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 Playing skills vs. reactive scripts 
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Gameop
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Unread post Re: Playing skills vs. reactive scripts
Kavanagh wrote:
This is getting Gilbertian - "Yes I can , No you can't, Yes I can".

I have ZERO interest in wasting my time digging up years of complaints from USENET about the adverse affect that TWX has had on TW2002. It should be a simple matter for you to do so, if it is of interest.

I never said that I would, au contraire.


That's because they don't exist and your just dodging the obvious. You made a statement that is blatantly false to support a personal vendetta against a type of play you feel is unfair.

That may have been your other half Cruncher I guess. The same half that offered one page as proof of hundreds of complaints.

I did a remedial search, couldn't find a single usenet post regarding Tradwars much less about scripting. Plenty on Google about how cool the game is though in it's current state.

Go figure...

http://binsearch.info/?q=tradewars&max= ... 00&server=
http://www.nzbclub.com/search.aspx?q=tradewars
http://www.newzbin2.es/search/query/?q= ... readone=-1


http://apocalypsepow.blogspot.com/2012/ ... die-2.html
http://www.briandowney.net/blog/2011/11 ... wars-2002/
http://metatalk.metafilter.com/21559/Ca ... -wants-YOU

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Sun Mar 18, 2012 6:24 pm
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Unread post Re: Playing skills vs. reactive scripts
Read enough of this one, from your list, and you'll get the general idea. This is a serious problem to anyone coming into this game:

http://metatalk.metafilter.com/21559/Ca ... -wants-YOU

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Sun Mar 18, 2012 8:50 pm
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Unread post Re: Playing skills vs. reactive scripts
Quote:
Read enough of this one, from your list, and you'll get the general idea. This is a serious problem to anyone coming into this game:

http://metatalk.metafilter.com/21559/Ca ... -wants-YOU


I read through this whole link, looking for the serious problem?


Quote:
I ran a BBS on my dad's fax line. I never ran trade wars because it seemed to be more about managing bots than anything else.


I totally fail to see where disabling scripting will bring back a
chunk of the lost player base. Sure there were 80 people in
game back in the day. What else could you do in the BBS and
immediate post BBS/early telnet/internet period?

The missing player base fled to Blizzard's net and the flash
and fun of Playstation/X-box multiplayer online games now
easily available...

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Sun Mar 18, 2012 9:25 pm
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Unread post Re: Playing skills vs. reactive scripts
Are you kidding me?

"Sadly, anyone out who still has the scripting software is going to have a huge, huge advantage over everyone else.

I think we should ban scripting (or, certain kinds of scripting?), and limit turns, if we decide to play."

This is basically all we're saying. When a group of people are considering playing the game, wouldn't it be nice if there was a way to prohibit the kind of playing that they immediately identify as "not fun"?

This is a perfect example of the problem. It's a group of people who'd like to play, but they can't necessarily guarantee that everyone will follow the rules, so TW just ends up being a nice idea in theory, but a complete failure in reality. I've seen it many times.

You people who love your scripts, you shouldn't be so defensive about the suggestion that there are people who'd like to play this game without being subjected to players who use these scripts. Obviously it's impossible to convince anyone it's true, and really, what's the point? Who cares if it is or isn't true. It's true enough for me to want to address the issue if possible.

And you people who don't want to use scripts, you're not gaining anything trying to make this argument to those who do. I just want to support both groups of players, if possible. I don't see one as being superior to the other, but I do see one as precluding the other, at this time. Who knows if that will ever change.

And Cruncher, did you really just say you're growing old waiting for me to do what you asked me to do? Sheesh. ;)

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Sun Mar 18, 2012 9:45 pm
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Unread post Re: Playing skills vs. reactive scripts
I'd like to see a script that will foton this beaten-dead horse of a topic. :lol:

^^^ Sorry, I know that adds nothing productive to the discussion. I just think it's a tired discussion.

I don't get why scripters are so defensive about a toggle that would disable scripts on some games either--but I do get why it's so tricky or even impossible to implement such a feature.

I also don't get why anti-scripters are so vocal about supporting such a thing. Wouldn't a 1000 sector universe with a daily turn limit of 250, 56k (or even less) modem connection emulation, with move/attack delays on, and a time limit of 1 hour pretty much do the trick? Those features exist right now. Maybe the people in the threads that have been referenced need education, and not new buttons.


Sun Mar 18, 2012 9:56 pm
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Unread post Re: Playing skills vs. reactive scripts
Yes. I'd like to see us just drop it for now. If/when I do something that addresses this issue, we can discuss any real concerns that come from that.

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Sun Mar 18, 2012 10:09 pm
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Unread post Re: Playing skills vs. reactive scripts
Thorindude wrote:
I'd like to see a script that will foton this beaten-dead horse of a topic. :lol:

^^^ Sorry, I know that adds nothing productive to the discussion. I just think it's a tired discussion.

I don't get why scripters are so defensive about a toggle that would disable scripts on some games either--but I do get why it's so tricky or even impossible to implement such a feature.

I also don't get why anti-scripters are so vocal about supporting such a thing. Wouldn't a 1000 sector universe with a daily turn limit of 250, 56k (or even less) modem connection emulation, with move/attack delays on, and a time limit of 1 hour pretty much do the trick? Those features exist right now. Maybe the people in the threads that have been referenced need education, and not new buttons.


As a scripter, I'm not. I'm tired of it getting brought back up and split into multiple thread multiple times a month by essentially two people. I'm tired of hearing the same tired argument about hundreds of people pissed about the current state and how one or two people are so above it all.

