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<H1>[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)</LI>
<LI><em>From</em>: Chris Gray &lt;<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>&gt;</LI>
<LI><em>Date</em>: Tue, 13 Oct 1998 19:41:40 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[J C Lawrence:]

 &gt;    3) Data I don't care if its correct or not.

 &gt;Examples of each:

 &gt;  #3 Predictive data from clients, or data from clients that doesn't
 &gt;directly affect world state (eg SAY, TELL).

Only if no NPC hears what is spoken and acts on it. E.g.

    tell packrat to kill Chris

can have a fairly lasting effect on the world. All it takes is a 'bot
in a combat world that can act on spoken commands. There must be some
of those out there, no?

If player characters hear speech and act on it, they will be sending
commands to do the action, so that aspect is OK.

-- 
Chris Gray     cg#ami-cg,GraySage.Edmonton.AB.CA


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<li><strong><A NAME="00202" HREF="msg00202.html">[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World  D esign)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00274" HREF="msg00274.html">[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World  D esign)</A></strong>, 
Steve Sparks <a href="mailto:ssparks#enigma,sss.org">ssparks#enigma,sss.org</a>, Tue 20 Oct 1998, 17:09 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00196" HREF="msg00196.html">[MUD-Dev] [Tech] socket slowdown solved</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 14 Oct 1998, 05:25 GMT
<UL>
<LI><strong><A NAME="00216" HREF="msg00216.html">[MUD-Dev] Re: [Tech] socket slowdown solved</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 15 Oct 1998, 06:02 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00192" HREF="msg00192.html">[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 13 Oct 1998, 23:14 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00194" HREF="msg00194.html">[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 14 Oct 1998, 01:41 GMT
<UL>
<LI><strong><A NAME="00202" HREF="msg00202.html">[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 14 Oct 1998, 17:32 GMT
<UL>
<LI><strong><A NAME="00205" HREF="msg00205.html">[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)</A></strong>, 
Jon Leonard <a href="mailto:jleonard#divcom,slimy.com">jleonard#divcom,slimy.com</a>, Wed 14 Oct 1998, 19:21 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00214" HREF="msg00214.html">[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 15 Oct 1998, 02:25 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00180" HREF="msg00180.html">[MUD-Dev] Re: A Query Regarding Economies in a Text Environment</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 13 Oct 1998, 19:08 GMT
</UL></BLOCKQUOTE>

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