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lost
08-17-2005, 07:58 AM
I made this program some time ago, when I was trying to practice interactive working with web pages, and at same time make program that can help remove repeating elements of LotGD, while leaving for human intervention more interesting events.

For some people using auto-play may not be interesting, but if any of you want to give it a try, you can download it from:

LotGD auto player program (http://lostdummy.topcities.com/LotGD_player.zip)

Use right-click and "save target as" to download ZIp file, then unzip in any folder. Before you start it, open 'lotgd.ini' file and change in [CFG] section 'ServerURL=' if you use different server, and 'username=' and 'password=' for that servers. Also you can read other options in INI file, or leave them default for start.

Then just start lotgd.exe and press 'Start Auto' - and it should start auto play ;p By default it is set to stop if any special event occurs, which is not explicitly predefined in INI file.


Again, this was something I made for testing purposes, so if you think game will lose some value if you use auto-play, just skip it ... or try how it works, then decide to skip it ;p

JCP
08-17-2005, 08:56 AM
While such a program is a nice intellectual challenge, it is cheating.

The use of any hacks to play the game without a human at the keyboard is not endorsed by Central and is a bannable offense.

lost
08-18-2005, 04:39 AM
well, I respect that oppinion, and I already mentioned in initial post that not all people will agree with something like this program.

but I would like just to try and clear up some elements of previous comment:
1) hack : this program is not hack, at least not according to any definition of hack that I know. It does not change any part of LotGD program, client or server side, it does not interfere with normal behaviour of LotGD site. If this could be called hack, then probably IE of firefox or other browsers could be called hack too. Indication that this program is not hack is fact that it is impossible to say if person is using this program or IE to play LotGD

2) without a human: while this program can play simple fights and do basic upgrades, any more unusual event require human intervention, so program was intended to be used with human at keyboard

3) cheat: definiton of cheat for computer games is usually what game developers/hosts decide to be, so I can not much argue on this one. I can only try to point out that there may be not enough reasons to call this a 'cheat'. It does not read any non-public information directly from LotGD program in order to gain unfair advantage, it does nothing that normal player could not do. And if only two reasons for labeling this as 'cheat' were 'hack' and 'without human', those two are explained above.

Finally, I still respect this oppinion since definition of what is acceptable and what is not is in sole provinde of game host/developers. But instead of saying

"...it is cheating. The use of any hacks to play the game without a human at the keyboard is not endorsed by Central and is a bannable offense.", you could maybe say only :

"...is not endorsed by Central and is a bannable offense."

it is same end result, only without any discutable points ;)

JCP
08-18-2005, 07:45 AM
You have your definition, I have mine.

I was basing mine on the principle that - perhaps not by default - this program can be used to avoid the auto-time out code, thus enabling players to avoid becoming targets in PvP while getting the benefits of being in the PvP system, which is an unfair advantage.

We have had such programs used in the past, and maintain our hardline stance against them.

Will we ever notice someone "abusing" your program in this manner? Maybe, maybe not. It does make our job more difficult.

Catscradler
08-18-2005, 09:41 AM
Avoiding the auto-timeout code actually can have consequences for the server. Have you ever noticed how slow the server gets when there are more than 90 people online?

lost
08-18-2005, 10:26 AM
just out of interest, what is exactly auto time-out code, and what is its goal?

btw, program is switching to other server when all rounds are finished on current server, so whatever auto timeout should do, it should have its chance to do it while program is playing on other server.

JCP
08-18-2005, 10:35 AM
I do understand that you are not intending to use your creation in such a way, but you're seriously lowering the bar for anyone who wants to abuse the system.

I'm not sure about all systems, but I have seen a few games where 'bots' that automate playing for people are not allowed, and I see this as the same thing.

Elessa
08-18-2005, 11:20 AM
:wonders where the challenge and enjoyment of playing the game lies with the use of such a tool

seems to me this is merely a way to automate and remove the process of needing to use one's mental capabilities. It lowers the human at the keyboard to nothing more than an assembly line worker whose main function is to press the button. when there is a stoppage in the flow.

rather pointless from my point of view. essentially, anyone running such a program is no longer playing the game.

