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28585: Re: [MUD-Dev] Web vs. Java client
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From: Mark 'Kamikaze' Hughes <kamikaze@kuoi.asui.uidaho.edu>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 7 Nov 2003 16:46:55 -0800
References: [1] [2] <-newest
Organization: Kanga.Nu
Thu, Nov 06, 2003 at 08:25:31PM +0000 in <Pine.LNX.4.33L2.0311062011560.14246-100000@localhost.localdomain>,
Matt Mihaly <the_logos@ironrealms.com> spake:
> On Thu, 30 Oct 2003, Mark 'Kamikaze' Hughes wrote:
>> I'm not concerned about client-side scripting right now. From
>> what I've seen, it's mostly used to cause grief. The client's in
>> the hands of the enemy, sure, and a dedicated griefer can still
>> modify the client, but it puts one obstacle in their way. Is
>> there a legitimate use for it?
> Without client-side scripting, a mud client is of significantly
> reduced use for most text-mud players. We added client-side
> scripting to our java client this year because without it no
> experienced player was going to use it except as a convenience
> login from work or whatnot.
What do they do with it? I'm having a hard time picturing
non-griefer applications.
> It still lacks the functionality of Zmud (the gold standard of
> text mud clients) in that it doesn't have an auto-mapping feature,
> for instance.
That's a good idea to implement, when possible, but in a node-based
MUD it's hard to do. An earlier version of my MUD used a coordinate
system, but I ditched that after playtesting.
--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>
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