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This is a discussion on "MUD Combat systems" in the Top Mud Sites Advanced MUD Concepts forum : Originally Posted by 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. You haven't seen a complex script then. No, it most certainly isn't as predictable as you ... |
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#61 | |||
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#62 | |
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Location: Mill Valley, California
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This is a pointless argument with a foregone conclusion that nobody has been able to intelligently disagree with for at least a decade (though I know I tried, futile though it was). If you wish to conceive of scripts as these repetitive, easily-fooled things, that is your right, but I'm not going to argue about it. --matt |
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#63 | |||
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It wasn't my point to put you in your place. My point was that the monetary success of your game does not mean that it is looked up to as a desirable system for PvP - because it isn't, typically, for whatever reason. I do not think your system is bad - it is certainly better than most MUDs that are PvP clueless in their design - however, that is not the point of this conversation. The point is MUD Combat systems, and in particular at the moment, how a MUD should approach reliance on scripting. As far as my reference to conferences, I was referring to MUD-specific ones that are usually held online via a server. There are several of them annually, and they've been around for years. If you hunt around, you can probably find the logs involving PK-Design and development yourself if you are so skeptical. For someone who is so successful financially from your capitalistic MUD ventures, you are so overly sensitive, Matt. :-p ----- Har; Quote:
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#64 | |||
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On that note, can we get back on topic?
What are the different and innovative combat systems out there? EDIT: Apparently not. Here we go again. Quote:
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#65 | |
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Despite all the needless obfuscation, IRE's combat system is rather mechanical and pedestrian and lends itself excellently to botting. I am guessing this is largely due to how they make their money. Nobody wants to spend thousands of dollars to max their skills and get all the leet gear just to get pwnd by bad dice rolls or emote spam. |
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#66 | ||||
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Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
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The Magic the Gathering card game includes a number of elements which I consider a good model to follow, and which I took into account in my own design. Your setup (deck choice) is critical, but copying someone else's deck isn't going to do you much good if you lack the skill to use it properly. Then there's also the element of chance, which you can manipulate in your favour by hedging your bets (eg, don't rely too heavily on any one tactic, have the flexibility to adapt even if you can't get the right cards, etc). |
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#67 | |
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One can use another's scripts against them - it is not an arguable fact, it happens all the time. And if a script is advanced(I have, for fun, written plenty complexed combat bots and am quite good at scripting, from my days of designing leveling/questing/mini-game bots), you can still learn how it works. No matter how complicated, it will never have the immediate innovation of a real-life opponent. PvP is not chess - it is not as immediately mathematical/logical, and thinking of it as a chess game is a testament to why your thought-process is flawed to begin with. |
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#68 | |
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Hard; re-read my posts. I stated that IRE's system is better than most. However, and KaVir has said this, we are speaking specifically of complex combat systems. IRE's system, while complex, is not immediately considered a role-model for PvP MUDs because it is based around commercial marketability, giving it a different goal than the majority of most other combat focused MUDs. --- I have to bow out of this conversation for a few hours and get some food, but KaVir's back now (and holds a similar philosophy and stance on these subjects as myself) so I am sure that it will continue. Beyond a few instances of us bickering, though, this is a very good thread, so I hope it keeps rolling. |
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#69 | ||||
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#70 | |
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And what is the goal of the majority of other combat focused MUDs if not player enjoyment? |
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#71 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Trying to write a script to read that image, however, is far from easy. Unfortunately, for the same reason, blind players would also have serious difficulties. Quote:
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#72 | |||
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#73 | |
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Location: Mill Valley, California
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--matt |
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#74 | ||
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On the other hand, you have the example of Go, in which humans still kill computers. It's inevitable that computers are going to surpass human Go players, but the equipment isn't there yet. So, do you think that it's possible for a human to match a script of unlimited processing power (for the sake of argument) in an unsolved formatted-text PvP system? I would tend to think it isn't. --matt |
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#75 |
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If you force combat decisions to be highly circumstancial you may meet a point where the speed of the computer script doesn't give an advantage over a player's own flexible thought.