Catscradler
08-18-2005, 01:56 PM
Auto timeout logs your character out of the server if you don't make a request for another page (read: do anything on the site) for a certain amount of time. On Central this is currently set to 900 seconds (15 minutes). Anyone can view this on the Game Setup Info page on the various servers.

This is a good thing for several reasons:

1) The server has limited resources. The more people who are connected, the more player information has to be kept in memory. The more memory that is used, the slower things go for everybody.

2) More limited resources. While each player is logged in, they have a connection to the server. Web servers can only have a finite number of connections active before they seize up and don't allow anyone else to connect. Each connection also takes up a bit of bandwidth, which is also finite.

3) It allows PvP to happen.

4) Once you know that you've been logged out, and probably killed, and that logging back in will cause you to lose more experience by making you a PvP target again, you can feel free to forget about the game for the rest of the day and do something else, like get some fresh air outside.

lost
08-19-2005, 04:13 AM
ok, I understood what is your fear about auto-timeout. I must say I did not think about that initially, but it is possible to avoid timeout if you use this program. Of course, that would be very unconvenient for person at keyboard, because this program is not intended to play in background since it always take focus.

But you are aware that players without any program can do that also - just do refresh once in 10min or something like that. Real solution to that problem, as is the case in most online games, is not to enforce it but to make it logical gamewise. One example is to introduce new element under 'attack' and 'defence' which will show your ..er.. endurance. And to make endurance go down with time player is onlilne, and go up proportional to time player was offline. Endurance can affect attack/defence, ie if it is at 70%, then both attack/defence would be at 70%. Or it can affect what percentage of experience you get or something like that.

Well, I know how hard it can be to add such feature, and if it need to be added just for sake of balancing, or enforcing some rule to cover design flaw or similar reason, it may well be better to leave as it is.

As for other post that mentioned how enjoyment and use of mental capabilities were at risk, I can only repeat what JCP said "You have your definition, I have mine". LotGD sure offer enjoyment and reason to use mental capabilities, but it is not in elements regarding forest fight/heal sequences, even if they are large part of play. Doing fight-fight-fight-heal-fight-fight-heal.... does not really need real use of (at least my) mental capabilities. And other elements in LotGD, those really interesting, are not covered with this auto-play.

Just to clear up one thing - I'm not trying here to explain how it is good to use such program, I'm just trying to point out that reasons so far posted for not using it are not so solid ( again according to my definition ; )

Example of one reason against using program, that I could not argue, would be:

"such program gives unfair advantage to those who are using it, since it eliminate their need to do tedious and repeating tasks (which other players still need to do), and also give users who do not play LotGD non-stop possibility to advance faster than players with similar play-time who do not use such program"

Sichae-Saracen
08-19-2005, 05:51 AM
I am gonna have to side with Elessa, and say, "What is the point to playing the game, if your not even the one at the wheel?"

I mean honestly, if this provides a way to sneak around the timeout, then it would most likely never be endorsed by the core coders.

To avoid the timeout by clicking refresh after 10 minutes, at least shows some initiative to play, rather than having a prog do it all for you.

If you need a more solid reason, just take a look at the hard work it took for a person to get up to 250+ DKs, all legitimate. It will be a serious affront to them, if a simple program is able to best them at that.

For a person not trying to endorse something, you sure are carrying on a long-winded argument over it.

Of course, I will stick by my original statement, "Why play the game, when you aren't actually playing?"

Catscradler
08-19-2005, 01:24 PM
Oh yes indeed. Some players do stay on and click refresh every few minutes to keep from dying. However, everyone has to sleep or do other things eventually, and that's when we STRIKE! Um, I mean, that keeps the number of players online and open connections at a manageable level.

There is indeed a game reason to quit. It's not given in plain language, but it is there. After you're done with forest fights and PvPs for the day, there's not much else you can do. Your character becomes "tired". For the player, the rest of the game day is boring, unless you're involved in one or more of the chats.

This does bring up the question as to whether there should be an extra screen that says "You lay down in the fields and quickly fall asleep" or somesuch, but that's what's implied to happen.

I'd also like to remind folks that when you're using this program, as flexible as it is, you're still limiting yourself strategy-wise to what the program is capable of.

