through completely, given the law of unintended consequences any time something is changed, but maybe something to build on. agro is only possible at a certain distance to the player? ie. you have to be x amount of tiles/less than draw distance to that player before you can initate combat.
Karede wrote: It takes a special kind of autism to play this game
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby bmjclark » Wed Dec 21, 2011 2:07 am

It'll make no difference at all imo. I won't use it, theres no point. I look forward to tough guy griefers with 100 UA getting themselves locked in combat with me though ;) , should cause some fun.

Also, to bitzas idea, i was thinking maybe something along the lines of 5 seconds cast on hearth (no sure about time exactly) but make it so it's not aggro that breaks the cast, but an actual move being used on you. I mean you could kinda cheat it by slinging or w/e. Might be a bit better of a solution anyways, not ideal though. Either way, i don't see an ideal solution without a complete overhaul of siege (so scents matter more), and fast travel.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby sabinati » Wed Dec 21, 2011 2:52 am

bitza wrote:an idea, not thought through completely, given the law of unintended consequences any time something is changed, but maybe something to build on. agro is only possible at a certain distance to the player? ie. you have to be x amount of tiles/less than draw distance to that player before you can initate combat.


yeah, this, plus the thing you were talking about yesterday
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby mvgulik » Wed Dec 21, 2011 3:05 pm

Zelacks wrote:EDIT: also logging out automatically with auto aggro bots is stupid. What if you are actually aggroed when it tries? Easy kill.

Now here is someone that actually used his brain, instead of just rambling about some single and limited personal point of view.

---
xXGhostxX wrote:Another mod I'm not bothering to download :). Didn't update my ender's client either.

That's just silly ... Ender made sure is off by default in case you could not bare to look at this new setting.

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bmjclark wrote:Zelacks, i don't believe thats what he's trying to do.

Of course you believe ... was else is there. It definitely beats Knowing, as you can never be sure about others ... as they might be lying.

... "Killing the messenger" ring a bell, probably not ...

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bitza wrote:an idea, not thought through completely, given the law of unintended consequences any time something is changed, but maybe something to build on. agro is only possible at a certain distance to the player? ie. you have to be x amount of tiles/less than draw distance to that player before you can initate combat.

Though about that one to ... Different ranges for different features.
Like, also, seeing a character while not being able to identify them yet.
Also, maybe, additional change of not getting a agro when using a range weapon. (Could have two ranges, a outer 100% miss and a Inner 100% hit rate (even if you fail to actually hit(damage) your target of course.)

But as Dev's time is limited, and there planning to redo a lot of stuff ... well have to see.

Thanks Alg. No matter why you did it. Even If I'm going to get killed more because of it. ;)
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby mvgulik » Wed Dec 21, 2011 3:21 pm

On a other note:
It seems that some times when you close the client the character will not be logged off.. Not sure if this also plays a role when just doing a normal log-off (Don't remember seen that happen yet).. But as ":lo" has a tendency to lockup the client. I would be careful about using the auto-log-off. (But ... It also could be intentional for all I know. Note: Default client feature as far as I know.)
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Potjeh » Wed Dec 21, 2011 5:19 pm

As long as you're adding "game-breaking" features, can you make a scouter? Ie, automated estimate of opponent's UA based on how much you get from manoeuvres used against him. Bonus if you get a "What, 900? There's no way that can be right!" message for opponents with 900+ UA.

And yes, I know, it can't be made very precise, but even a rough estimate would be useful.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Jackard » Wed Dec 21, 2011 6:02 pm

Potjeh wrote:As long as you're adding "game-breaking" features, can you make a scouter? Ie, automated estimate of opponent's UA based on how much you get from manoeuvres used against him. Bonus if you get a "What, 900? There's no way that can be right!" message for opponents with 900+ UA.

http://www.youtube.com/watch?v=rlnyjw5LUj0#t=00m23s
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Phades » Thu Dec 22, 2011 5:48 am

I have kept silent about my opinion of Alg's mods but I feel I should say that for the record:

I approve of these mods.

Keep in mind that these type of mods have been around for a LONG time. I for one have had them in my auto-bot town (totally un-manned) for quite some time now. While on my journeys I have noticed behavior of others characters I have encountered that suggest they may have such mods as well.

If it is possible for one, then it should be possible for all. If it is an unintended possibility, then the game designers should make design changes to prevent such things. It is public mods like this that bring about much needed change to improve the game for everyone.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby noaah » Thu Dec 22, 2011 6:12 am

Phades wrote:I have kept silent about my opinion of Alg's mods but I feel I should say that for the record:

I approve of these mods.

Keep in mind that these type of mods have been around for a LONG time. I for one have had them in my auto-bot town (totally un-manned) for quite some time now. While on my journeys I have noticed behavior of others characters I have encountered that suggest they may have such mods as well.

If it is possible for one, then it should be possible for all. If it is an unintended possibility, then the game designers should make design changes to prevent such things. It is public mods like this that bring about much needed change to improve the game for everyone.


Gah. My opinion of you just went to nadda. People who can't play games (which are supposedly for pleasure, correct?), and have to use bots to succeed are extremely low in my book <.<.
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