[MUD-Dev] Combat Systems

Raph Koster rkoster at austin.rr.com
Mon Jul 24 20:22:04 New Zealand Standard Time 2000

> -----Original Message-----
> From: mud-dev-admin at kanga.nu
> [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> Hans-Henrik Staerfeldt
> Sent: Monday, July 24, 2000 6:55 AM
> To: Post
> Subject: Re: [MUD-Dev] Combat Systems
> Why not just do it with a general priority queue, a sorted
> linked list where
> every event has a time it is supposed to happend at.

Just as a note from the more massive side of development--we've found it
useful to have priorities assigned to the events within the queue so that
events that aren't as critical can be postponed or ignored when load gets
too high.

A great example--no player of a massively multiplayer game is going to give
a flip if the decay of items slows down because of a temporary spike in
load. They ARE going to care if combat lags. So being able to put off doing
certain types of object updates, say, becomes useful for managing flash
crowds or other types of temporary load.


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