Fritz
08-19-2005, 02:34 PM
I must join the masses against such an "auto-play" program. Do to my massive amount of experience, I know that there is no way to change your oppinion. But, in MY oppinion, the whole point of a game like this is for the player to experience all that is happening in the game. This "auto-play" BS would prevent that. If you don't want to play the game, then don't. Yes, yes. I understand that the player still has to sit there and watch the program run, but it takes some of the choices away from the player. Those choices are what make the game and the character. If you take that away, you might as well not play the game. So far, I see no advantages to the "auto-play" idea. If winning is the "be all, end all" for you, why don't you just do it the same way everbody else does. I want to get all those DK's as well. But I'll do it on my own. By my OWN decisions.

TheWatcher
08-19-2005, 03:29 PM
Doing fight-fight-fight-heal-fight-fight-heal.... does not really need real use of (at least my) mental capabilities. And other elements in LotGD, those really interesting, are not covered with this auto-play.
I think it does, but not intelligence like you obviously mean. The challenge in the regular fighting and healing is exactly to *not* do it on your mental autopilot, but to stay sharp. If you just go T1T1T1 (thrillseeking; fight 10 rounds), you're bound to encounter a nasty surprise sooner or later (as I discover time and again, because it is quite tempting to do so when all is going very well).

So besides the arguments already given by others, I say the 'repetitive' elements of the game really are an essential part of it. The more I play this game, the more I see that like most things in real life, everything has its purpose. Even if it is something you'd rather avoid.

But I must confess that when I was still on another server, I did consider to make something just like this. So from a technical point of view, a sincere 'Congratulations' is in order. As a player however, I would advise you not to use it, and I hope you will eventually experience that playing it manually really is more fun.

Fionnabhair
08-20-2005, 06:48 PM
I think it does, but not intelligence like you obviously mean. The challenge in the regular fighting and healing is exactly to *not* do it on your mental autopilot, but to stay sharp. If you just go T1T1T1 (thrillseeking; fight 10 rounds), you're bound to encounter a nasty surprise sooner or later (as I discover time and again, because it is quite tempting to do so when all is going very well).



Good point. I find that sometimes I let my brain go on autopilot, and those are the times I get killed in the forest. If you stop reading each screen and paying attention to your hitpoints and buffs, you're bound to get clobbered sooner or later. But if you concentrate on the game, you find yourself thinking more about how to approach the "fight fight fight heal" sequence in the most logicical, beneficial way possible, and your global strategy evolves.

I think the autoplayer is a great project, and was probably fun and challenging to put together, but I wouldn't use it to play the game - I actually enjoy "fight fight fight heal." I wouldn't still be here if I didn't.

Enticing
08-21-2005, 01:44 AM
I think it does, but not intelligence like you obviously mean. The challenge in the regular fighting and healing is exactly to *not* do it on your mental autopilot, but to stay sharp. If you just go T1T1T1 (thrillseeking; fight 10 rounds), you're bound to encounter a nasty surprise sooner or later (as I discover time and again, because it is quite tempting to do so when all is going very well).



Good point. I find that sometimes I let my brain go on autopilot, and those are the times I get killed in the forest. If you stop reading each screen and paying attention to your hitpoints and buffs, you're bound to get clobbered sooner or later. But if you concentrate on the game, you find yourself thinking more about how to approach the "fight fight fight heal" sequence in the most logicical, beneficial way possible, and your global strategy evolves.

I think the autoplayer is a great project, and was probably fun and challenging to put together, but I wouldn't use it to play the game - I actually enjoy "fight fight fight heal." I wouldn't still be here if I didn't.At least we aren't driving, otherwise all my in-game deaths would be nasty car wrecks.

Moonchilde
08-22-2005, 03:49 PM
All this program really does is convince me that I really should finally write that captcha module I've been thinking about... I even have it 90% done.

Now, do you *really* want to be responsible for adding to the burden of playing for everyone? If not, remove your program from publication :)

Sir Quady
08-27-2005, 07:24 PM
This program also gives an unnecessary advantage to those who use it. I find that i often don't have the chance to use up all my fights, because i ususally have a couple other browser windows up, and i don't get everything i want done. With this program, someone can use up their forest fights faster than if they have to flip back and forth, hence they gain an advantage.

Zod
09-07-2005, 07:51 PM
I tried doing this as well, using a clumsy technique, and was apparently spotted by the administrators of the game (during one page load there was PHP code intermixed with the HTML and I saw code testing for my character name and executing "special" instructions.)

