Even newer policy on skillup macros

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rizwank
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Even newer policy on skillup macros

Post by rizwank » Fri Nov 22, 2002 3:12 pm

With the combine rate nerf that we have experienced in this most recent patch, I think that skill up macros are now going to take a significant amount of time; and as for such, I welcome macroposters to include buy/sell routines for any of the skill up macros.

I do hope that you put a warning before skill goes over skill caps of 199, however.
Thanks to fippy :
What is your policy for posting skillup macros ?
Basically how far would you want them to skillup to as a max ?
Would buying and selling included be OK ?
Or would a generic skillup script with any tradeskill specific info removed be best ?

With the current lack of known tradeskill profit items, I see no reason at all to prohibit skill up macros, and am in fact quite looking forward to them.

Id be interested to see some in perl as examples for everyone as well, but that isnt a requirement.

I would make a check to verify whether or not the user would like to pass the 200 mark,
/echo About to attempt skilling up past 200 on %tradeskill ... Are you sure?
/mqpause

as this is an irreversible line...

As for buy sell routines... Im at odds here, but I would consider not including them at the moment. I have no wish to support AFK skilling up and start this whole mess again.

Im quite interested to see what you end up doing for tradeskills that require dropped items.

So for now, my current policy:
Please do not include sell buy routines in any skill up macros.
Also, remember, « kaz|afk » I dont care, if you cant write your own skillup macro your an idiot and should be burned alive, thats my opinion, hows that

Dont make it TOO easy.
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Post by Nerfy » Fri Nov 22, 2002 4:16 pm

Hey Riz:

/echo About to post comment up past 500 on %forum ... Are you sure?
/mqpause
----------
* Nerfy *

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Post by Oid » Fri Nov 22, 2002 11:42 pm

Geeze, 500, i'm never gonna catch him =D

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Post by rizwank » Sun Nov 24, 2002 8:10 pm

503! Whe!

When i started modding, I saw that l124rd had like 300 posts.. I was like, im NEVER gonna make it that high... i think im close to him now.. but then again a lot of my posts are trivials, or locking thread notifications, so maybe 100 of his > 200 of mine ;p
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Post by Oid » Tue Nov 26, 2002 1:24 am

I just don't post much =p On irc like 24/7 though... ... come clean house for us, everyone is like perma-idle

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Re: Even newer policy on skillup macros

Post by Milten » Fri Oct 10, 2003 2:32 pm

rizwank wrote:With the combine rate nerf that we have experienced in this most recent patch, ...
would you tell me what combine rate nerf there is? I brought brewing, JC, Fletching and smithing up to 250 (before the smithing nerf :), by hand, and just got MQ like a week ago, I whipped up a small macro, to make hero brews (on my ranger), and it combined like 450-500 times faster than me by hand (or so /grin :) so, what nerf is there?

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Post by Ohmz » Fri Oct 10, 2003 2:47 pm

In the past you could combine as quickly as you could click, now there is a hard coded delay on the server preventing you from doing it too fast.

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Post by MQSEQ » Fri Oct 10, 2003 3:08 pm

There is a inherit 1 second delay now added into EQ vs no delay before.

Lets say it took you 10 mins for the 400 to 500 combines with the macro and in the past it might have only taken you 3 minutes for the same combines (these are not actual times).

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Post by Puretone » Thu Feb 19, 2004 2:42 pm

The funny thing about this nerf is that it was totally unneccessary. I mean obviously macroers were the target, but I couldn't care less if it takes 3 minutes, or 30 minutes, as long as I don't have to click myself and can read a book on the side with the screen in view should EQ need my attention.

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Post by Sparr » Sun Mar 28, 2004 6:35 am

The real target here was people macroing for profit, especially low per-item profits that require high numbers of combines. They just raised the per-item time from 1 second for 8 combines up to AT LEAST 8 seconds.