ADVENTURE DIG Bots Strike Again.

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Re: ADVENTURE DIG Bots Strike Again.

Postby ramones » Wed Jun 26, 2013 6:41 pm

burg, i think you actually need survival to do some damage. I was trying to lower my own soil spot down and with about 200 soils out, q dropped from q85-q83, so I barelly made any progress. Then again, it is still going down...

Its same with clay, if you dig with 1 survival alt, you can dig q30 node out with 5k clay, with 30+ survival out maybe 1k clay. (numbers are made out, but for sure you can dig more out with lowest survivalist)
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Re: ADVENTURE DIG Bots Strike Again.

Postby mariner102 » Wed Jun 26, 2013 7:18 pm

I kinda agree with GreenScape. It dose not exactly make sense for clay dug out on one side of a node should affect clay all the way on the other side.
Still per tile depletion might be a bit too much, maybe a local depletion of a medium area around the digger would balance out.
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Re: ADVENTURE DIG Bots Strike Again.

Postby asval » Wed Jun 26, 2013 9:48 pm

mariner102 wrote:I kinda agree with GreenScape. It dose not exactly make sense for clay dug out on one side of a node should affect clay all the way on the other side.
Still per tile depletion might be a bit too much, maybe a local depletion of a medium area around the digger would balance out.


It doesn't make sense for a depleted resource to renew itself but it does. Trees in nature grow by themselves after a while if you cut them down but they don't in this game but somehow clay regrows after you dig for it.

Sense has nothing to do with it
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Re: ADVENTURE DIG Bots Strike Again.

Postby Sarchi » Wed Jun 26, 2013 10:15 pm

ramones wrote:As I already stated, hhp drain is good, but vandaling with 1hhp is still way too low. Should just be 5 or 10hhp per vandal scent. This vandal wars are going on since the begining of the world and no living soul can protect any node except if it is acre inlands or soil inlands with 500x500 walls around it.

Its just sick.


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Re: ADVENTURE DIG Bots Strike Again.

Postby Patchouli_Knowledge » Thu Jun 27, 2013 12:32 am

burgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.


The problem with this is that you can still chip the edge of the node where it is still relatively low at 20 and dig it to 10, then move inward towards the node center, reducing its quality as you approach until you reach the center which has been turned into a q20 and soon to be a q10. Aside that, manufactoring survival vandalism alt for killling nodes isn't too hard especially if you can trad them later on.

Also, wasn't the node drop mechanics was to prevent LP botting back in world 2 transiting to world 3?
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Re: ADVENTURE DIG Bots Strike Again.

Postby LostJustice » Thu Jun 27, 2013 12:39 am

I think the best option I've seen so far is the dividing the node up. Digging up the edges should only affect that edge. Then again this game mechanic does have some bonuses, such as being able to siege your enemy factions. If they hide in their walls, well then they can say good bye to their nodes. But again as mentioned earlier, that is a "right" reason and alts should not be an option in order to achieve this.

Maybe an alt cool down creation period from a certain IP adress is needed and people from that IP adress can make x many characters a day over all accounts from that same IP.
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Re: ADVENTURE DIG Bots Strike Again.

Postby talon00302 » Thu Jun 27, 2013 4:17 am

Sarchi wrote:"Griefing is actually good for this game."
-Zazzie


Wowow sarchi seems upset that every1 he betrayed left him ^_^

Also my take on this shitty tactic is that maybe nodes (soil, clay, fish, water) should be moved every in game week to a randomized location.
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Re: ADVENTURE DIG Bots Strike Again.

Postby burgingham » Thu Jun 27, 2013 7:45 am

Patchouli_Knowledge wrote:
burgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.


The problem with this is that you can still chip the edge of the node where it is still relatively low at 20 and dig it to 10, then move inward towards the node center, reducing its quality as you approach until you reach the center which has been turned into a q20 and soon to be a q10. Aside that, manufactoring survival vandalism alt for killling nodes isn't too hard especially if you can trad them later on.

Also, wasn't the node drop mechanics was to prevent LP botting back in world 2 transiting to world 3?


20 survival is still better than an army of fresh spawned alts with the dig command.

And I don't think the quality drop was only to prevent botting. It is mostly to prevent you have access to unlimited high end ressources.
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Re: ADVENTURE DIG Bots Strike Again.

Postby crfernald » Thu Jun 27, 2013 8:49 am

Frankly, I find it amusing that AD, a faction of supposedly more than fifty individual players, can get trolled so hard by a small group like Ainran. It really shows how badly they suck that the only way they can really get back at us is by using adventure -> dig. The whole running from every fight even with even numbers is pretty good too.
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Re: ADVENTURE DIG Bots Strike Again.

Postby DDDsDD999 » Thu Jun 27, 2013 9:05 am

crfernald wrote:The whole running from every fight even with even numbers is pretty good too.

viewtopic.php?f=34&t=31715&start=340#p414164

Definitely
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