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Making bot look more human *Trinity's to do list*

Bertrand

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Dont get me wrong rrrix, i have utmost respect for you and any developer that are doing a volunteer job on any project related to db. I know that you have bigger things to worry at this moment such as compatibility issues, the recent destructables problem, the list can go on...
This is just a reminder to the things that should be worked on (or at least given a thought for now, and implemented as soon as possible) that i believe will improve the quality of db overall.

Pickup potions: When capped at 100, the bot will never pickup anything above 100. Now i hate to chose unlimited coz for a guy that already has 12 bots and planning to get more it would be quite a hustle to throw extra potions each time i do inventory. So why not add a certain randomization, anywhere from 85-125 potions when this is checked ?

Item pickup rules: Now this is where it can get kinda tricky. If i chose to pickup ilvl61 weapons, and decided that ilvl60 are not worth my time, then the bot shouldn't pick up anything bellow that. If he even picked every 3rd 4th it would still kill efficiency farming. But maybe, just maybe once every 30-50 ilvl60 weapons the bot should pick up one. Same goes for blues and jewelry (mind here, even if blues are checked at pickup: none, he should still pickup once, every now and then). Don't make it too often, as that would kill farming efficiency, but make it happen at a scale that will barely be noticable...

I know some people might regard this as a tinfoil hat unnecessary thread, but the truth is we know next to nothing atm as to what is being tracked and what cannot be tracked... Since the word is that town runs were the reason for the massive banwave (as only gold farm bots that dont pickup id/vendor items survived) it is reasonable to believe that items, or at least the handling of it, somehow might have tipped off blizzard.
 
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I agree, there's been little progress in regards to these little things that may actually be red flags to Blizzard. It might sound like it won't help, but anything to increase the randomness and human likeness is worth it in my opinion.
 
So, have an option to pick up random white/blue/rares that don't match the pickup rules, then drop them later (or wait until vendor?)

I was thinking we should ID rares on pickup as well.
 
So, have an option to pick up random white/blue/rares that don't match the pickup rules, then drop them later (or wait until vendor?)

I was thinking we should ID rares on pickup as well.

Too much tinfoil can kill. Even aluminium is toxic -> Aluminum Poisoning

Yes to ID rares on pickup
- sometimes only, else you might end up dead
- or go into infinite casting loop like TP on a fire trap

No to pick up random white/blue/rares that don't match the pickup rules, then drop them later (or wait until vendor?)
- because of Strategy Guide: Which Diablo 3 Rare items are the best to use and sell? and Farmers Guide for what not to pick up (rares) - Forums - Diablo III
- normal human players have trained themselves to pick up lvl 58-63 gloves/rings/amulets and other lvl 62-63
- picking up random white/blue/rares that don't match the pickup rules is going to mess up
- you can end up picking up a white and Trinity thinks you have picked up that Uber legendary instead
- or you end up vendoring your Uber legendary that you were supposed to stash
 
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I'm sure it's not that big of a deal, but when I used to play legit, I would randomly pick up blues/whites/greys only because they were at the feet of the mob I was trying to kill
 
Random chance to ID rares on pickup, higher chance to ID legendary on pickup and maybe a random chance to ID all items before TP to town. Also needs some kind of delay after evaluating items at the stash, no real person could sort out a pack full of items so quickly. Maybe random 15-30 seconds or so.
 
and what about sending plans on 3rd tab but on top not bottom. actually u need to move item with ur mouse to put in on bottom, which bot doesnt do that. and if they check random profiles for example they will see everyone has their plans gems right on bottom. so many ppl can think same? hope u understand my idea bad english

edit: about the pots. try to do something like pick up all until he does a town run and sell all of them except one stack (of 100 not 99).
 
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So, have an option to pick up random white/blue/rares that don't match the pickup rules, then drop them later (or wait until vendor?)

I was thinking we should ID rares on pickup as well.

ID on pickup would be reaally bad for any WW Bard / sweeping wind monk! ;)
If you'd make it an option it would be fine i guess.
 
ID on pickup would be reaally bad for any WW Bard / sweeping wind monk! ;)
If you'd make it an option it would be fine i guess.

I run WW barbs and SW monks, don't think this would be too bad if it would ID an item only after it has cleared any nearby enemies.
 
Here's a couple of things I think are important to do:

- vary coordinates where TP is taken back to town at end of area runs (not sure if this is currently possible through profile modification)
- vary coordinates where other actions are taken, such as taking waypoints, stashing, vendoring, salvaging, taking TP in town back to area, etc.

I don't know if db currently adds tiny random offsets to coordinates before performing actions, but it would be a very good idea if it did.

I also think it's important to vary which waypoints are taken during a game. I know deaths can affect the number of times certain waypoints are taken, but I think in the long run there would be statistical significance to which and how many waypoints per game were taken by current popular profiles versus a human player. This is something that could probably be done now by profile modification.
 
Here's a couple of things I think are important to do:

- vary coordinates where TP is taken back to town at end of area runs (not sure if this is currently possible through profile modification)
- vary coordinates where other actions are taken, such as taking waypoints, stashing, vendoring, salvaging, taking TP in town back to area, etc.

I don't know if db currently adds tiny random offsets to coordinates before performing actions, but it would be a very good idea if it did.

I also think it's important to vary which waypoints are taken during a game. I know deaths can affect the number of times certain waypoints are taken, but I think in the long run there would be statistical significance to which and how many waypoints per game were taken by current popular profiles versus a human player. This is something that could probably be done now by profile modification.

This stuff is all dependent on the profile. Trinity can't do much in these areas (just does what the profile says to do!)
 
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