I do agree with you..
I have no problem with triggers/aliases that just make the game less
work while playing, and I very often make changes to the code that could
just be done with a trigger anyway (such as walking automatically when
tracking something).
What I dislike is completely automated players.  Some things in the game
should be difficult and take time (like gathering millions of gold).
These players create mages and clerics who have a lot of mana to just
sit somewhere and automatically summon lower-level mobs for gold.  Slow
golding, sure.. but when that character is connected for 10 hours, it
adds up.

I am liking the idea of timing certain responses to certain triggers.

What I am thinking about.. is for the code to give everyone an
automation rating.  If that gets too high, it will start adding random
characters to their output buffer, hopefully breaking triggers.

--Palrich.

On Tue, 2004-03-30 at 05:24, Chad Simmons wrote:
> --- Michael Barton <[EMAIL PROTECTED]> wrote:
> > Does anyone else have a problem with players who over automate everything
> > with
> > scripts?
> > Like, say, scripts that collect gold or items for them overnight while they
> > sleep?
> > 
> > I'm wondering if anyone has figured out a way to break them.
> 
> 
> I've heard of coders doing this before.. Making ways to prevent players from
> automating their character. I've never understood the mentality myself. You're
> making a game presumably. When people write scripts to automate things it 
> would
> seem to me that the things they are automating are the "not so much fun" parts
> (aka tedious). I would see this more as an oportunity to refine the game and
> make more enjoyable the portions of the game which your players do not find
> entertaining, rather than trying to go about tricking their automation or some
> such. An ounce of prevention is worth a pound of cure as they say.
> 
> 
> ~Kender
> 
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