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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>, <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>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 19 Aug 1997 22:19:06 -0700</LI>
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<PRE>
At 09:54 PM 8/19/97 PST8PDT, clawrenc#cup,hp.com wrote:
&gt;Jeff Kesselman &lt;jeffk#tenetwork,com&gt; said:
&gt;&gt;At 07:52 PM 8/18/97 PST8PDT, JCL wrote:
&gt;&gt;&gt;Jeff Kesselman &lt;jeffk#tenetwork,com&gt; said:
&gt;&gt;&gt;&gt;At 04:48 PM 8/14/97 PST8PDT, you wrote:
&gt;&gt;&gt;&gt;&gt;clawrenc#cup,hp.com wrote:
&gt;
&gt;&gt;&gt;&gt;&gt;&gt; I have severe allergic reactions to tick based systems.
&gt;&gt;&gt;&gt;&gt;&gt; Characteristically I prefer the "as fast as the system will let you,"
&gt;&gt;&gt;&gt;&gt;&gt; model. The idea that I'll deliberately program a system so that a
&gt;&gt;&gt;&gt;&gt;&gt; human can wait on a computer seems treasonous.
&gt;&gt;&gt;
&gt;&gt;&gt;&gt;Problem with thsi in the real world is it favors LPBs (low ping
&gt;&gt;&gt;&gt;bastards) over those witha  lsower connection, and bots over humans.
&gt;&gt;&gt;
&gt;&gt;&gt;Yes, it favours the faster connections.  My general answer to this is
&gt;&gt;&gt;that the answer is to design the game system to not rely on user
&gt;&gt;&gt;speed.  As I tend to favour what many here call "chess-like" game
&gt;
&gt;&gt;Hmm interesting.  Without regualrizing speed making the system immune
&gt;&gt;to speed as a factor wopuld seem to me to be quite a challenge. In
&gt;&gt;any real time system I've seen reaction-time is fairly critical.
&gt;
&gt;Don't forget that I actively encourage user programming.  This largely
&gt;removes much of the need, or advantage of remote clients.  Any user
&gt;can then set up his little bots to auto-twitch or do whatever
&gt;appropriately.  Where the low-lag players have an advantage is in
&gt;their ability to react to non-forseeable situations more quickly and
&gt;more approriately (less rush).  That's not a trivial advantage, but
&gt;its one I'm willing to settle for.  
&gt;
&gt;In that context net lag could be thought of as a model for cognitive
&gt;blood sugar levels.  Conversely, local user programs would be learned
&gt;habits which operated without concious thought.
&gt;
&gt;&gt;&gt;Minor supporting notes: I don't intend for a repetitive action to
&gt;&gt;&gt;*ever* sustainably be profitable.  While a little bit more difficlt I
&gt;
&gt;&gt;Not sure thsi helps.  Have yo useen the Quake aim-bot?  
&gt;
&gt;Nope.
&gt;
&gt;&gt;It doesnt
&gt;&gt;generate reptitive actions, what it does is lock and fire yourt
&gt;&gt;weaponms for yo uwith astounding reaction time and accuracy...  you
&gt;&gt;still "pilot" the player.
&gt;
&gt;Sounds fair, however a low-lag player has no advantage in that case
&gt;over a high-lag player for me, as the high-lag player could have the
&gt;same bot running as a user-programmed add-on to his character. 

Um ,I wasnt cvlear. The aim-bot is a client side proxy-server and a cheat,
not something programmed in the game world.

JK
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net

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<UL><LI><STRONG>References</STRONG>:
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<LI><STRONG><A NAME="00667" HREF="msg00667.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></STRONG>
<UL><LI><EM>From:</EM> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00680" HREF="msg00680.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></STRONG>
<UL><LI><EM>From:</EM> clawrenc#cup,hp.com</LI></UL></LI>
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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>
<ul compact>
<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
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
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</LI>
<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>
</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
<UL>
<LI><strong><A NAME="00693" HREF="msg00693.html">Re: [MUD-Dev] C&amp;C and Event Rescheduling</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Wed 20 Aug 1997, 14:12 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
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</LI>
</UL></BLOCKQUOTE>

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