Thread: MUD Anti-cheat
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Old 05-17-2007, 07:06 PM   #20
shadowfyr
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Join Date: Oct 2002
Posts: 310
shadowfyr will become famous soon enough
Hmm, so what about some people's ideas for experimental muds, where ones "position" is determined just like in a MMO? But, ok, point taken. As a rule, most clients currently don't handle "invisible" data. Some could, if there was a valid reason to do so. For example, opening a window to display the *complete* inventory for a shop, with scroll bars, would make sense. Some of that data wouldn't be immediately visible, some might even be invisible until needed, if you used a tab system to separate "types", as some games allow.

But again, from the perspective of what most muds *currently* do, they often don't even support the most reasonable things in "existing" protocols, or even entire protocols correctly.
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