[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World D esign)

Steve Sparks ssparks at enigma.sss.org
Mon Oct 19 16:33:30 New Zealand Daylight Time 1998

> Here's next flamebite: okay, they cheat. So what? I remember a statement
> like "the fun is the paramount", so no matter what they do, they're
> having fun and as long as you don't lose your profits (presumed it's
> about a commercial MUD), you're fine.

Your Right! So What! You should encourage people to take full advantage of
a weak link in the system. If it is possible in the game then the
developers wanted the actions to take place. It's ok to use the hyper
steal scripts from newbies, you can use the insta-kill option to make
millions and what the heck the dupe bug was intentional for the few that
could figure out how to make unique items available for all. :)

> And, the crackers play a positive role as well - I doubt your losses
> would be THAT bad if even you charge $20/hour, but they will definitely
> spot the weak links in your system, and ultimately you will thank them.

This is true, and the people who write the "crack" programs do you a
service sometimes but most of the time it disrupts normal play....whatever
thing might be.... This is often like walking on the edge of a


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