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Breaking Reactive Scripts
https://mail.black-squirrel.com/viewtopic.php?f=14&t=33024
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Author:  T0yman [ Sun Mar 11, 2012 11:23 am ]
Post subject:  Breaking Reactive Scripts

Cruncher wrote:
T0yman wrote:
Cruncher wrote:
Not necessarily. Only the people who do have a different opinion than the players here in this forum get shot down for expressing it.

I don't want to get in an argument over a dead topic. If you want rid of TWX then make it version V3, 4, 5, 6, 7, 8....whatever. But v2 was meant to fix known bugs in v1.03... nothing more, nothing less.

Open Discussion, if you care to file a complaint as many have been told before send a PM. I am not really concerned if you have a problem or not this one won't last long either.


I've been waiting, nearly 2 years now for v4 whatever. Development is going in the direction of Botlink, not to v4. If JP tells me I can create my own toggle in botlink to prevent reactive TWX scripts then fine. I don't think that's the case however.

We're not getting any younger here folks. We just want to play an old game from the 1990's the way it was when it was at it's height of popularity.


You can already toggle to kill reactive scripts.... planet movement, delay foton detonation, you can't flood a player while attacking. Add in an attack delay. Be creative and you can delay most any AFK scripts to the point of being useless. Sure you might get the first round off but then it has to catch up so you have the chance to get away.

Author:  Cruncher [ Sun Mar 11, 2012 11:49 am ]
Post subject:  Re: Breaking Reactive Scripts

T0yman wrote:
You can already toggle to kill reactive scripts.... planet movement, delay foton detonation, you can't flood a player while attacking. Add in an attack delay. Be creative and you can delay most any AFK scripts to the point of being useless. Sure you might get the first round off but then it has to catch up so you have the chance to get away.


A chance to get away does not equal playing on the same level, with the same "tools".

I only want to take away the most deadly of tools, until or IF the player choose to learn that style of play.

Author:  T0yman [ Sun Mar 11, 2012 11:56 am ]
Post subject:  Re: Breaking Reactive Scripts

Cruncher wrote:
T0yman wrote:
You can already toggle to kill reactive scripts.... planet movement, delay foton detonation, you can't flood a player while attacking. Add in an attack delay. Be creative and you can delay most any AFK scripts to the point of being useless. Sure you might get the first round off but then it has to catch up so you have the chance to get away.


A chance to get away does not equal playing on the same level, with the same "tools".

I only want to take away the most deadly of tools, until or IF the player choose to learn that style of play.

Your argument has "ALWAYS" been against reactive AFK scripts. You have them, be creative and use the tools you have to make them useless.
Write a script that removes fotons from the game during certain hours. While foton's are off change the planet move delay to 0 for people wanting to run buydown/mega or selloff scripts. Set ceratin hours to different things to allow people to get in when they like the settings that make them feel safe. You can do so much more but instead you want a global toggle. Sorry but that seems like the lazy way out when you can already do most of what you want.

Author:  Promethius [ Sun Mar 11, 2012 12:33 pm ]
Post subject:  Re: Breaking Reactive Scripts

Cruncher wrote:
T0yman wrote:
You can already toggle to kill reactive scripts.... planet movement, delay foton detonation, you can't flood a player while attacking. Add in an attack delay. Be creative and you can delay most any AFK scripts to the point of being useless. Sure you might get the first round off but then it has to catch up so you have the chance to get away.


A chance to get away does not equal playing on the same level, with the same "tools".

I only want to take away the most deadly of tools, until or IF the player choose to learn that style of play.


What else do you need to "level" the playing field? Everyone has the same "tools"available - TWX, SWATH, ATTAC, or ZOC. M()M and ZED bots are out which seem to be very good script collections from what I understand. Scripts can only be optimized/pushed so far. The options are in TWGS to create "safe haven" games from aggressive players using reactive scripts.