For instance, you're battling on the edge of a cliff - clearly if you manage to push your opponent to the edge you'll gain an advantage, but scripting this would be unnecessary unless speed of commands was a deciding factor and if you battled over vastly different landscapes with vastly different circumstances, it might be possible to reach a point where scripting is more of a waste of time than a good investment of it. Scripting usually happens to automate things which are too fast and usually repetative while things like tactics don't usually get scripted - hence to reduce the impact of scripting the battle system would have to be geared more towards tactical rather than reflexive play. In such a combat system, often the player won't gain much of an advantage over other players via scripts, providing that the results of the tactical decisions aren't completely obvious before they're made. |
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#76 | ||||
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I for one can't wait for this forthcoming new revolution in combat. -H |
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#77 | |
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#78 | ||
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Everwar, Utopia, and other MUDs I've worked on and alongside(and I assume MUDs such as Godwars II and many others that I have less immediate experience with) have their combat system's immediate goal be to challenge PKers in an innovative way, using a balanced and player-skill oriented system. Whereas skill is certainly a factor in any online PvP game, including IRE games, there are many things about IRE's combat system that does, indeed, show its goal to be to entertain the masses and turn a profit, as opposed to creating the most balanced, player-skill oriented, innovative and challenging system that it can. You cannot assume all games have the same goal. Quote:
I believe KaVir was trying to using ascii picture generation as an example of an idea that could be worked with and implemented to reduce player combat scripting. |
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#79 | |
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The interesting thing to do here as a game designer is to put an opportunity cost on eating a whatnot. To take the simplest example that comes immediately to my mind, put in something like 3E+ D&D's attack of opportunity concept in. You eat a whatnot, I get a free chance to crack you for it as your guard drops. If it's balanced well, eating the whatnot to cure your poison is sometimes the right answer and sometimes the wrong one. These kinds of situations are harder to script. Free-flowing chaotic PK is generally harder to script than arena-style duel PK or PvE. A dynamic environment is harder to script than a static one, and so on. There are lots of things a game designer can do to promote human thought and ingenunity over scripts. There's clearly some advantage to be gained by scripting in almost any game, but by the same token, I think most good games minimalize it, either intentionally or as a simple side-effect of their style of gameplay. |
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#80 | |||
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You don't even have to trust me on this, just visit the forums and you'll notice how much talk and research goes into the combat aspect of the MUDs. Quote:
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The things that make scripting important are fast pace, repetativeness and complexity. These are instances in which scripting will be valuable enough to a player. If those things aren't present there's no real need to script and no great benefit to it - however it's difficult to balance that with keeping combat exciting. And scripting for combat isn't actually always bad, a lof of IRE players get half of their enjoyment from doing that. It's a new and genuine feeling - it's like building your own Mech. |
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#81 |
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What about being forced to fight multiple targets?
Sure you can script chess, its a 1 on 1 and you can see every piece on the board. But what about say, poker against 7 people? Then you have a whole bunch of unknowns, and in addition, there's the strategy of bluffing, going all-in, etc. I'd think its years away before anyone's making a zmud plugin to clean out a full team of skilled poker players, if ever. Surely it can't be that hard to base a mud combat system on it. ----- As for the combat systems, I guess I'll mention the warrior at Abandoned Realms. It is a diku derivative with the usual auto-combat, hitroll, thac0, bash/kick etc, with more complex manual elements & skills. e.g. .. the three combat styles (2H, dual wield, shield) are good vs one style, poor vers another. And weapon types (blades-sword/dagger, shafts-axe/mace/spear, segments-flail/whip) are good vs one type, poor vers another. |
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#82 |
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Who would be behind those multiple targets though? Players? In team combat in most combat systems that I know it's best to take out the enemy one by one instead of splitting your targetting, so that usually doesn't make fighting much more complex so far as targetting goes.
