Navigation Questions

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Dellasus
Posts: 11
Joined: Mon Jul 29, 2013 8:23 am

Navigation Questions

Post by Dellasus » Tue Jul 30, 2013 7:00 pm

First time posting, I've tried searching the forum for answers; but my terminology is not quite right to get good results yet. I love this program so far, I just picked it up a day or so ago. It's a bit quirky if you are not used to plot map based traveling. Most people don't think in terms of "how" navigation is done. They just think, A -> B. So, learning that portion made this program a lot easier to use.

Now, with the personal stuff out of the way, I have some questions about navigation.
1. Is it possible to code the navigation logic to know how long it has been near the surrounding points, and if no progress is made after a certain amount of time to calculate a different path to the destination based on currently known connections, in stead of trying to walk directly at the destination? If still there is no progress, go into "Logout" and "Waiting..." sequence. I think this might prevent some 7 day bans that have been happening lately.

2. <edit>Nevermind. I had missing points </edit>

Other than those two things, I think I've gotten most of the program down and have grinded/gathered from Level 6 to 22 and apprentice to master. :)

Thank you for any help or assistance.

roddy
Tester
Posts: 261
Joined: Tue Jan 11, 2011 2:58 pm
Supporter: 9999

Re: Navigation Questions

Post by roddy » Wed Jul 31, 2013 3:19 am

Yes, it can be done and has been talked about repetitively by the the developers. I think a better decision has been reached though that would prevent the mapper from being used any more other then to just set your grind spots. No more mesh based system really as it will contain all world information. That's the idea anyways.

I think this route will be the best as it will eliminate any navigation problems (in theory anyways) that are brought up. It will also bring down some of the complexity on the users end of using the bot (in theory..)

I know Rhui in particular is about to have a little vacation time that he is going to devote a lot of time to the project (what a nut! But we love him for it!)

And Creo, Bob, and V all are investing considerable amounts of their personal time as well. I must say, they all do a great job!

Dellasus
Posts: 11
Joined: Mon Jul 29, 2013 8:23 am

Re: Navigation Questions

Post by Dellasus » Wed Jul 31, 2013 7:52 pm

Excellent news. Thank you for the update! I'm going to have to search this forum more to read up on future navigation design.

jonmale
Posts: 74
Joined: Thu Jan 10, 2013 4:33 am

Re: Navigation Questions

Post by jonmale » Sun Aug 04, 2013 8:21 am

Dellasus wrote:
1. Is it possible to code the navigation logic to know how long it has been near the surrounding points, and if no progress is made after a certain amount of time to calculate a different path to the destination based on currently known connections, in stead of trying to walk directly at the destination? If still there is no progress, go into "Logout" and "Waiting..." sequence. I think this might prevent some 7 day bans that have been happening lately.

I sometimes make one part of the route omni-directional in nav mapper 'edit' mode - this forces the bot to make an alt route, just once / day to help avoid detection. seems to work... so far :)

bob
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Re: Navigation Questions

Post by bob » Sun Aug 04, 2013 10:34 am

jonmale wrote:
I sometimes make one part of the route omni-directional in nav mapper 'edit' mode - this forces the bot to make an alt route, just once / day to help avoid detection. seems to work... so far :)

I do that too, when I think a cliff jump option can be useful, or I want to restrict the pathing.

It is worthwhile getting multiple accounts, and viewing your bot via the other account. It actually looks reasonably normal from another persons view.

And as far as can be determined, there is no detection other than another player reporting.

roddy
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Re: Navigation Questions

Post by roddy » Sun Aug 04, 2013 2:36 pm

I agree. I have done the same (although just used a friend in game to watch me and tell me if they noticed anything odd and they didn‘t.

Dellasus
Posts: 11
Joined: Mon Jul 29, 2013 8:23 am

Re: Navigation Questions

Post by Dellasus » Sun Aug 04, 2013 8:58 pm

Genius, I was trying to think of a way to "black list" certain locations on the mesh map in NavMapper. I think I will just put single direction connections that make it impossible for my character to get to.

I'm running into a problem where my character will jump down a cliff and then think her can climb back up.... In other forums, people talked about making it impossible for your toon to run to those areas; but they didn't go into details. Thanks again for giving me another idea of how to make my settings/map data more better. :)

jonmale
Posts: 74
Joined: Thu Jan 10, 2013 4:33 am

Re: Navigation Questions

Post by jonmale » Mon Aug 05, 2013 1:17 am

another thing I do (especially if you use wouterje excellent grindspots from forum) is to delete one of the grindlocations and add another close by (remember to enable mapping to do so). This can also help avoid same grindspots being used especially if we all are using this download.

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