[MUD-Dev] Cheating in the world

Fred Snyder info at castwide.com
Sun Nov 21 10:03:33 CET 2004


Ola Fosheim Grostad said:
> Shannon Sullivan <sdshannons at gmail.com> writes:

>> On the other hand, if you bought 10 swords for 10 gold in the
>> north, said "To hell with taking these down to the south", opened
>> up a trade window with a friend, pulled the plug on your
>> connection in the same instant you accepted the trade, logged
>> back on to find that your friend had the 10 swords and so did
>> you, took the swords from your friend and opened up a trade of 20
>> swords, pulled the plug on your connection...

> This is an interface issue and not "cheating in the world".

It's a bug, but you don't consider taking advantage of it cheating?

>> If people like this believe that they can continue to engage in
>> such behavior and all you will do is fix the bug (once you find
>> out about it) and allow them to go on about their merry way,
>> continuing to break your game world in other ways, how do you
>> plan to ever have a functional environment with customers that
>> haven't left in disgust?

> By sound engineering practices?  By implementing transactions at
> the right abstraction level?  I suspect that deadlines are pushed
> so hard because it is just a game, thus you get these silly
> unforgivable bugs.  And yes, your example is unforgivable from a
> programmers point of view.

Calling it unforgivable doesn't change the fact that these bugs
occur in applications, games or not.  We should strive to keep them
from happening, but we still need a strategy to deal with the ones
we miss or can't predict.
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