What "everyone" doesn't have is an equal level of game knowledge and experience. Would a new or returning WoW or MW3 player be on the same level as someone who has been constantly playing for a long time? No, and they would probably get their butts handed to them - with the same "tools".

Author:  Cruncher [ Sun Mar 11, 2012 12:52 pm ]
Post subject:  Re: Breaking Reactive Scripts

Promethius wrote:
What "everyone" doesn't have is an equal level of game knowledge and experience. Would a new or returning WoW or MW3 player be on the same level as someone who has been constantly playing for a long time? No, and they would probably get their butts handed to them - with the same "tools".


We don't all want to use the same tools. We think some tools are too dangerouis and need to be put on the shelf. Let them all play using Swath.

And yes, I do know that Swath can be used to write Java scripts that are reactive. Not many do, because it's not worth the bother.

Author:  Cruncher [ Sun Mar 11, 2012 12:55 pm ]
Post subject:  Re: Breaking Reactive Scripts

T0yman wrote:
Your argument has "ALWAYS" been against reactive AFK scripts. You have them, be creative and use the tools you have to make them useless.
Write a script that removes fotons from the game during certain hours. While foton's are off change the planet move delay to 0 for people wanting to run buydown/mega or selloff scripts. Set ceratin hours to different things to allow people to get in when they like the settings that make them feel safe. You can do so much more but instead you want a global toggle. Sorry but that seems like the lazy way out when you can already do most of what you want.


Using the "tools" I have? Your suggestions look more like a frankenstein game, all twisted and distored. I want to play the game as it was intended, before TWX over-took the game, and sent the majority of the players into hiding on private games or left entirely.

It's Spring time guys... get outside, get some fresh air and sunshine....

We'll resume debate tonight. ;)

Author:  Promethius [ Sun Mar 11, 2012 1:00 pm ]
Post subject:  Re: Breaking Reactive Scripts

Cruncher wrote:
It's Spring time guys... get outside, get some fresh air and sunshine....

We'll resume debate tonight. ;)


It is raining and nasty outside, or I would be on my motorcycle or target shooting instead of surfing the net and reading the forums.

Author:  T0yman [ Sun Mar 11, 2012 1:07 pm ]
Post subject:  Re: Breaking Reactive Scripts

Promethius wrote:
Cruncher wrote:
It's Spring time guys... get outside, get some fresh air and sunshine....

We'll resume debate tonight. ;)


It is raining and nasty outside, or I would be on my motorcycle or target shooting instead of surfing the net and reading the forums.

Same crappy weather in OKC, so here I sit :)

Cruncher, you could just say you lack the abilities necessary to use the tools already provided :)

Author:  Mongoose [ Sun Mar 11, 2012 3:29 pm ]
Post subject:  Re: Breaking Reactive Scripts

Cruncher, what would you say if there were a free helper that combined the power of TWX with the user-friendliness of SWATH? Would that also ruin the game, or would it level the field?

Author:  Cruncher [ Sun Mar 11, 2012 3:41 pm ]
Post subject:  Re: Breaking Reactive Scripts

Mongoose wrote:
Cruncher, what would you say if there were a free helper that combined the power of TWX with the user-friendliness of SWATH? Would that also ruin the game, or would it level the field?


How is that different from Swath? From within Swath I can run TWX and Zoc scripts.

Author:  Cruncher [ Sun Mar 11, 2012 3:47 pm ]
Post subject:  Re: Breaking Reactive Scripts

T0yman wrote:
Cruncher, you could just say you lack the abilities necessary to use the tools already provided :)


Or I lack the ability to interpret someone's cryptic help files.

Or I lack the time and desire to have to learn a program that is not necessary to use to play the game with.

Or rather I lack the ability to write custom scritps. A player (script kiddie) using the free public scripts will always be toasted by a player who can write custom scripts.

Why should anyone be forced to have to learn how to write scripts to play a game?

If we don't, then we're all just so much fodder, no matter what your game knowledge is.

So, why bother?.... (sound of feet walking away)....

