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This is a discussion on "MUD Combat systems" in the Top Mud Sites Advanced MUD Concepts forum : Originally Posted by Do you know of any muds which don't use an element of chance in their combat system? There is a text-based gaming/role-playing environment called Rings of Honor which operates a dueling system based on three matrices(one for weaponed combat, one for magic, one for bare-fisted combat), each based around 14-commands and not being able to use the same command in succession. So for each round, the combatants face each other having each chosen their command/"move", and the matrix results for any two pairing are the same every ... |
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#31 | |
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There is a text-based gaming/role-playing environment called Rings of Honor which operates a dueling system based on three matrices(one for weaponed combat, one for magic, one for bare-fisted combat), each based around 14-commands and not being able to use the same command in succession. So for each round, the combatants face each other having each chosen their command/"move", and the matrix results for any two pairing are the same every time. The system then allows for the fighters to emote/roleplay the results. This is the closet MUD/text-mmorpg combat system I can think of to what you are asking, and what would be considered chess-like. However, the focus of the game, as you can see, is on roleplay; Why? Because few PKers would want to use a system that so removes the element of random. I enjoy the system for its ability to integrate PvP and roleplay, but it is not a system that I would ever introduce outside of a mini-game on a MUD. |
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#32 | |
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You can argue that the only reason people still play it is that it's not been solved, but then, checkers has been solved and lots of people enjoy checkers. --matt |
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#33 | |||
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There are also many situations that aren't very practical to script, there are hidden effects that the player might want to react differently according to many, many variables - including their knowledge of the personality of their opponent. Quote:
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#34 | |
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Yes, the computer can more immediately respond to the incoming text, but between anti-scripting measures, the importance of timing, and the fact that a good PvPer sees how your script works and therefor gets a one-up on your script, there are many reasons why scripting is just not sufficient in designs that take client-scripting into account. |
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#35 | ||
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Join Date: Jan 2006
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And I have every right to write off a MUD for being Diku based if I find Diku based MUDs to be hopelessly outdated. You on the other hand have no right to accuse me of being zealos and ignorant because I don't happen to agree with most of what you tend to say. |
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#36 | |
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I cannot tell you howmany times, on howmany MUDs, I have used restrung items, custom-designed food, emotes, titles, etc/etc/etc to use people's scripts to make them do whatever I wanted them to. Whether it was confusing a pursue script to walk an opponent into a trap, or deciphering their triggers to disband their group, or getting them to attack their allies - I could write for hours about all of the ridiculous things I have done to people's triggers in MUD PvP. So in some way, I do sort of enjoy scripting - but only because I enjoy confusing and abusing other people's scripts. Granted, good scripts are more difficult to confuse - however, all scripts have weaknesses and a good player-killer will exploit that. The less abusable the script, likely the less effective it becomes in most cases, also. I do not enjoy games that encourage scripting for combat success, however, because the most exciting elements for good PvPers come from split-second decisions and instinct and creativity. You remove some of those instances, and you are removing the best thing about MUD PvP in most good PvPers' eyes(that I know from various surveys and discussion in MudCons and MUD Festival topics). It is possible to become indistinguishably as fast at PvP as a computer, on nearly every MUD. I type between 140-180 WPM depending on how worked up I get while typing, and constantly get accused of using triggers and scripts merely because I PvP/react/pursue extremely quickly. Why require or encourage scripting? |
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#37 | |||
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And while chance can provide a big element of excitement for some players, it can also cheapen the experience for others. If you did everything right and still died because of chance, that tends to bring you down quite a bit. Well, maybe I'm making an assumption here, but some players do feel like that. A minimal component of chance does make for a good ingredient in a combat system, of course. Quote:
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#38 | ||
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#39 | |
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In short - don't post a flame-baiting comment about a MUD's combat system that you haven't even played. I've played three IRE games and am familar with its combat system - so if/when I speak of why I do or do not like its system, I speak from experience with that individual game. If you DO post a flame-baiting comment about a MUD's combat system that you haven't even played, expect someone to raise an eyebrow at you and think you are bias or ignorant for your commentary. |
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#40 | |
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You can implement code to reduce player ability to script. You can make certain kinds of scripts/bots be illegal, and then enforce(it really is not that difficult to tell when someone is using a script). You can discourage your players to use them. You can do many things to reduce scripting in MUD PvP instead of encouraging it. |
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#41 | |
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--matt |
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#42 | |
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I never said Clandestine was bad for a Diku MUD. I said it was yet another Diku MUD - meaning it has a Diku based combat system. Unless that is a false statement, I don't see how you could assume I was flame-baiting.
