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[MUD-Dev] Re: Trusting the Client (Re: Laws of Online World D esign)
From: Koster, Raph <rkoster#origin,ea.com> on Tuesday, October 20, 1998 at 8:49
AM
Subject: [MUD-Dev] Re: Trusting the Client (Re: Laws of Online World D esign)
>> -----Original Message-----
>> From: Vadim Tkachenko [mailto:vt#freehold,crocodile.org]
>> Sent: Monday, October 19, 1998 10:29 PM
>> To: mud-dev#kanga,nu
>> Subject: [MUD-Dev] Re: Trusting the Client (Re: Laws of Online World D
>> esign)
>> Now, back to school. What is a definition of a normal play?
>
>Strict: play that obeys the intent of the rules created by the games'
>designers.
>
>Loose: whatever keeps the most players happy.
>
>Crack programs break both of these. I have NEVER seen a game where
>prevalence of hack programs was regarded as a good thing by either the
>designers or the playerbase as a whole.
>
>-Raph
The character backup program for Diablo(tm) for online playing.
I believe some of these allowed you to duplicate items, but the
one I had around did not. Thus, it was handy when you wanted to
play by yourself, or in a locked game with a pal and didn't want
to worry about all of the cheaters coming in and slaughtering
you. Shrug.
-Q-
- Thread context:
- [MUD-Dev] Re: Trusting the Client (Re: Laws of Online World D esign), (continued)
- [MUD-Dev] Lengthy Palace study,
Koster, Raph rkoster#origin,ea.com, Wed 21 Oct 1998, 02:13 GMT
- [MUD-Dev] Re: Trusting the Client (Re: Laws of Online World D esign),
Koster, Raph rkoster#origin,ea.com, Tue 20 Oct 1998, 15:04 GMT
- [MUD-Dev] GameStorm,
Matthew R. Sheahan chaos#crystal,palace.net, Tue 20 Oct 1998, 01:55 GMT
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