[DGD] Belated return

Dread Quixadhal quixadhal at gmail.com
Tue Feb 10 14:04:42 CET 2015


And there you have your answer.

EVERY MMO out there (to my knowledge) uses a client that was built
specifically for that game.  Only the MUD community somehow has a problem
with this, probably because the old timers among us cling to the raw TCP
sockets which happen to work with most TELNET clients.

MUD's did not choose to use TELNET because it was the best choice.  They
used it because, at that time, it was the simplest and most readily
available client, and didn't require the majority of players to install
their own software.  Remember, back in those days you couldn't just set up
your own machine on the internet.  Most players were students and had
limited disk quotas and might not have been allowed to install custom
software, even if they had access to it.


On Mon, Feb 9, 2015 at 8:16 PM, Blain <blain20 at gmail.com> wrote:

> I was just pondering one day how to deal with a connection limit and it
> spiraled out of control to wondering how MMO's handle it with their
> proprietary client.  I noticed WoW has multiple world servers and the
> client handles the disconnecting and reconnecting on its own.  So to
> simulate this in a MUD, one would need to tell the MUD client to do it,
> thus limiting one to only doing this for players who are using clients that
> can handle it or creating ones own proprietary client to distribute and
> force all users to use.
>
> On Mon, Feb 9, 2015 at 7:24 AM, <bart at wotf.org> wrote:
>
> > On Sat, 7 Feb 2015 16:32:46 -0600, Blain
> > wrote
> > > Geez.  I'd send them an itemized bill and
> > demand for just
> > > compensation. ;)
> > >
> > > I was working on my lib again for a bit,
> > but got sucked back into finishing
> > > up some project reviewing on AA.  I'm
> > really enjoying DGD, though I
> > > wish I had more time to devote to my
> > project.
> > >
> > > While I've got your attention, I was
> > curious if you (or anyone else that
> > > might be listening) would know how MMOs
> > seem to hand the client's
> > > connection off from server to server, or
> > do they just tell the
> > > client where next to connect, perhaps?  I
> > know that some MUD clients
> > > can be told to change connection, but I
> > was looking for a way to
> > > have two or more servers, one for login
> > and one or more for game
> > > playing, but yet only give out the login
> > server for initial
> > > connecting.  It seems to me that basic
> > telnet cannot handle such
> > > redirection without tunneling and thus
> > tying up that port on the
> > > login server.  I was just pondering this
> > one day.
> >
> > What is it you want to achieve with this?
> > Is the main worry the port being
> > tied up or would it be load on that
> > specific server.
> >
> > So far, my experience is that server load
> > is a much bigger issue, and is
> > easily solved by having a dedicated server
> > for session handling, and
> > 'background' servers for handling the (cpu
> > and memory heavy) game logic.
> >
> > So users always use the 'login server' and
> > are 'tunnelled' to the actual game
> > server where they belong.
> >
> > Bart.
> > --
> > http://www.flickr.com/photos/mrobjective/
> > http://www.om-d.org/
> >
> > ____________________________________________
> > https://mail.dworkin.nl/mailman/listinfo/dgd
> >
> ____________________________________________
> https://mail.dworkin.nl/mailman/listinfo/dgd
>



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