Okay, I've already been flamed for the MS RTF attachments, but there's nothing I can do about it on this workstation, so please ignore... If you've ever used Zmud, you'll know that it has a mode called slowwalk where it puts time between each non-combat command. I don't think this would solve the problem, either. -Tony -----Original Message----- From: JWoodsIII [SMTP:JWoodsIII@AOL.COM] Sent: Tuesday, April 28, 1998 6:19 PM To: CIRCLE@post.queensu.ca Subject: Re: Misc Thoughts / Ideas In a message dated 98-04-28 07:47:32 EDT, you write: << I was wondering if anyone else has seen "bots" to be a problem within the game, and maybe possible ways they have tried to make it harder for bots to be set up. I know I could always have every command send random messages, that way they would have to have tons and tons of triggers or scripts to make their bot run, but they would still do it. Any ideas on this? >> This may not be directly related, but there's a game called Federation that I play, and it's one of the first multi-player games out there...well, since it's so old, it obviously has some pretty strange bugs...one of which is that its buffer can only contain so much, and since there are about 700 players in at any given time + lag, it drops a lot of commands. So why not write code so that if a player sends more than 3 or so commands per second, it drops every third? It's very effectual with dealing with macroers. :-) -JW +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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