[MUD-Dev] C&C and Event Rescheduling

Jeff Kesselman jeffk at tenetwork.com
Tue Aug 19 22:19:06 New Zealand Standard Time 1997

At 09:54 PM 8/19/97 PST8PDT, clawrenc at cup.hp.com wrote:
>Jeff Kesselman <jeffk at tenetwork.com> said:
>>At 07:52 PM 8/18/97 PST8PDT, JCL wrote:
>>>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.
>Don't forget that I actively encourage user programming.  This largely
>removes much of the need, or advantage of remote clients.  Any user
>can then set up his little bots to auto-twitch or do whatever
>appropriately.  Where the low-lag players have an advantage is in
>their ability to react to non-forseeable situations more quickly and
>more approriately (less rush).  That's not a trivial advantage, but
>its one I'm willing to settle for.  
>In that context net lag could be thought of as a model for cognitive
>blood sugar levels.  Conversely, local user programs would be learned
>habits which operated without concious thought.
>>>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.
>Sounds fair, however a low-lag player has no advantage in that case
>over a high-lag player for me, as the high-lag player could have the
>same bot running as a user-programmed add-on to his character. 

Um ,I wasnt cvlear. The aim-bot is a client side proxy-server and a cheat,
not something programmed in the game world.

Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net

     Version: 3.1
     GCS/CC/E/IT/MC d+(++)@ s: a C++++$ ULSC+++(++++)$ P++(+++)$ L++ 
     E--- W++$ N++$ o+ K--? w++(+++)$@>--- O+(++)>$ M+>$ !V PS++ PE+ 
     Y+ PGP- t+ 5+ X- R+(++)$>+++* tv+ b+>++ DI+++ !D G e++ h r+++ y+++
------END GEEK CODE BLOCK------ 

Speak Geek!

More information about the MUD-Dev mailing list