As it turned out I was only willing to spend a few hours on it and Python's urllib2 package wasn't quite up to the task.

I would like to explain why I tried doing this.

I agree that there is little point in writing a program to play a game for you. Why play at all then?

But there is one part of this game that routinely tests my ability to stay awake through it all: when you're level one, and you are presented with umpteen zillion free forest fights.

I think the goal here is clear: avoid specials that might kill you, and run away whenever a level two forest fight presents itself. Oh, and heal whenever you're injured, no matter how much (because, after all, it's free.)

There is absolutely no point in my participating in this part of the game. It is all deterministic. And yet I have to sit there and execute these very simple instructions, over and over and over again. One time it took two hours before I had finally exhausted my forest fights.

That isn't fun.

And of course, what often happens is that I'm put into such a catatonic state that I'll fail to notice that I'm up against a level two, and of course then I die.

I really didn't think I'd like this game when I first started. Seemed too simple. Now I get it. If I had to pick an analogy in sports, I'd compare lotGD to golf. Golf seems extremely simple too when viewed from the outside. So I'm not criticizing the game, indeed, I enjoy it quite a bit. I'm especially impressed with the way it forces you to stop playing. Helps keep me productive in the real world.

But this one part of the game needs work. And yeah, if I could, I'd let a script take care of it for me.

Acemaster
09-07-2005, 08:02 PM
Playing forest fights makes up the bulk of this game. If you don't like doing that, then maybe you should take a break from LOGD. Apparently most players do not agree with you, as our server population is as high as ever. The staff has decided that such programs are illegal and give some unfair advantages, and we intend to stick to that.

Zod
09-07-2005, 08:12 PM
Playing forest fights makes up the bulk of this game.
Was this a reply to me? If so, it's as if you didn't bother reading all of my message.

FF's at the levels 2 and higher are radically different from FF's at level one. At the higher levels, a monster equal to your level can kill you, so fleeing becomes a consideration. Or using spells/skills. Not so at level one. At the higher levels, healing costs money, so there is always the balancing act of figuring out whether to heal now or take your chances and heal later.

Also I find I'm much more likely to participate in the potentially lethal specials at the higher levels.

And, of course, at the higher levels you only get so many fights.

Level one play might as well be a different game altogether. Indeed, I question whether you can call what happens at level one a game at all.

It's more like doing my chores.

Acemaster
09-07-2005, 08:24 PM
Yes, my reply was directed to you. I thought the point of your post was how you feel forest fights are tedious, and not how much different level one is.

I am not entirely sure where you are coming from DK wise, as at level one I can survive level two fights easily with my gryphon. If your complaint is about how level one is a whole other ball game, I suggest you post it in a new topic so you will better get your point across.

SaucyWench
09-07-2005, 09:10 PM
FF's at the levels 2 and higher are radically different from FF's at level one. At the higher levels, a monster equal to your level can kill you, so fleeing becomes a consideration. Or using spells/skills. Not so at level one.Um... wrong :)

Level one is the most dangerous level. Ask anyone who has more than 10 Dragon Kills.

Seems to me that you haven't played long enough to see how the dynamic works so I will explain.

When you encounter a forest creature, your own stats are counted, with one point for each attack and defense you have and one more for each five hitpoints you have over the required minimum for your level. If the luck of the fight gives you an opponent of the same level as you, they are randomly assigned to your opponent in the same ratio. You might be 10 HP over minimum and 2 attack, 2 defense. The monster might end up with 2 attack, 3 defense and 5 HP over minimum (5 less than you). More than likely, you will get a relatively balanced foe that you can defeat.

At level ten, using Look For Something To Kill, chances are you will get a level the same as yours. If you're unlucky and get a level 11 monster, it is still only (overall) 10% stronger than you. You still have a chance to kill it using specialties or just by luck. If it gets a big hit in, the next hit is (just by probability) not likely to be another big hit that finishes you off. Your HP will be hurt, but probably not zeroed.

At level one, using Look For Something To Kill, chances are you will get a level the same as yours too. If you're unlucky and get a level 2 monster, it is usually TWICE your HP. Coupled with your low overall HP, one big hit can prove devastating to you, and you have a lower survivability chance. It can smack you to kingdom come in its first hit, before you can even defend.

