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Those are skills you unlock as a crafter by leveling up. In terms of Miqobot, you can mouse over the checkboxes to see what effects they have on the solver. For instance, Waste Not is usually left off because it triples the calculation time but only offers an average of 0.5% more HQ outputs. It’s generally considered just not worth it. Usually, you want the other two on though.
The macro box is mutually exclusive with the solver algorithms. It’s only for if you have a set sequence of actions that you want to always use, unconditionally. Miqobot will handle starting the craft and hitting the buttons, but you have to tell her which ones to hit.
The solver – which, generally speaking, is often the better option unless you’re doing very underlevel crafts – will instead calculate the optimal actions to take at each step in order to maximise quality and still guarantee craft completion. With the solver, Miqobot will not only handle starting the craft and hitting the buttons, she’ll intelligently decide which buttons to hit when.
The recommended solver preset is good for most crafts, balancing between calculation time and memory needed vs maximising optimal results. Personally, I use 2:1 chunks, manipulation, and innovation, but I leave waste not turned off. If you want to use the macro for manually assigning steps for whatever reason, untick the “use” box in the solver section. Otherwise, just set the craft count, hit start, and leave it to Miqo.
Don’t leave yourself minigaming in your estate all night either. People have reported bans from constant minigaming in their private homes, suggesting that the servers have some kind of watchdog looking for that sort of bot-like activity. In general, never bot unattended, or else be prepared for the consequences to range all the way up to being banned.
In the off chance this is a voting thread […]
It’s not an official voting thread […]
This thread isn’t for voting, it’s for discussion and opinions. Miqobot will take them into account, but there’s not going to be an official tally. There was a voting thread earlier this year about which of a handful of options the community most wanted to be implemented next, and it was given a deadline and a concrete tally. That’s the difference. This is a user-opened thread to talk about the idea and gauge interest, and a lot of people have posted their opinion multiple times, not just Arc.
July 22, 2021 at 6:38 am in reply to: Scenario scripting – essential features and general design philosophy #31178I may have been less clear than I thought, I didn’t mean that miqoscript is “restricted” by design. IIRC, one of the goals of it was that users shouldn’t need to be programmers to use it, hence the relatively simple syntax. Thank you also for the explanation on the function resets!
As for the rest, I understand both points, although I hadn’t been paying enough attention to see the issues people tend to have with writing/using scenarios as-is. I expected each of these ideas to be complex to implement alone, and it’s nice to have a better idea of how long it’ll take. This topic was partially to post my suggestions/requests to the dev team, but also to open discussion among the community about those ideas. I’m hoping to hear responses from other users to see what people think… although I may have written a bit much for casual users to bother reading.
Also, reports suggest that it wouldn’t be a huge improvement over the minion square minigames either. People have been banned for botting the home minigame machines for too long without stopping or breaking for other things, suggesting that the server has some kind of watchdog implemented to check for botters trying to avoid needing to operate in the public areas. So you’d still have to have breaks and possibly also move around or change activities, except then you wouldn’t be in a static and bot-navmeshed area, so either it would offer minimal improvement at best, or you’d have to set up a navgrid and probably a scenario to tell Miqobot how to go do something else – which you can already do with the minion square, so there’d be no improvement.
Personal recommendation: home minigames are illogical and you’re better off just doing it in the saucer; as always, bot responsibly and don’t leave it unattended.
Miqobot excels at crafting and gathering above all else, IMO. She is the bot to use for such things. That includes fishing and spearfishing, not just mining and botany. As a result, I’d say that all of the DoH/DoL classes are the top choice, but I’m guessing you’re asking about combat stuff.
Setting aside the global assist things like the 3D radar and its various features, if you’re asking about bot-assisted combat, then last I heard I think bard, dancer, and machinist were considered the best choices. Personally, I don’t really use combat assist (although I do use the squadron/trust system some) but from a purely theorycrafting standpoint, I’d assume that caster classes are probably not as good (or at least harder to do well) than classes that don’t have cast times on their actions if only because you won’t be interrupting them by moving.
That said, I’ve also heard testimony on the forums of people doing even end-game content with the bot and being completely successful, albeit also needing to sometimes manually handle certain boss mechanics that the bot doesn’t understand. Miqo’s combat assist is, AFAIK, a general algorithm, not tailored to any particular fight mechanics. She’ll do a good job overall, but edge cases will need operator intervention.
Finally, outside of the squadron/trust system – which only covers a (very) limited subset of the game’s available dungeons due to the complexity inherent in teaching a bot to play the whole thing – Miqobot only does combat assist, which is to say that she’ll handle (95% of) the fighting but you have to handle things like movement and selecting the enemies to attack. And that includes moving out of enemy AOE markers too.
Even if the fact that this is a terrible idea somehow doesn’t sway people, the arguments in favour that I’ve seen are basically either “but I want it” (you can already do it with other means) and “but you’ll lose business to another bot that implements it” (then stop complaining and go use that other bot if it’s so much better /s) and frankly, this is up there with botting OWC and the MSQ on the list of terrible ideas. Nothing against the OP for opening the discussion, I have no issues with “is this possible” or even “what do you all think about this?”, but the replies have covered time and again why this is a bad idea.
And as if that’s not enough, the idea of implementing server-side enforced restrictions is frankly laughable. The userbase is large enough that people will never agree on the details, and there’ll always be those who try to circumvent it. Especially since “I already paid for the license and feature, I should be allowed to use it!” too.
I accidentally crashed a whole materia market once, and even weeks later it still hadn’t recovered – that was just by vendor-buying like 60 materia and putting it all up for sale at once. The prices tanked from five digits to three, and I didn’t even undercut. You really want to add automation to that? If you’re spending any time actually playing the game, you’ll lose money. And if you aren’t, then why are you paying for a subscription and a bot?
It might be a matter of organisation. For myself, I have my hotbars laid out such that four are on the left and four on the right, with all the left ones and one of the right ones being job-dependent while the other three on the right are shared. In some cases, I’ve had to reorganise my buttons so that everything I want miqo to ignore is on a single hotbar instead of the preferred arrangement.
Speaking as a dev (not for Miqobot) who has dealt with GUIs in the past, vertical window resizing could probably be an easy one – just grow the log as the window height goes up – but horizontal resizing would have to reflow basically all of the controls. If you just expand all of them proportionally, it’ll look pretty awful past the smallest of changes. There’d be either a lot of empty space (in which case, why bother implementing it?) or reorganising and rearranging most or all of the visible controls on the current tab, which would take a lot of dev work to code for.
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