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Sign up now!People are constantly complaining about the web teleporting them to clan wars when doing stuff in edgeville, i believe that the web should be able to consider the overall destination after banking when traversing rather than just having a toggle to disable teleports... so I could enter the return point and bank so the web knows that it will have to return to edgeville and won't teleport far away.I don't quite understand the problem you're trying to counter, can you elaborate on that?
Oh yes i understand now, I assume this is especially a problem when just looking for a landmark? The bot would teleport to CW to bank because it's the shortest path, but getting back would take even longer right?People are constantly complaining about the web teleporting them to clan wars when doing stuff in edgeville, i believe that the web should be able to consider the overall destination after banking when traversing rather than just having a toggle to disable teleports... so I could enter the return point and bank so the web knows that it will have to return to edgeville and won't teleport far away.
It would fix bugs like this:
When set to "Custom" in Edgeville to chop the two Yew Trees, when he gets a full inventory he uses teleport to Clan Wars and stays there forever.
Yeah disabling seems like a patch more than a fix as it would be optimal to still use certain teleportsOh yes i understand now, I assume this is especially a problem when just looking for a landmark? The bot would teleport to CW to bank because it's the shortest path, but getting back would take even longer right?
Yeah this is a problem. If I think about it, it is quite hard to deal with it though. The problem is that the pathing algorithm would have to consider ALL landmarks instead of just the nearest one in order to find the most optimal one, and for each of these, a path to the original destination would need to be created to calculate overall costs. It's exponentially more complex this way and I don't see it being implemented unfortunately.
Maybe (hopefully) cloud or someone can think of an alternative way though.
Edit: A workaround of course is to disable teleports, which should be a viable option, since you'd primarily use landmarks in a dynamic context.
I've had a stab a this a few times over the years,ideally you would generate paths to all the banks and then paths back to your target location and compare the combined cost.Yeah disabling seems like a patch more than a fix as it would be optimal to still use certain teleports
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