I'm tired of hearing about how in the day certain people were Gods and if just one or two changes could be made everyone could play at that level again. Mostly I'm tired of the bashing, mostly SCRIPTERS kept this game alive for the last 10+ years when JP wasn't here.

We built a community off this type of play, we held tournaments and with the advent of Botlink we hopefully will continue to support this community. But yet were the villains, because us "Pixie Twixies" (<--Seriously WTF does that mean) play a game to win. Because we don't just roll over and die or stay up 12 hours a day waiting for you; waiting for us to go-to bed so you can grid us at 4am.

It's not crying over spilt milk, it's being continuously reminded that certain demography have a bug up there rear's and want to shove there anti-scripting propaganda down our throats. By making statements that a completely false without any sort of proof in support of lameduck general attacks on gameplay they don't fully understand.

You want to stop seeing these kind of threads. How about asking the individuals who continuously rehash this argument to stop posting them all the time. Even though there told "No, right now I'm focusing my efforts on xyz". They often use derogatory comments in regards to a specific type of play style and honestly, it does need to stop.

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Mon Mar 19, 2012 7:54 am
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Unread post Re: Playing skills vs. reactive scripts
I've asked both sides to step back, because this is unproductive.

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Mon Mar 19, 2012 10:07 am
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Unread post Re: Playing skills vs. reactive scripts
Let me start by saying I am one of the problems of this issue. I love to script to make mundane tasks easier. Let me say that killing people in unlimited games was a mundane task. Mind ()ver Matter (myself, mind dagger, misbehavin, and Da Creeper(ranger) played for 3 years straight on Ultimate and never lost a game so the killing, gridding, and invading was just another task like colonizing. The Bot that myself, MD, and Lone created and release publicly made the game of tradewars a script battle. The reason we released it though was to even the odds. A new player can come into a game and have a fighting change.

I personally could care less if there was a way to "stop" the scripting because i just would not play in them games. (as would about 99% of the TW population), or if I had to I would find a way around the block (sorry, just being honest here lol). The reality of it is that there is no way to eliminate it. (Well, i guess JP could create a telnet program that creates a specific cyper that has to authenticate and verifies your not running through a proxy or something like that) You can limit the effectiveness, but can't eliminate it. Someone will always be one step ahead of the curve.

That all said let JP do what is is trying to do to allow for full customization in the game. That way everyone can play the game they want to play in.

As for the hot debate that seems to continue. There are pros and conns on both sides and your are not going to please everyone.

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Mon Mar 19, 2012 4:52 pm
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Unread post Re: Playing skills vs. reactive scripts
The Bounty Hunter wrote:
You can limit the effectiveness, but can't eliminate it. Someone will always be one step ahead of the curve.

That all said let JP do what is is trying to do to allow for full customization in the game. That way everyone can play the game they want to play in.

As for the hot debate that seems to continue. There are pros and conns on both sides and your are not going to please everyone.


Because this game can be scripted, it will be scripted. Some of those scripts are amazingly helpful, others are just too powerful. I'm not putting you or script authors down, although in the "heat" of the debate it may sound that way. You have your tools and are free to play any game or edit you wish.

If/when we get a toggle to further limit the effectiveness of some TWX scripts, I beleive that 1 - more people will play, and 2 - people may re-discover skills or sharpen skills that have dulled over the years.

i.e. setting up to sdt/sst. The scripts do all the port upgrades, some players have forgotten that this is necessary to begin. I've had corpmates ask over SS where everyone in the corp was, a simple TA tells you that. Lots of little basic stuff is being forgotten. This game has tons of little details that are getting lost in the blurr of aborted displays and screens scrolling too fast to see. Some of us like a slower paced (not slow delays), time/turn game.

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Mon Mar 19, 2012 5:30 pm
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Unread post Re: Playing skills vs. reactive scripts
I will have to disagree with you there on being to powerful. There is no script that is to powerful that can't eventually be beat. I am playing in a game on ultimate TW. The opposing team is using a grid scrip that was hard to beat. They put a lot of time and effort into creating it. Well, i put a lot of time and effort into beating it and I have now discovered the algorithm that they they use to pick the next sector the script will grid to Well, at least a small list of sectors. It just takes time.

I agree that a lot of basic skills are lacking. It would be interesting to see how many even remember what cim hunting is.

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Mon Mar 19, 2012 5:40 pm
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Unread post Re: Playing skills vs. reactive scripts
The Bounty Hunter wrote:
I will have to disagree with you there on being to powerful. There is no script that is to powerful that can't eventually be beat. I am playing in a game on ultimate TW. The opposing team is using a grid scrip that was hard to beat. They put a lot of time and effort into creating it. Well, i put a lot of time and effort into beating it and I have now discovered the algorithm that they they use to pick the next sector the script will grid to Well, at least a small list of sectors. It just takes time.

I agree that a lot of basic skills are lacking. It would be interesting to see how many even remember what cim hunting is.


I understand why this is fun for those of you who do write scripts. For those who don't, and those who don't have a clue what an algorithm is.... well, I think Prom said it best, like taking a pocket knife to a gun fight. Not fun...

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Mon Mar 19, 2012 6:05 pm
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Unread post Re: Playing skills vs. reactive scripts
I am sorry, what part of "table this discussion", do you folks misunderstand?

H

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Mon Mar 19, 2012 7:02 pm
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Unread post Re: Playing skills vs. reactive scripts
Helix wrote:
I am sorry, what part of "table this discussion", do you folks misunderstand?

H


Agreed. Cruncher cannot stop beating a dead horse.
Time to take it to the glue factory.

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Tue Mar 20, 2012 9:34 am
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