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 Entire forum ➜ Programming ➜ General ➜ Preventing Automated Triggers

Preventing Automated Triggers

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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #15 on Mon 24 May 2004 08:09 AM (UTC)
Message
But of course, nobody will give them an answer, since we stick up for our fellow developers, eh? :P

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #16 on Mon 24 May 2004 10:26 PM (UTC)
Message
While I really like the ascii image generation idea alot, I have to think that it would be a little out of sync with a typical mud session.

Joe the barbarian runs into the street carrying an axe. He sharpens the axe due to the recent battle with some orcs. He sharpens it more. He sharpens it more. He sharpens it more. A piece of paper appears from the heavens, and Joe hears a godly voice say, "Joe, which if these appears in the image below? Is it A)tu39g, B) 59ggj24fsw, or C), 2000fdfvhu? Please write your answer on this paper."

I dunno, seems a little out of place. While I appreciate the goal, you have to looks at what this will do to game play. Generally, people who script something like that is merely trying to gain levels with mimimal effort( ie, while watching TV), so its boring, menial work. MY approach would be to simple deter the same action repeatedly, or in a certain amount of time by giving less of a reward each time.

In SWR, they have a crafting system which sounds something like yours, where people use supplies to create their own weapons, armor, etc. My method was to give a ever decreasing amount of XP, based on how many times they have done something similiar in the past. I think most of us can relate that after a long session of coding and its 4 AM, when your just to get this last part done, you make alot of mistakes and generally have to go back and correct it. Same principle that I'm going off of. If they've been crafting for the last 8 hours of mud time, then they get almost not XP, and start failing more.

Just a thought, cause I know about not having staff to use, heh.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #17 on Tue 25 May 2004 12:27 AM (UTC)
Message
On the other hand, like I said, I know some of my playerbase and I *know* that if given the opportunity to cheat or get things for free, they'll do it - and in doing so they'll get an advantage over everybody else.

I don't *want* people to be able to play the game with minimal effort. If you invest the minimum, you reap the minimum. That's just how it goes. I don't want people to gain levels while they're sleeping or watching TV. It's not fair to those who work hard at it.

My crafting system won't really be XP-based. It's more like Dark Age of Camelot, if you know how that works. That is, by crafting you advance the skill, but don't gain levels or anything. In fact you could be a level 2 warrior, but be a grand master crafter.

I like the 'tired' idea, it seems like what Nick suggested earlier. I think that I will start with that, see how it works, and if I find that there is too much abuse I'll put in the Figlet text. I don't like the broken gameplay of needing to enter text, but then again I don't like the broken gameplay of a few jerks cheating, either.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Nick Gammon   Australia  (23,162 posts)  Bio   Forum Administrator
Date Reply #18 on Tue 25 May 2004 12:41 AM (UTC)

Amended on Tue 25 May 2004 12:42 AM (UTC) by Nick Gammon

Message
Well, the random text was just one idea. It might be more in the game spirit to have something like this:

The monster notices your approach. He is only vulnerable to one sort of attack ...

(not vulnerable)

#######                 
#       # #####  ###### 
#       # #    # #      
#####   # #    # #####  
#       # #####  #      
#       # #   #  #      
#       # #    # ###### 
                        
(Vulnerable!)

#     #                            
#  #  #   ##   ##### ###### #####  
#  #  #  #  #    #   #      #    # 
#  #  # #    #   #   #####  #    # 
#  #  # ######   #   #      #####  
#  #  # #    #   #   #      #   #  
 ## ##  #    #   #   ###### #    # 
                                   

(not vulnerable)

###               
 #   ####  ###### 
 #  #    # #      
 #  #      #####  
 #  #      #      
 #  #    # #      
###  ####  ###### 
                  
Choose carefully.


You could work in the Figlet art as a "large sign" or something similar, and the words on them could be in-game words.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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