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<H1>Re: [MUD-Dev] C&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&C and Event Rescheduling</LI>
<LI><em>From</em>: Jeff Kesselman <<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>></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:
>Jeff Kesselman <jeffk#tenetwork,com> said:
>>At 07:52 PM 8/18/97 PST8PDT, JCL wrote:
>>>Jeff Kesselman <jeffk#tenetwork,com> said:
>>>>At 04:48 PM 8/14/97 PST8PDT, you wrote:
>>>>>clawrenc#cup,hp.com wrote:
>
>>>>>> I have severe allergic reactions to tick based systems.
>>>>>> Characteristically I prefer the "as fast as the system will let you,"
>>>>>> model. The idea that I'll deliberately program a system so that a
>>>>>> human can wait on a computer seems treasonous.
>>>
>>>>Problem with thsi in the real world is it favors LPBs (low ping
>>>>bastards) over those witha lsower connection, and bots over humans.
>>>
>>>Yes, it favours the faster connections. My general answer to this is
>>>that the answer is to design the game system to not rely on user
>>>speed. As I tend to favour what many here call "chess-like" game
>
>>Hmm interesting. Without regualrizing speed making the system immune
>>to speed as a factor wopuld seem to me to be quite a challenge. In
>>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.
>
>>>Minor supporting notes: I don't intend for a repetitive action to
>>>*ever* sustainably be profitable. While a little bit more difficlt I
>
>>Not sure thsi helps. Have yo useen the Quake aim-bot?
>
>Nope.
>
>>It doesnt
>>generate reptitive actions, what it does is lock and fire yourt
>>weaponms for yo uwith astounding reaction time and accuracy... you
>>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.
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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<LI><STRONG><A NAME="00667" HREF="msg00667.html">Re: [MUD-Dev] C&C and Event Rescheduling</A></STRONG>
<UL><LI><EM>From:</EM> Jeff Kesselman <jeffk#tenetwork,com></LI></UL></LI>
<LI><STRONG><A NAME="00680" HREF="msg00680.html">Re: [MUD-Dev] C&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&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&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&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&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&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&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>
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<LI><strong><A NAME="00613" HREF="msg00613.html">Re: [MUD-Dev] C&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&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&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&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>
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