What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Focus on movement issues

nimble

New Member
Joined
May 7, 2014
Messages
6
Reaction score
0
Please put all your resources on solving the issues the bot has with movement. It has trouble taking doorways, not only opening them but also when an enemy is near it. This applies to any corner really. A common problem is trying to attack an enemy right in front of the actor but not actually attacking it. All of these problems seem to relate to movement. Whenever i look at the bot running i see one of these problems happening so it's safe to say it does this all the time. Solving this imo is more important than any other problems or lack of feature. This is the core function, please put your resources on smoothing out this essential operation.
 
do you pay the devs salary?
This is not meant as a flame bait post but to answer your question, yes we all did by buying the bot. It kicks ass but movement and attack issues are reducing its efficiency considerably. No need to get all smart ass and defensive.
 
Then give them some more hundreds of euros/dollars, they'll be happy and work on your needs

That's a pretty stupid thing to say since I've already paid for a product.

Now what exactly are my needs? Since you're so keen on speculating.
 
Let's not derail the thread any further. It's not about me telling them what to do. It's about automation software needing my help every 5 minutes. What good will map support or any of the major changes coming do when the primary function isn't running well? Moving around killing stuff is the essence of this bot. I'm just trying to convey that you must learn to walk before you can run.
 
Let's not derail the thread any further. It's not about me telling them what to do. It's about automation software needing my help every 5 minutes. What good will map support or any of the major changes coming do when the primary function isn't running well? Moving around killing stuff is the essence of this bot. I'm just trying to convey that you must learn to walk before you can run.

provide logs that show the errors
reproduce em, tell how to.

i have no issues "every 5 minutes" - my bots are running pretty solid for about 12 hours a session now. Without the need to "help" them. So your errors may not apply to everyone. Provide logs.

but you're totally right about not de-railing this thread any further. Your opening post just read like "i have this problem, you have to fix my problem now with all your ressources or i will fuck shit up". no offense though, it just read that way.
 
Last edited:
Not really paying their salary. It's like buying ice cream and then complaining about the flavor, AFTER you already ate it.
 
Please put all your resources on solving the issues the bot has with movement. It has trouble taking doorways, not only opening them but also when an enemy is near it. This applies to any corner really. A common problem is trying to attack an enemy right in front of the actor but not actually attacking it. All of these problems seem to relate to movement. Whenever i look at the bot running i see one of these problems happening so it's safe to say it does this all the time. Solving this imo is more important than any other problems or lack of feature. This is the core function, please put your resources on smoothing out this essential operation.
Totally agree.
I remember this bot when playing on early Domination and hell he was faster. Exploring was better, he even was able to destroy obstacles if they prevent his movement, now you should specifically check them in Chests config.
 
Not really paying their salary. It's like buying ice cream and then complaining about the flavor, AFTER you already ate it.

Well if you want to use that analogy, how then does the ice cream man make his money?
 
Not really paying their salary. It's like buying ice cream and then complaining about the flavor, AFTER you already ate it.
As a customer, I have all rights to complain about product I've bought. Period.
 
provide logs that show the errors
reproduce em, tell how to.

i have no issues "every 5 minutes" - my bots are running pretty solid for about 12 hours a session now. Without the need to "help" them. So your errors may not apply to everyone. Provide logs.

but you're totally right about not de-railing this thread any further. Your opening post just read like "i have this problem, you have to fix my problem now with all your ressources or i will fuck shit up". no offense though, it just read that way.

They're not errors. Most it will show is that it chickened or that we got stuck. The enemy can be right in front of you and still not attack. It selects the target really fast on and off. Objects nearby seem to cause problems too. Perhaps it can't decide what exactly to do next.

If this was fixed the efficiency would be night and day compared to now. Everything to make one hell of an awesome bot is in place but this core function has to work properly before anything.
 
They're not errors. Most it will show is that it chickened or that we got stuck. The enemy can be right in front of you and still not attack. It selects the target really fast on and off. Objects nearby seem to cause problems too. Perhaps it can't decide what exactly to do next.

If this was fixed the efficiency would be night and day compared to now. Everything to make one hell of an awesome bot is in place but this core function has to work properly before anything.

it cannot be fixed if theres no reason for it bugging out.
nothing of what you describes happened to me in the last days, so please - get a log and attach it, for the sake of some devs finding the error and fixing it.
 
Just seconds ago. Run library/septer/any coridor like level and reproduce.
This is from a developer, the hardest bugs to fix usually don't leave errors in log files. They're getting stuck, not attacking, creeping the wall for no obvious reason but eventhough you're denying the very existence i'm sure pushedx is well aware of these problems.

This log is from stopping attack in the middle of a pack.

Successfully generated path to {364, 132} (CreateMoveIntoRange) in 0,03ms
Moving to {364, 132} (CreateMoveIntoRange)
No current navigation path. Creating one!
Successfully generated path to {364, 132} (CreateMoveIntoRange) in 0,03ms
Chickening out of the game because our health percent is less than 25%
Cleared POI: Monster
POI set to Type: None, Location: {0, 0}, Distance: 0, Name: None, Hash Code: -447766164
Now logging out to Login Screen.
 
First of all (as i can see some people don't even know this), for a good bot is necessary a good forum activity too.
If members keep giving their opinions and feedback on how the bot is working, the developers will know what "line" to follow and the bot will improve way faster.

Please put all your resources on solving the issues the bot has with movement. It has trouble taking doorways, not only opening them but also when an enemy is near it. This applies to any corner really. A common problem is trying to attack an enemy right in front of the actor but not actually attacking it. All of these problems seem to relate to movement. Whenever i look at the bot running i see one of these problems happening so it's safe to say it does this all the time. Solving this imo is more important than any other problems or lack of feature. This is the core function, please put your resources on smoothing out this essential operation.

