[MUD-Dev] C&C and Event Rescheduling
Jeff Kesselman
jeffk at tenetwork.com
Mon Aug 18 22:40:57 CEST 1997
At 07:52 PM 8/18/97 PST8PDT, JCL wrote:
>In <3.0.2.32.19970815094745.00890a10 at mail.tenetwork.com>, on 08/15/97
> at 10:49 AM, Jeff Kesselman <jeffk at tenetwork.com> said:
>
>>At 04:48 PM 8/14/97 PST8PDT, you wrote:
>>>clawrenc at cup.hp.com wrote:
>
>>>> I have severe allergic reactions to tick based systems.
>>>> Characteristically I prefer the "as fast as the system will let you,"
>>>> model. The idea that I'll deliberately program a system so that a
>>>> human can wait on a computer seems treasonous.
>
>>Problem with thsi in the real world is it favors LPBs (low ping
>>bastards) over those witha lsower connection, and bots over humans.
>
>Yes, it favours the faster connections. My general answer to this is
>that the answer is to design the game system to not rely on user
>speed. As I tend to favour what many here call "chess-like" game
Hmm interesting. Without regualrizing speed making the system immune to
speed as a factor wopuld seem to me to be quite a challenge. In any real
time system I've seen reaction-time is fairly critical.
>Minor supporting notes: I don't intend for a repetitive action to
>*ever* sustainably be profitable. While a little bit more difficlt I
Not sure thsi helps. Have yo useen the Quake aim-bot? It doesnt generate
reptitive actions, what it does is lock and fire yourt weaponms for yo
uwith astounding reaction time and accuracy... you still "pilot" the player.
>The bot comment I count as an express failure in game design. Any
>game which can be profitably automated via a bot is a flawed game
>design. I am not interested in producing games where humans are
>merely less effective bots.
See the above. Doesnt have to be either/or. Tehre are plenty exampels of
"cyborg" approaches that are quite successful ina variety of games.
JK
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net
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