> I think we have sort of learned over time that coding in such solutions > tends to lack flexibility we generally desire, or don't give as good > results as we might hope. > > We could certainly have script based text garbling, but having it do it > so that it doesn't look like something that was script based would be hard.
Randomly replace a word by random letters, with the same length. That'd do the trick, no? > I don't think this is a pure client solution. That's just my thought. > > It's never really clear where the split between client and server is. > But my thought is something like this: > > On the server side, there is something like a folio object which > characters can put all those different notes into. Perhaps there is even > code to see if the character already has a copy of that message. This > could basically be just a container object with some special handling. > > On the client side, it perhaps brings up a window which shows everything > in the follow, so you can quickly read through it. Maybe in the form of a > book which you just page through. Then let's find a volunteer to code that server side, and implement client-side too :) > Ideally, each written note would have a title, so there could be a table > of contents. Things like 'Dungeons of the Deserts', 'Monsters of the > Southern Forests', 'Characteristics of Ogres', etc. I'd add options for the client to manipulate stuff around. And also to copy items to give to other people - if you have paper, and if you have writing, the higher the level the lower the probability to make copy mistakes. > While this could perhaps all be handled on the client (when you read > something, it automatically records that information in a file), that > doesn't seem ideal. The information we are talking about here is really > character information - while there is nothing that prevents one from > sharing this knowledge, I just don't think it would be a good user > experience that if you switched to a different client (or perhaps same > client running on a different machine), you've suddenly lost all that > information. Sure, server side. We'd need a way to identify uniquely a message, though, which I'm not sure is something we already have. Messages randomly generated, and also messages from /lib/messages Nicolas -- http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de l'aléatoire !]
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