And if they aren't players, they'd have to be MUD-run, which in the end will be predictable enough to script around. |
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#83 | |
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Yes, it might be fun for the MUDer to write scripts and compare scripts - however, again, the target there is for the average MUDer and not necessarily the MUDer seeking a game whose point itself is the PvP combat. As most PvPers will say(and they do say in forums and online conventions), heavy use of scripting certainly takes away from the adrenaline rush and immediate excitement. Naturally, opinions on this will differ - especially if you are used to PvP on a MUD that fosters the use of heavy scripting. It is obvious that you and I will differ in our opinions of whether or not heavy scripting is a positive force for a MUD combat system, but you do not even need to look further than this very thread to see that others agree that heavy scripting can (and should) be discouraged for advanced combat systems. |
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#84 |
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IRE players are just like any other MUD players. I don't see how you can try to somehow discriminate against them and say the ones who enjoy PvP in IRE are different from other PvPers on other games.
Most PvP MUDs try to limit scripting because: A) That's the intuitive thing to do. B) Because not all players will want to or will be capable of scripting and hence that will lead to a drop in population. While B is indeed factual, A is simply assumed. I don't know about another MUD that benefits as much from scripting as IRE MUDs do, however the players who come to them for PvP (and they are a large part of the demographic) do enjoy them as such and will actually defend the way combat works, scripts and all. The pleasure a player gets from scripting and then putting their script and their skill to the test is different from what most people think of when talking about PvP MUDs, but it isn't irrelevant. |
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#85 | |||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Actually this rather reminds me of the rock/paper/scissors discussion on mudlab. Building on Greggen's RPS example, imagine a very simple combat system based on the following five options: 1. Thrust (advantage against slash and feint) 2. Slash (advantage against pummel and feint) 3. Pummel (advantage against thrust, equal against feint) 4. Riposte (advantage against slash, thrust and pummel) 5. Feint (advantage against riposte, equal against pummel) There's no way to know what move your opponent is performing. Each move takes 5 seconds to execute, although the defence part (for the purposes of advantage vs disadvantage) is in place the moment the command is entered. Your base chance to hit is 15%, +5% for every second you wait before entering the command, up to a maximum of 40% after five seconds. Your chance to hit is doubled if you have the advantage and halved if you have the disadvantage. Which is the optimal choice? What is the optimal time to wait before launching your attack? How would you set up your script to fight in such a situation? Quote:
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Then there's also the question of defence. Maybe you want to focus on one opponent, but you're still going to have multiple people focusing on you. Will you go pure offense in the hope of evening the odds as quickly as possible (or at least taking someone down with you)? Go pure defence in the hope that an ally can reach you before you die? Assume some sort of balance between the two, so that you can survive long enough to inflict reasonable damage? |
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#86 | ||
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What I actually didn't agree with is that simply introducing multiple targets would make a difference. You can have multiple targets or a single target and still be equally limited in your 'best' decisions. However, you can have multiple targets or a single target and still have a wide array of 'good' decisions all with their long-term tactial pros and cons. |
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#87 | ||
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KaVir - you should check out the link below; http://www.ringsofhonor.org It is a matrix based dueling system set up to work in a similar way to what you are describing in very basic theory. It has, however, been running for over 15 years now, and supports a very large playerbase. It won't be the thing for most PvPers, but its system can certainly be taken into consideration when developing one's own system, and it could also potentially make a solid system for a friendly-dueling mini-game. Our own system, with Utopia, gives each attack command a "focus" on the opponent's body. By using an attack command that has an opposing focus, players can set-up combos and high-combos. That is a very very reader's digest version of the Utopia focus/counter system, but it certainly makes use of a form of matrix, or "rock-paper-scissor" using system. |
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#88 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
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As I've said before, from a theoretical point of view anything could eventually be scripted (even the creation of a mud). But from a practical point of view, many things simply cannot be done, or are not feasible, and the advantages gained from what is possible can potentially be minimal. |
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#89 |
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Join Date: Jun 2002
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Rock-paper-scissors is the extension we made to AR's diku pvp combat system. I guess I'll call it that now I know it has a name.
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