Things are progressing well, but due to time commitments elsewhere I don't have as much time to put into this as I'd like. But it is safely farming and as yet no bans. I have 3 characters running this across different zones for of 6-12 hours per day, once this has been going for at minimum 1-2 weeks without a ban I'll consider it a success. In its current state there are still a great number of standard features that need to be implemented before its ready for public release.
feature suggestion; nph-limiter after reaching X nodes it goes afk / offline / makes some sandwiches for the rest of the hour.of course adjusted by a random offset, Y (x=x[+/-]y) why? because i think nph is a banning criteria and i want to be able to control it. [yes, trade efficiency for the feeling blizzard has a harder time detecting this.] regards
I've tried to farm for 30 minutes by hand and had a counter with me. I managed a 283.81 NPH in these 30 minutes so a human definitely has more NPH than a bot. I don't know if it's a banning criteria for having a high NPH, what if the criteria is for having a low NPH instead? Still a good suggestion for paranoids I guess. I think nodes/day or nodes/week is a way more important banning criteria than NPH imo. Could you make this botbase keep a log of how much you've gathered of each item throughout time so we can get better estimates of how much the farmer has made you? Stats like: Current Session Nodes Per Hour: xxx n/h Lifetime Nodes per Hour: xxx n /h Current Session Nodes Gathered: xxxx Lifetime Nodes gathered: xxxxx Ghost Iron ore: XXX nodes Kyparite : XX nodes and so on... <3
Such a great idea and looking forward to any updates on the post and progress you've made! Keep us posted!
Current progress... Flying around a given zone, automatically gathered herbs / ore and generating new way points automatically. In order to get things start you must have a minimum of TWO way points, preferably at opposite ends of the zone. When bags are full will hearth and deposit goods into the guild bank. Tested with Druids flight form and non-druids. Will harvest nodes in water up to a certain depth. Blacklists working. Ability to avoid nodes that have mobs or elites close by. Choice of navigation types: move to closest node, move to random node, move to furthest node. Various random aspects implemented; most notably randomly going AFK. All user definable times periods. Automatically delete various junk items; I do this for Rough Stone, Coarse Stone, Life Spirit
It is randomised. You set a min and max value and it chooses something between then. You also set the AFK time in the same way.
I don't think high NPH is going to be an issue with this botbase. Given the fact its not following a set path and therefore not approaching nodes after the longest period possible - which would be a circular path - the collection rate is lower than that of GB following a circular path. I haven't done any testing yet, I may do just that, what zone would you suggest I use for testing?
This is underway now. Unfortunately I don't have any stats recording features added yet so I'll be listing the total items harvest in 30 minutes, NOT nodes per hour. EDIT: This is a new zone for the character, all I've done is add blacklist points at various locations which I know are problematic and I have node discovery turned on, the longer its left running the more nodes it will discover and therefor the next time it will fly to more locations. I don't expect the results to be high given the way I've elected navigate to way points, in this case, "move to random".
In 30 minutes it has the following stacks: 6.25 Ghost Iron Ore 5.75 Green Tea Leaf 3.5 Rain Poppy 2 Golden Lotus
Good morning everyone I like most other people here have been a bit concerned about these bans occurring when gather botting. The idea that you have presented here shows promise, mainly because it is fairly close to what us humans would do when gathering. Back when I used to farm manually I would also go 3-4 hrs with some music on, but mainly chilling and picking up stuff, then swap to something else, so the idea that the bot could do some archaeology or just go afk after a while is quite good. Also, some insight regarding bans. I know someone that has received a 72hr last warning ban. As she was botting on her main account, that left her quite worried, to the point she is no longer doing any gathering, mainly using LazyRaider/Tyrael or leveling profiles (I don't think those are being hit at the moment). After the ban expired, she logged and she found she was stuck. Now, I believe most of you might already be using this, but there are 4 plugins that should be used when gathering AFK. Stuff like Logmeout, playerreportsdetector, buddycon and if you're really paranoid, avoiplayers. Now they won't avoid all bans, but on a number of occasions I found logmeout saving my ass by logging me when I was stuck. Reports detector is good for checking who targeted you whilst farming and buddycon (kinda) controls your bot from afar, allowing you to kill WoW and reply to whispers and stuff. In any case, if your project goes ahead, I'd be very interested, as the way you say it works sounds very promising and a big step away from profiles and pathing. I also agree that the way the bot deals with node approaching and unstuck procedures really do shout out "BOT!!!". If something could be done about that, awesome! Regards
Its highly unlikely that Archaeology will be implemented within this botbase as that technical requirements of implementing such a botbase is beyond my skill level. I agree with this too, but in its current build the botbase is using HB's "Flightor" flying navigator, and such unstuck behavior is part of that. There is nothing I can do about that for now. But who knows what the future holds. EDIT: My main goal with this botbase, and it has always been my main goal, is to avoid repeatedly flying around a set path. I understand GB does allow for randomization of way points, but I've been banned using this option. Its entirely likely my account was flagged for other reasons, such as being associated with another account responsible for excess continuous farming. But all that aside, I'm simply trying to achieve a different means of behavior with some randomization thrown in for good measure. If this project ever sees the light of day, its more than likely people won't notice any difference in behavior between GB and Farmer Joe.