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In the end that's a wrong way to go about it - hunting your own players for a vulnerability you left in your system. If you don't want scripting to make a difference, design the combat system to not benefit from it particularly. |
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#43 | |
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I'm curious if you, yourself, are an experienced PvPer, Matt? |
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#44 | |
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On many PvP-focused MUDs, people who use bots are generally flamed by the other players for being lazy or lame, anyways. It is a pretty widely-accepted idea that relying heavily on triggers and bots reduce the amount of the PK-Rush in combat which makes PvP more fun for most. |
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#45 | |
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Simple case to demonstrate: I get hit by poison. The cure for poison is eating a 'whatnot'. I eat a 'whatnot' or my client trigger does it for me. The MUD receives 100% identical information from the client regardless of whether I pushed a button myself or whether my client trigger outputted the command for me. You can look at delay times, etc etc, but those are all easy for a script to fake. Getting a client to operate completely autonomously is, of course, pretty difficult and currently impossible if it involves any sort of free-form communication, but there is simply no way for a MUD to tell if someone is using scripting assistance (which is what I assume we're talking about here, given the current impossibility of fully scripting a believable character). --matt |
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#46 | ||
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And your suggestions, while they would be well-received, are nothing new. They've been tried and they don't work. |
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#47 | |
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--matt |
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#48 | |
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Scripts are extensively used on the IRE games and whether you or I might personally prefer people not to use them, there's not much question that lots of people love the IRE combat systems, scripts and all. To each his own eh? --matt |
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#49 |
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My question to you wasn't whether or not you developed a PvP system, as most of us involved in this conversation have experience with that, obviously. I could respond to the name-dropping, it just isn't necessary.
My point was to say that your line of thinking is similar to many lesser experienced PvPers I run into, who are very logical and mathematical in their approach to player-killing. My point was that if you are experienced in player-killing yourself(not design), then you would probably have experienced fighting PvPers who dominate via creativity and instinct. Without fail, I have never played a good PvP game where the best scripter or best mathematician dominated everyone else. There's a reason for that, and that's my point. My push is that a system should encourage creativity, instinct, intuition, groupwork, leadership, suprise, etc - the system should push the biggest rush possible, and that by actually discouraging scripting, you offer your players more responsibility for their actions and therefor more danger and more rush. |
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#50 | |
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There are many possible ways to show your talent in a competitive game. Why you consider "reflexes" to be superior, I don't understand. And making scripting part of the fight in no way limits creativity. |
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#51 | |
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Obviously it works for the purposes of you making a lot of money, but that does not make it the best product out there, nor does it mean that MUD-PvP should encourage scripting (or a PvP system that encourages scripting) merely to appease the players as a whole, as opposed to those dedicated soley towards PvP. |
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#52 | |
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--matt |
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#53 | |
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There are many possible ways to show your talent and reflexes is merely one of those. And scripting limits a lot of things, most importantly, it reduces the amount of responsibility you take for PvP, therefor limiting the rush and the notion of danger. This is a topic that gets brought up in PK threads and conventions again and again and again, and the same thing is concluded. |
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#54 | ||
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#55 | |
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--matt |
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#56 | ||
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#57 | |
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--matt |
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#58 | ||
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#59 | |
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A client-script will always react and act in the same way, whereas a human will not. I react and PK indistinguishably as fast as a script, so it is possible to improve your reaction time to the point where you should not need scripts. However, the predictability of a script allows for me to decipher how an opponent's script works, walk them into traps, plan against them, and do some pretty funny things to them in general. After now 14 years of PvP (I started at age of eight, mercilessly killing other people instead of the monster in Hunt the Wumpus until nobody would enter "The Cave", then moved to the then-free Gemstone games), I cannot even begin to count the number of times and ways that I have seen scripts get people killed. There's a reason for that. Beyond just the feasability of a heavy-scripter PKer against a flexible, strategic, creative, fast-acting PvPer; this goes back to the center of the current discussion which is that it is possible, at the designing table, to focus your PvP system on the things that give the players the most rush, and to discourage elements that take away from that (including reliance on scripting). |
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#60 | ||
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