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[MUD-Dev] Containing automation?
Hello-
I'd be very interested in any recommendations on design and programming
methods of preventing client-side automation, whether in graphical or
text-based games.
The basic gist I have so far is, include randomness from a large
possibility space, with high payoffs for reacting properly or penalties
for failing to do so. In theory I can see that this will make automation
more difficult, and hopefully keep things entertaining enough that folks
don't want to macro.
I'm largely concerned with automation of trade skills, however, and while
I'm sure it's possible to design them to act just as complex and exciting
as combat, I haven't seen it done yet. Trade skills, probably naturally,
tend to be pretty straightforward in execution. My concern is preventing a
bot from buying material, making good, buying material, making good, put
good in bank, buying material, making good...
Thanks lots
------------------------------
Timothy O'Neill Dang/Cretog8
timothy#nmia,com
H: 505-843-6966
W: 505-244-8803
One monkey don't stop no show
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- [MUD-Dev] Game design,
Adam Wiggins adam#angel,com, Tue 20 Jul 1999, 22:28 GMT
- [MUD-Dev] UO currency,
Timothy O'Neill Dang timothy#nmia,com, Tue 20 Jul 1999, 18:57 GMT
- [MUD-Dev] Re: MUD-Dev digest, Vol 1 #121 - 2 msgs,
Dr. Cat cat#oldzoom,bga.com, Tue 20 Jul 1999, 17:08 GMT
- [MUD-Dev] Containing automation?,
Timothy O'Neill Dang timothy#nmia,com, Mon 19 Jul 1999, 21:20 GMT
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