[MUD-Dev2] Combat Systems (was: Reasons for Play)
Jeffrey Kesselman
jeffpk at gmail.com
Wed Apr 18 12:42:03 CEST 2007
On 4/17/07, Hudson, Thomas C. <hudsont at uncw.edu> wrote:
> Hmm - has somebody fogotten this is a MMO? Sounds reasonable for a
> console game, but really problematic in the networked environment. The
> only options I see are:
>
> 1) transmit raw mouseclick timing over the network
> 2) have the client pay attention to mouseclick timing, recognize when a
> combo's been successfully executed, and transmit that data to the server
This is the only way to do close timing like this for all the reasons
you mention..
And yes it is incredibly insecure and bound to be hacked.
JK
More information about the mud-dev2-archive
mailing list