Questions: Are all the competitions are run on local machines on the honor system? Does no one run a server where the competitions could be conducting with guarantees of fairness? I know there are real-time multiplayer servers, but nothing for single player? Doesn't angband.live do exactly this? Or is the Angband Live interface unsuitable?
Questions: Are all the competitions are run on local machines on the honor system? Does no one run a server where the competitions could be conducting with guarantees of fairness? I know there are real-time multiplayer servers, but nothing for single player? Doesn't angband.live do exactly this? Or is the Angband Live interface unsuitable?
Historically they were on the honour system, probably because of the lack of of public servers. Angband.live is the first and only single player server I'm aware of. Now that Gwarl is supremo of both angband.live and the competition ... well, you'd have to ask him. Which I guess you just did.
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
I'm reluctant to simply do away with the competition on the oook.cz ladder (of which I am not the master) and force people to play online if they want to participate when there is such a healthy tradition of offline competitions. Such long held habits are not to be so easily broken.
Long term migrating the competition to online-only is certainly part of the masterplan but there are several things to accomplish before I'd want to do that.
I'm reluctant to simply do away with the competition on the oook.cz ladder (of which I am not the master) and force people to play online if they want to participate when there is such a healthy tradition of offline competitions. Such long held habits are not to be so easily broken.
Long term migrating the competition to online-only is certainly part of the masterplan but there are several things to accomplish before I'd want to do that.
Hey Qwarl. Let me know when you figure out the whole satellite latency thing.
Hey Qwarl. Let me know when you figure out the whole satellite latency thing.
It's really very simple. Once a standalone client capable of playing through an electron interface online and offline is created, since the angband prng is deterministic, a local copy of the savefile begun on the server can be copied to your local drive and played in a local copy of angband. Then you can take moves in advance, and the server can play out the same moves in the same order upon receiving your keystrokes, and occassionally verify that the identical savefile subject to identical moves remains identical between sessions. Then people would watch the isomorphic game on the server subject to the latency, while the game you're actually playing updates on the spot.
Figuring this stuff out isn't that hard, it's all the incremental steps required to build towards it which are.
Browser client and webserver for playing Angband and variants - OwenGHB/angband-webclient
I should warn you though, most volunteers quickly disappear off the internet after their first contribution; only kt has ever been seen again, and even then sporadically.
My reason for really wishing for an Angband.live vanilla competition is to learn to get my play to the next level by watching folks like PowerWyrm, Elliptic, Voovus, etc, assuming they would be enticed to play in the comp.
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
My reason for really wishing for an Angband.live vanilla competition is to learn to get my play to the next level by watching folks like PowerWyrm, Elliptic, Voovus, etc, assuming they would be enticed to play in the comp.
The best way to learn is to connect to MAngband, TomeNET or PWMAngband servers and watch people play in real time. When you beat this game in real time, you will find out that Vanilla Angband is really easy
The best way to learn is to connect to MAngband, TomeNET or PWMAngband servers and watch people play in real time. When you beat this game in real time, you will find out that Vanilla Angband is really easy
I have never played Mangband, but I would imagine playing it teaches you bad habits for turn-based Angband and vice versa. Angband is "Oooh, the Tarrasque was just summoned; let's pause for a second and analyze my options. Can I take it out? Can I get double resistances? If not, what is the safer escape?". Mangband is "OMG the Tarrasque, must teleport fast before the next second".
I would assume that realtime Angband would be more conservative than turn-based. In turn-based you can know with a high degree of precision how much danger you will be in on your next turn if you take a given action. In realtime you can't make that analysis and have to be able to fall back to "generally safe" actions (like teleport, teleport other, heal, etc.). The main consequence then would be that you can't afford to be a mage with +0 base speed at dungeon level 98, or similarly absurdly dangerous scenarios.
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