I'm sorry you see forest fights as a chore. From my observation, the people who stay on here beyond their first dragon kill see them as merely steps to achieving something more interesting than the fights in themselves: refining strategy and competition against others. If these things interest you but you feel the strong are too far ahead, perhaps a tourney would be more to your liking.

Zod
09-07-2005, 10:54 PM
I don't believe I am wrong.

Please read what I wrote again.

I have close to 25 DK's now. I guess that translates to, what, five thousand level one forest fights completed to date? I have yet to be killed by a level one monster. At best they can take a hitpoint or two away from me. That's it.

This is not true at higher levels. At level ten, a level ten monster can kill me.

Yes, level two monsters at level one can be very dangerous. That's why I always run away from level two monsters.

So here is the pseudocode for me playing at level one:

if hurt:
heal
if special:
is it a special that can kill me:
decline
else:
enjoy special
else if fight:
if it is a level two monster:
run away
else:
fight

That's it! I always manage to succeed in running away. I always win the fight against the level one monster. Heals are always free. Specials that can't kill me never do.

So what do I become at level one? Am I playing a game? No, I don't think so. I'm just running the simple script above. You know, with ten forest fights per game day, this isn't an issue. But I get thirty-to-forty FF's now, and to get through all these at level one can now take hours with all the free fights I get.

And all I am doing is executing this very simple script in my head.

So, given that I can always flee the level two monsters (except when I'm catatonic because of the monotony at this level and I forget to flee), level one is not dangerous. A very simple script can win at level one, and win every single time, so in fact, level one ends up being the safest level of this game. You can't lose (again, except for when you're in a coma at FF 300.)

Now going back to the original point of this thread...

I understand why you guys don't want bots here. Disabling the PvP mechanism would be a cheat. A bot taking up resources (bandwidth and server time) that could be otherwise used to let a human better enjoy the game is not a good thing. And then there is the prospect of somebody who lets this thing run through 2005 and ends up with a UberGod character capable of who knows what.

Let me say again, I enjoy this game a lot. I enjoy computers in general. One of the reasons I enjoy computers is because they avail me of tools I can use to perform monotonous, repetitive tasks so that I don't have to.

Playing lotGD at level one when you have tons of FF's is a monotonous, repetitive task that takes hours. I don't consider a script that reduces a monotonous, repetitive task to be a cheat. I consider it the reason I use a computer.

Let me make a suggestion:

You've got options to let the player fight one, five or ten rounds in a row. Give us a "Look for something to kill" option that let's us look for one, five or ten monsters in a row. So it looks for a monster, automatically fights it, and if you win, it looks for another monster, and so on. It stops looking when the monster is a higher level than you, or for a special.

This would introduce an element of danger for cowards like me who always run away from level twos since I wouldn't be able to heal between these fights. Killing five at a time might not be too dangerous, but doing ten at a time could be (since all those knicks and scratches can add up.)

But you have to let us decline the monsters higher in level. Otherwise we're toast, and nobody's going to want to choose that option.

I think this would make the game a lot more enjoyable at level one AND save you guys bandwidth and resources in the process.

I hope these comments are taken in the spirit they are given. I really do like the game. You have to to have 25 DK's, yes?

SaucyWench
09-08-2005, 01:04 AM
I gather you are relatively high in HP, if you don't find level one a danger. You will find many Gods disagree with your assertion that level one never kills people =)

We did actually consider things to do for 5 fights, although not in the context you mention. Specifically, quest-type things that cost multiple fights. As there are too many ideas and not enough hours in the day, I haven't gone ahead with this at this point.

If you install things in the game that do the boring things for you, you progress towards this http://gemdust.com/tutorial/howto . Granted, that is an extreme and a humourous scenario, but these things are by degrees. Players have requested auto banking because they find it too arduous to go out of the forest and to the bank to do it. Other players have requested a link to the weapon shop in the forest... along these lines you could well end up with takeaway beer to avoid the inn, and magical healing to avoid bothering to heal. At some point we have to draw a line and say, we cannot make the game much more convenient, because it would stop being a game.

Having said all that, the alternatives requiring say, 5 forest fights, are not off the drawing board by any means. There is just no timetable nor guarantee.

Zod
09-08-2005, 02:23 AM
This is cute.

