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[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design)
[J C Lawrence:]
> 3) Data I don't care if its correct or not.
>Examples of each:
> #3 Predictive data from clients, or data from clients that doesn't
>directly affect world state (eg SAY, TELL).
Only if no NPC hears what is spoken and acts on it. E.g.
tell packrat to kill Chris
can have a fairly lasting effect on the world. All it takes is a 'bot
in a combat world that can act on spoken commands. There must be some
of those out there, no?
If player characters hear speech and act on it, they will be sending
commands to do the action, so that aspect is OK.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- [MUD-Dev] Re: Trusting the Client (Re: Laws of Online World D esign), (continued)
- [MUD-Dev] [Tech] socket slowdown solved,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 14 Oct 1998, 05:25 GMT
- [MUD-Dev] Re: Trusting the Client (Re: Laws of Online World Design),
Koster, Raph rkoster#origin,ea.com, Tue 13 Oct 1998, 23:14 GMT
- [MUD-Dev] Re: A Query Regarding Economies in a Text Environment,
Koster, Raph rkoster#origin,ea.com, Tue 13 Oct 1998, 19:08 GMT
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