[MUD-Dev] Web vs. Java client
Kwon J. Ekstrom
justice at softhome.net
Thu Nov 13 10:08:06 CET 2003
Jeff Fuller wrote:
> Ben Greear wrote:
>> If magic is working with arcane runes and powers invisible to
>> most mortals, how much different is that from getting your perl
>> script to help you in battle? :)
> Because you give a certain class of players a distinct advantage
> with skills outside the scope of the game. People who can and
> understand programming become elite warriors. Those who do not
> become sheep, and in turn become frustrated and leave your
> environment. You end up with a serious imbalance in game
> mechanics.
I don't see how this differs much from the office... those who can
macro and script generally outproduce those who can't.
Besides which, scripting on muds is generally command stacking and
triggers. "If this text appears, send these commands"
In many cases, learning how the client handles triggers is easier
than the commands on the mud.
> It hardly seems fair if some brilliant coder has devised a special
> script that lets him react at twice the speed of a non scripted
> player in your game world, thus rendering your non-scripted player
> weaker due to technology not play skill/knowledge.
Heh, a brilliant coder wouldn't be using the client you gave him,
he'd have written a parser, embedded an AI.
And honestly, waitstates should be used to limit the effectiveness
of triggers/botting. Additionally, as Matt said... triggers can be
used against people. The more triggers you use, the more vunerable
you become.
> You don't want your RPG to become a test of coding skills? Unless
> of course your game is some kind of game involving programming :)
In which case, the brilliant coder has already won because nobody
else even has the tools.
-- Kwon J. Ekstrom
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list