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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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Join Date: Jan 2006
Posts: 99
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#62 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,115
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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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Posts: 99
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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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Join Date: Feb 2005
Posts: 36
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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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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,532
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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: 1,532
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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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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,115
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--matt |
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#74 | ||
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Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,115
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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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Join Date: Jan 2006
Posts: 99
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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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