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<H1>Re: [MUD-Dev] C&amp;C and Event Rescheduling</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] C&amp;C and Event Rescheduling</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Tue, 19 Aug 97 14:51:24 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
Jeff Kesselman &lt;jeffk#tenetwork,com&gt; said:
&gt;At 07:52 PM 8/18/97 PST8PDT, JCL wrote:
&gt;&gt;Jeff Kesselman &lt;jeffk#tenetwork,com&gt; said:
&gt;&gt;&gt;At 04:48 PM 8/14/97 PST8PDT, you wrote:
&gt;&gt;&gt;&gt;clawrenc#cup,hp.com wrote:

&gt;&gt;&gt;&gt;&gt; I have severe allergic reactions to tick based systems.
&gt;&gt;&gt;&gt;&gt; Characteristically I prefer the "as fast as the system will let you,"
&gt;&gt;&gt;&gt;&gt; model. The idea that I'll deliberately program a system so that a
&gt;&gt;&gt;&gt;&gt; human can wait on a computer seems treasonous.
&gt;&gt;
&gt;&gt;&gt;Problem with thsi in the real world is it favors LPBs (low ping
&gt;&gt;&gt;bastards) over those witha  lsower connection, and bots over humans.
&gt;&gt;
&gt;&gt;Yes, it favours the faster connections.  My general answer to this is
&gt;&gt;that the answer is to design the game system to not rely on user
&gt;&gt;speed.  As I tend to favour what many here call "chess-like" game

&gt;Hmm interesting.  Without regualrizing speed making the system immune
&gt;to speed as a factor wopuld seem to me to be quite a challenge. In
&gt;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.

&gt;&gt;Minor supporting notes: I don't intend for a repetitive action to
&gt;&gt;*ever* sustainably be profitable.  While a little bit more difficlt I

&gt;Not sure thsi helps.  Have yo useen the Quake aim-bot?  

Nope.

&gt;It doesnt
&gt;generate reptitive actions, what it does is lock and fire yourt
&gt;weaponms for yo uwith astounding reaction time and accuracy...  you
&gt;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. 
There's no lower lag than in-game.

&gt;&gt;The bot comment I count as an express failure in game design.  Any
&gt;&gt;game which can be profitably automated via a bot is a flawed game
&gt;&gt;design.  I am not interested in producing games where humans are
&gt;&gt;merely less effective bots.

&gt;See the above. Doesnt have to be either/or. Tehre are plenty exampels
&gt;of "cyborg" approaches that are quite successful ina variety of
&gt;games.

True.  I'd forgotten about those in mentioning this again, mostly as I
don't really think of them as significant, just weaknesses in the
interface design.

-- 
J C Lawrence                           Internet: claw#null,net
(Contractor)                           Internet: coder#ibm,net
---------------(*)               Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


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<li><strong><A NAME="00690" HREF="msg00690.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] C&amp;C and Event Rescheduling</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00590" HREF="msg00590.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Thu 14 Aug 1997, 23:38 GMT
<UL>
<LI><strong><A NAME="00604" HREF="msg00604.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 15 Aug 1997, 16:45 GMT
<UL>
<LI><strong><A NAME="00658" HREF="msg00658.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 19 Aug 1997, 00:29 GMT
<UL>
<LI><strong><A NAME="00667" HREF="msg00667.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 19 Aug 1997, 05:38 GMT
<UL>
<LI><strong><A NAME="00680" HREF="msg00680.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 19 Aug 1997, 22:10 GMT
<UL>
<LI><strong><A NAME="00690" HREF="msg00690.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 20 Aug 1997, 05:16 GMT
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<LI><strong><A NAME="00613" HREF="msg00613.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 15 Aug 1997, 22:32 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00563" HREF="msg00563.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Thu 14 Aug 1997, 20:25 GMT
<UL>
<LI><strong><A NAME="00610" HREF="msg00610.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 15 Aug 1997, 20:10 GMT
</LI>
</UL>
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</ul>
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</UL></BLOCKQUOTE>

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