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Re: [MUD-Dev] In-Game Languages
Michael Hohensee wrote:
>
> We must be careful in how we implement this, however. If you're doing a
> simple rot-X or substitution code, enterprising players might deduce it
> through learning the language, writing one letter in it, and showing it
> to an ignorant character. The player might then write a script for some
> client which translates the language on the fly, and that would kinda
> ruin the neatness of languages.
It would seem to me that the player's decoding of the language is
an adequate step to 'learn' the language. If that seems too easy, then
make the hashing more difficult to decode (though not impossible, that
would be frusterating and would offer no opportunity to think on the
problem.)
Ben
--
Ben Greear (greear#cyberhighway,net) http://www.primenet.com/~greear
Author of ScryMUD: mud.primenet.com 4444 (Released under GPL)
http://www.primenet.com/~greear/ScryMUD/scry.html
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- Thread context:
- Re: [MUD-Dev] In-Game Languages, (continued)
- RE: [MUD-Dev] In-Game Languages,
Eli Stevens (KiZurich) c718157#showme,missouri.edu, Mon 05 Apr 1999, 01:27 GMT
- Re: [MUD-Dev] In-Game Languages,
Caliban Tiresias Darklock caliban#darklock,com, Mon 05 Apr 1999, 01:28 GMT
- Re: [MUD-Dev] In-Game Languages,
Michael Hohensee michael#sparta,mainstream.net, Mon 05 Apr 1999, 03:18 GMT
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