View Single Post
Old 04-11-2006, 05:30 AM   #90
Hadoryu
Member
 
Join Date: Jan 2006
Posts: 102
Hadoryu is on a distinguished road
That's actually not true - there have been several changes set up precisely to make scripting more difficult. The best example of this was changing a trigger line for a particular affliction so it was particularly difficult to catch with regular expressions. I'm fairly sure Matt has spoken out against scripting in his MUDs. It isn't that the administration is actively supporting it, it's that the combat system in it's current form provides many benefits to scripting players. I'm fairly sure that wasn't intended in the first place. However, it seems to have worked out in it's own favorable way.


But is second-guessing an expression of skill or just intuition? If you don't have good options and bad options then the player can't make mistakes.

Eventually there should be a 'best decision', but one that is not linearly deduced - rather one that is part of a flexible combat strategy. The problem is with making that decision more difficult to script than is practical and removing the desire to script in the first place by keeping the pace to something that is humanly manageable.

What I'm saying is that this isn't necessarily the case. You can raise the complexity by introducint multiple targets, but only if you implement the already discussed flexible decision making as a part of choosing the target. If you have a 'best' target then adding more targets changes little.

Most certainly, that is true. However, I feel it isn't so much that effort has to be made in restricting the player's ability to script something, but rather in making the combat system exciting without making it so the benefits of scripting are particularly large.
Hadoryu is offline   Reply With Quote