As it happens, I'm at level one again going through my gigazillion forest fights when this new module loads, the one that checks for a human on the other end of the connection.

I guess there's some kind of problem with it, cause when I entered an answer it sent me to an error page. An error page that only has one exit, to my home town.

So I was forced to fight my master and level up.

I find it amusing because here I was, complaining about having too many forest fights at level one. And now I'm going to complain about having too few.

LOL

I guess I should have mentioned that I try to stay in level one for as long as possible because the gold/experience-per-game-day ratio is very favorable. Maybe it's time to change my playing strategy. Doh.

So really, I don't know what it is I'm complaining about here. I guess what I'm asking for is an option that gives me experience and gold without having to work for it. You can code that up, right? Put it next to the carry-out beer delivery.

I'll go away now.

Darcia
09-08-2005, 02:37 AM
This is cute.

As it happens, I'm at level one again going through my gigazillion forest fights when this new module loads, the one that checks for a human on the other end of the connection.

I guess there's some kind of problem with it, cause when I entered an answer it sent me to an error page. An error page that only has one exit, to my home town.

So I was forced to fight my master and level up.

I find it amusing because here I was, complaining about having too many forest fights at level one. And now I'm going to complain about having too few.

LOL

I guess I should have mentioned that I try to stay in level one for as long as possible because the gold/experience-per-game-day ratio is very favorable. Maybe it's time to change my playing strategy. Doh.

So really, I don't know what it is I'm complaining about here. I guess what I'm asking for is an option that gives me experience and gold without having to work for it. You can code that up, right? Put it next to the carry-out beer delivery.

I'll go away now.Central is a "Beta" server so things are constantly changing, and this is a very new script. They will fix the bugs, but you have to petition it so the coders know what to look for. I am sure by the next DK, this will be fixed. But, I have personally received no errors from this.

I have, however, heard a few complaining of bugs relating to Dag's quests. RealRandom said he killed the Minotaur but it didn't recognize that and he lost experience and gold. Or so he says. I doubt this is related to the new script though.

SharDeNayMerLow
09-08-2005, 02:48 AM
There appears to be a bug directly related to the 'captcha' addition, which wipes out all current buffs. I have replicated this 5 times with my main and alt characters.

I don't know if the bug has any other impact, I only observed the buff-wiping. Also, I believe RealRandom actually stated he was killed by the minotaur when his buffs disappeared during that combat...

In any event I am sure that our excellent staff group here will get this sorted out! I just wish that such code had not become necessary - as someone who has related responsibilities I recognize how serious the auto-play bot could be with respect to server load.

SaucyWench
09-08-2005, 03:44 AM
It's definitely a bug. Kendaer is asleep, after about three weeks of being on call and being dragged out of bed at stupid o'clock in the morning, so I'm not in a position to do anything about it just now. I've deactivated it on Central - those of you on DragonCat, I'm very sorry, but we cannot turn it off.

I gather that Kendaer had reasons for stripping the buff, but something is not putting it back. It's his code, so he will need to fix it (it's way beyond my level of code experience), but we'll let you know before it comes back online.

Moonchilde
09-08-2005, 10:38 AM
Well I was actually only on-call for this past week, but I've been pretty darn busy otherwise...

Nothing in the captcha code is stripping out buffs. I don't yet know what is happening there, but it certainly shouldn't be. I'm looking into it and it will be fixed.

Darcia
09-08-2005, 12:28 PM
There appears to be a bug directly related to the 'captcha' addition, which wipes out all current buffs. I have replicated this 5 times with my main and alt characters.

I don't know if the bug has any other impact, I only observed the buff-wiping. Also, I believe RealRandom actually stated he was killed by the minotaur when his buffs disappeared during that combat...

In any event I am sure that our excellent staff group here will get this sorted out! I just wish that such code had not become necessary - as someone who has related responsibilities I recognize how serious the auto-play bot could be with respect to server load.Actually I remember lastnight, I clicked (1 turn) to kill the Manticore and while I was fighting my mount was gone. I had just refed it, so.. that is what Shar is talking about I believe.