I would still prefer your approach as to how you build a map of known nodes, as two people will never follow the same path, so that is one good way of avoiding a ban.
That's the idea, and I'm just now putting this into practice. I currently have 4 characters all farming in the same (small) zone, all using the same initial 4 way points I started with, and all using the same navigation setting "randomize path". At present 3 are in completely different corners of the map, and the other is close by another character, but it is in no way follow the same path. There has been minor cross over, usually when a new node spawns and there is a fight to get to it first. Fortunately I have "don't compete" logic implemented; esentially if another character is closer to the node than you are then don't attempt to harvest it. EDIT: I *MAY* include player follower detection and change the character's behavior based on it, but I'm not entirely sure yet. Maybe something like "go AFK for X minutes" or "move to furthest node" or even something like "move to alternative zone". But as it stands this is only an idea and I have additional features I'd like to add / polish before I include something like this. Upon further observation of my chain gang, its entirely likely that multiple people will eventually end up with a node map that is extremely similar, or even possibly identical. Due to the limited spawn points in a given zone each character could possibly end up mapping the same nodes, but, with node navigation set to randomize path its highly unlikely they would EVER follow the same path. Ofcause, a person could elect to change this and move to the closest node, given this setting its more than likely it establish a repeatable path that could be detected by Blizzard's LCP detection.
[FFJ] Session lasted: 1H 7M 9S [FFJ] Approximately 126 nodes per hour [FFJ] Total nodes harvested: [FFJ] 64 Ghost Iron Deposit nodes [FFJ] 51 Green Tea Leaf nodes [FFJ] 22 Silkweed nodes [FFJ] 1 Golden Lotus nodes [FFJ] 3 Rich Ghost Iron Deposit nodes [FFJ] Hearthing ... [by user request] [FFJ] Moving to guild bank [FFJ] Depositing all Herbs [FFJ] Depositing all Ore [FFJ] Moving to vendor [FFJ] 3 trash items sold
That looks to be in a usable state. Anyway you could publish so that we could beta test, with the remit that whoever tests it knows that it has bugs? Thanks in advance
Current bugs that are preventing me from releasing it: * Character does not always engage in combat when attacked * Sometimes the character gets stuck in combat * Druids get stuck in water and can't use flight form * Random pauses when approaching a node that sometimes results in hovering in the air for 5-10 seconds * Sometimes overshoots Ore nodes resulting in falling off a cliff or the node being unnavigatable * Too-and-fro action when nodes close to each other disappear and reappear, resulting in zig-zag actions and both nodes being blacklisted * Does not always swap guild bank tabs when one is full * Not all herbs & ore are deposited to the guild bank * Excessive mounting and dismounting for nearby nodes Other reasons I don't want to release a public beta: * Once I'm happy with the functionality I'll likely rewrite the entire botbase * It does not "feel" stable enough * It is not at the level I would consider for a public beta, or even a private beta * Not enough of what I consider essential features are implemented yet * I don't feel it can be left AFK for any period of time I guess I should stop teasing with all the screenshots and information, its getting peoples hopes up more than is necessary. In all likelihood a public beta will be approximately 1-2 weeks away.
Sorry, I just laughed so hard at that part "Sometimes overshoots Ore nodes resulting in falling off a cliff or the node being unnavigatable". I can just picture a char coming from a mount, dismmounting and propelling himself off a cliff. LOL As for time frames, take your time, was just asking if you needed beta testers, I can always be a "guinea pig". Regards
That is EXACTLY what happens at times. The first few times I laughed as hard, my first though was it looked more "human" but now its simply annoying