I've heard a lot of interesting suggestions to solve this problem, however I would almost guarantee that in each and every case of solving the problem it could be scripted around in less time than it takes to implement the proposed solution. I won't bore you with details of how to break the solutions you've come up with so far as you will quickly find that out if you implement them anyway. If you are trying to stop automation from clients, why would you believe that the solution could be automation from the server? When all is said and done I'd much rather have my imm staff deal with excessive use of triggers and scripts rather than spend most of my coding time trying to trip up scripts when the players that are using them will simply spend a small fraction of time comparatively working around my solutions.
Just my 1 cent (a player with an automated steal script got hold of the other cent) -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Barton Sent: Tuesday, March 30, 2004 2:24 PM To: Chad Simmons Cc: [email protected] Subject: Re: client scripts 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 > > ===== > -----BEGIN GEEK CODE BLOCK----- > Version 3.1 > GCS/L/C/O d-(+) s++: a-- C+++$>++++ UBLS++++$ > P+++(--)$ L+++>++++ E--- W+>++$ N !o K? w(--) !O > M- !V PS+ PE(++) Y+ PGP->+ t+ 5 X+() R(+) tv+@ > b++(+++) !DI+++ D G(-) e>+++$ h---() r+++ y+++ > ------END GEEK CODE BLOCK------ > > __________________________________ > Do you Yahoo!? > Yahoo! Finance Tax Center - File online. File on time. > http://taxes.yahoo.com/filing.html -- ROM mailing list [email protected] http://www.rom.org/cgi-bin/mailman/listinfo/rom