Sabu
09-08-2005, 04:57 PM
Hello!
I tend to agree/disagree with both parties here.
I don't like to have an automated code to play for me, but on the contrary, level 1 is truly incredibly boring. I have 175 DKs, I have invested only 11 DK points in FFs, I start my day with only 20 FFs, and still end up playing around >200 FFs. It takes me longer to reach level 2 than to do the entire DK from there on, real time wise. When I started playing this game, it used to take me 15 mins to finish my turns, now it takes >1 hr if I am at level 1. Personally, I love the game only after level 2 and I sincerely think that some modifications could be done to level 1.
One idea is not to increase the xp requirement with each DK, but to increase the complexity of forest creatures. In that case, xp gained from PVPs also should be dependent on the # of DKs of the opponent. I am not sure if anyone will take this suggestion seriously, but doing the same thing over and over at level 1 really becomes tedious. So, for the last couple of DKs, I have given up, (sometimes didn't even play my turns at level 1) and started thrillseeking and PVPing at level 1. If I die, doesn't matter, at least I finish my game day quickly and get some work done....
Sabu.

Furion
09-08-2005, 10:28 PM
:heartily agrees with Sabu, and redirects him to the newly split thread JCP made on the topic. Ideas welcome.

Furion
09-10-2005, 01:52 AM
The higher-ups took care of you, Sabu. Enjoy!

:is going to enjoy the new changes as well.

Sabu
09-10-2005, 08:42 AM
Yes, Furion. It's going to be more fun now ...

ThantosFive
09-11-2005, 09:22 AM
..Just intercepted this, holy cow!

*Super Secret Inter-Office Memo from Top Secret LoTGD Headquarters*

1) Implement cost effective strategy for outsourcing players to Burma, India.
2) Raise the "Cow" to top mount in the game with god-like abilities
3) Adjust game text to "speak" with heavy non-understandable accents.
4) Force long time players into early retirement and replace them with automated scripts.
5) Setup Phone-like Menu options with frustrating endless loops that go nowhere.
6) LoTGD Staff members are to remain in current sweatshops and whistle while they work.

P.S. Christmas is cancelled, "Joy too the world!"

Thank you, come again

Sincerely,
Jagdeesh C Purujit

"**This message paid for by The AA (Automate it All) Foundation...thank you for your support**

Milkboy31
09-11-2005, 10:19 AM
Sincerely,
Jagdeesh C Purujit

HAHAHA.... brilliant!

Furion
09-11-2005, 05:10 PM
At least we already knew Booger was a bot.

Check out his title........

:runs far and fast.

Booger
09-13-2005, 11:14 AM
/me laughs

Zod
09-15-2005, 11:36 PM
Forced to reply this extremely inflammatory post (http://lotgd.net/forum/viewtopic.php?p=17510#17510) here since the person who made the post is also an administrator of some sort and locked the thread to prevent me from replying.

You're an idiot.

THERE IS NO PHP CODE THAT USES THIS:

character.name
I was not claiming it was the exact syntax. I didn't bother saving the snippet for the reasons I've already stated; I do not find this to be a big deal.

You have already admitted that you are not in a position to know whether the claim is true or not. And you are certainly in no position to be casting aspersions about the intelligence of others.

Moreover, your veracity is highly questionable. You've spent all this time protesting that I had nothing to do with the change, and yet as I clearly point out (http://lotgd.net/forum/viewtopic.php?p=17493#17493), I most surely did, to my great regret.

Perhaps it is your discomfort at being revealed to have made such false statements that is the source of your anger. That may be understandable, but I must point out that engaging in ad hominem attacks certainly can't be in compliance with the spirit, if not the rules, of this forum.

Your behavior throughout this entire episode has been extremely disappointing.

Marcus
09-15-2005, 11:42 PM
*ahem*

Attention Zod:

Nobody cares anymore.

Please drop the subject.

Things are the way they are, we will cope, assigning (or trying to claim) the blame will do nothing. Let's just get about our lives. The other subject was closed for a reason.

Allow me to restate: Nobody cares, and nobody wants to hear about it anymore. Tis getting mighty old.

Thank you.

Talisman
09-16-2005, 12:05 AM
Well said, Marcus.

Zod
09-16-2005, 02:10 AM
The other subject was closed for a reason.
Yes, it was closed for a reason.

It was closed so that this emotionally-disturbed person could engage in an ad hominem attack without risking rebuttal and misstate the facts without fear of correction.

And if you don't care, then why are you even posting here?

Hmmm?