Author:  Helix [ Sun Mar 11, 2012 4:11 pm ]
Post subject:  Re: Breaking Reactive Scripts

Cruncher wrote:
T0yman wrote:
Cruncher, you could just say you lack the abilities necessary to use the tools already provided :)


Or I lack the ability to interpret someone's cryptic help files.

Or I lack the time and desire to have to learn a program that is not necessary to use to play the game with.

Or rather I lack the ability to write custom scritps. A player (script kiddie) using the free public scripts will always be toasted by a player who can write custom scripts.

Why should anyone be forced to have to learn how to write scripts to play a game?

If we don't, then we're all just so much fodder, no matter what your game knowledge is.

So, why bother?.... (sound of feet walking away)....


There is a difference between ability and willingness. I know and play with many players who have no idea how to script, no willingness to learn. They are, however, willing to learn to use the publicly available tools and have a gas playing with others who do the same.

I can count the number of active scripters playing this game on one hand. The rest of us just muddle through as best we can with public scripts and public tools and enjoy the hell out of the game as we do it. I am just a middling player, I lose as often as I win. Never claimed anything else. I am no programmer, my return to TW in 2004 was marked with whining and crying about why (oh why) do you, a blue guy, keep killing me at Star Dock when I am a blue guy too.

For newbies/retreads
1. Get in a game.
2. Ask to corp up and say you are new.
3. If you get killed come back and ask, hey! how did you do that?
4. Read TW Cabal
5. Read Dnyarri's Tutorials
6. Post here and ask for a private game of your liking to learn or knock the rust off. The server operators will bend over backwards to accommodate you.
7. Look for people in permacorps. Boo, Inc., Ground Zero, Krakken, Flying Aces. Ask them questions. Ask in the forums, save the PM questions for private stuff.
8. Don't whine. Ask questions instead. (I whined, it didnt help much)

H

Author:  Mongoose [ Sun Mar 11, 2012 4:22 pm ]
Post subject:  Re: Breaking Reactive Scripts

Cruncher wrote:
How is that different from Swath? From within Swath I can run TWX and Zoc scripts.


You tell me. You keep talking about disabling TWX in a way that somehow won't disable SWATH.

Author:  Kaus [ Sun Mar 11, 2012 4:25 pm ]
Post subject:  Re: Breaking Reactive Scripts

Cruncher wrote:
T0yman wrote:
Cruncher, you could just say you lack the abilities necessary to use the tools already provided :)

Why should anyone be forced to have to learn how to write scripts to play a game?

If we don't, then we're all just so much fodder, no matter what your game knowledge is.

So, why bother?.... (sound of feet walking away)....


You don't have to learn, 90% of what I use/do in games is with public scripts available on Helix's/Dynarri's/The Forums website. All the private scripts are specific purpose and not game changers.

I'd like you to please tell me of one reactive script that:

a) isn't available for everyone
b) is unable to be defended against with public script's currently available

Author:  Helix [ Sun Mar 11, 2012 4:30 pm ]
Post subject:  Re: Breaking Reactive Scripts

Kaus wrote:
Cruncher wrote:
T0yman wrote:
Cruncher, you could just say you lack the abilities necessary to use the tools already provided :)

Why should anyone be forced to have to learn how to write scripts to play a game?

If we don't, then we're all just so much fodder, no matter what your game knowledge is.

So, why bother?.... (sound of feet walking away)....


You don't have to learn, 90% of what I use/do in games is with public scripts available on Helix's/Dynarri's/The Forums website. All the private scripts are specific purpose and not game changers.

I'd like you to please tell me of one reactive script that:

a) isn't available for everyone
b) is unable to be defended against with public script's currently available

Actually Kaus, those (a and b) are not the issue. All the damage done is before a new user or player has a chance to learn where to find the scripts or has the knowledge to defend against them. Thats why its all about education/reducing ignorance, not about twx or any of the other tools used today. I think its just easier to blame the tools than to claim personal responsibility

H

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