This member is pointing out a big issue that a lot of members are having now. And as he says, this is a core function, and yes should be prioritize.
In my case, since new poe patch the bot started having big movement issues, now with buddy48 it's running better. still it's getting stuck and not attacking way more often than with the previous 1.1.2 patch

We know this takes time and patient to solve, but as users we should give our feedback to the developers.
We are not ""i have this problem, you have to fix my problem now with all your ressources or i will fuck shit up" as another member randomly said :S

Keep the good work pushedx :)


do you pay the devs salary?
Just bought another key last week.. And you?

Then give them some more hundreds of euros/dollars, they'll be happy and work on your needs
Are you sure you aren't talking about the ladies of the evening? :D
 
Just to cover some quick points:

1. New movement was worked into the current bot because the last 1.1.3.1 patch broke the old code quite a bit. The bot was more or less unusable for me in testing due to the number of stops. Switching to the new code fixed all of the problems. If it were possible to stick with the old code some more, we would have. This thread, for example, shows some of the tweaking that was needed to the new stuff. The side effect of this is that, the new code was written and designed for the new bot logic being worked on in beta, and not the old current logic. As a result, certain things don't work as well, because in the new code, there is separate logic for it and in the old code, it was all thrown together.

2. The current bot is more or less outdated for the way PoE works gameplay now and is being rewritten. Quite literally, almost everything except the API itself (which is still getting major improvements and features) is being rewritten. You can read about that here. All of the issues that have been present since SoTV first started are aimed at being addressed in the new Beta. The changes PoE sees on a regular basics are things most games take years to do, so as a result, the way the bot works has to dramatically changed every 4-6 months or so due this.

3. There's a lot of things the bot is missing from a GUI perspective that people have been waiting for a while. Rather than just keeping them waiting, efforts are being made to fix the GUI and set it up in a way that will allow users to have something that is a lot easier to use and something easier for us to maintain. You can read this thread to see the upcoming changes to the bot GUI itself and some of the new features.

As for everything else, the reason why the bot has what you perceive as core problems is due to the way the game works. There's no fixing most of the issues, just trying to work around them as best as possible. The bot will always have its ups and downs. If we were using the same code we were a year ago, and only updated the client support, the bot would not function today. Code that was working fine months ago, now all of a sudden doesn't, due to client changes, and other game changes. That is the nature of bot development for a game where the devs do care about bots/RMT and try their best to weed it out.

Most if not all of the problems/issues I see being mentioned in this thread aren't really problems with our bot development strategy, but rather just from having quite literally 3+ different sets of code being used in one project, none of which are working in unison due to the patching that has been done to keep the bot running and "mostly working". The new beta aims to fix that by rewriting everything and using a more unified set of code, of which we expose to users so they can make their own bots/functionality a lot easier and reuse our work rather than having to reinvent the wheel.

It's a long term development strategy though, which means for the short term, we aren't trying to fix every little problem with the current code, because it's a waste of time. If we keep band-aiding the bot, it'll continue to have problems that affect people being able to run it long periods of time, not support new features of the game, and really stay at a mediocre status. Instead, we're looking at the long run, which is people want a bot they can run for a long time, have it be able to not get stuck due to the way the game works, and be able to recover if it breaks down. These are huge structural changes, and are things that cannot simply be fixed in the current code, as the fix is to rewrite it all.

At some point, we have to say, "we need to fix these problems, and do what it takes to make it happen". The bot getting stuck is annoying, yes. The bot not having various features to improve quality of life of botting is annoying, yes. However, it mostly works assisted, and as far as we can tell, is not causing significant bans. Because of this, we can, as Hawker says, "soldier it out", and do what is necessary to improve the bot. That is what is being done right now. It's ok to be unhappy with the current status of the bot, but if you look at the changes in the bot from an API perspective as well as the things I've been mentioning being worked on, you should at least be hopeful of the progress being made. Of course everyone wants stuff "now", but it's just not possible. We'll get it to you guys as soon as we can!

Having been with this project almost a year now, I can tell you this: the bot is being worked on just about every day, has devs and support behind it dedicated to making it the best possible, and no matter how PoE changes, we'll do our best to try and keep up and give users what they want. The bot isn't perfect, and will never be. It's impossible because the game isn't perfect and has its own flaws. All we can do is try to work around what's there to provide what we do.
 
It's a long term development strategy though, which means for the short term, we aren't trying to fix every little problem with the current code, because it's a waste of time. If we keep band-aiding the bot, it'll continue to have problems that affect people being able to run it long periods of time, not support new features of the game, and really stay at a mediocre status. Instead, we're looking at the long run, which is people want a bot they can run for a long time, have it be able to not get stuck due to the way the game works, and be able to recover if it breaks down. These are huge structural changes, and are things that cannot simply be fixed in the current code, as the fix is to rewrite it all.

Couldn't agree more
 
Are you sure you aren't talking about the ladies of the evening? :D

You got it ;) people crying every day about flaws should try to fix them, or wonder why it acts like that, then report.

Casual "Bot don't work, fix it" threads don't help, even if you paid for a product.

EDIT :

Honorbuddy still have navigation bugs, wonder how long since this bot came out? :) be patient, report issues with logs, how to reproduce it, More reports/Suggestions we have, better will the bot be! For now, the bot works like a charm for me, but we all have different setups, grinding different areas, keep improving the bot !
 
Last edited:
Thanks for your response pushedx. I don't doubt you spend most of your waking hours working on this project. I see you post stuff from early morning till late at night and updates after patch are always timely. It was never my intent to criticize your development strategy only to emphasize the importance of movement and attack issues. In general i'm quite happy with this bot taking into account that it would take me months to create a much less feature rich framework myself so i'm really glad you and the other buddies did.
 
Back
Top