Murloc Cult

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Autonomous players: reliable professions, livelier guilds, respected prey

A new audit fixed the early days of professions and guilds: no more mass departures to trainers, no more fruitless picking of quest plants, skinning that really works. Home inns and refuges are no longer in regions that are too strong. Autonomous players leave real players the monsters they target.

Commit
378d06e
Build
Build success (1 min) · Target worldserver
  • Mass departures: up to 63 players left for their profession trainer in the same second, every 10 minutes, because timers all started at zero. They are now randomly offset, and the trainer must be within walking distance (600 m).
  • Fruitless picking: 55% of picks targeted quest plants (cactus apples, etc.) whose loot is reserved for the quest; the player kept coming back for nothing. They are now left to the quest logic.
  • Skinning: the corpse left the queue as soon as it was looted, so it was almost never skinned. It now goes back into the queue to be skinned right after.
  • Redridge trap: seven level 8-9 players had bound their home to Lakeshire, surrounded by level 15-16 monsters, and were sent back there after each death streak (37 deaths). A home or refuge inn must now be in a region within their reach.
  • Wavering: the oscillation guard set aside the hunting spot instead of the impossible quest turn-in; it now discards the right target.
  • Guilds: 'gz' only follows a level announcement in guild chat, and each guild has a message of the day.
  • Courtesy: a monster targeted by a nearby real player is left to them.

Monitoring: two isolated crashes happened between 21:30 and 21:40 UTC. Memory dumps are now kept to analyse any further crash.