Re:The Cabal: Valve’s Design Process for Creating Half-Life ...
by smogcutter on Sunday January 17, 2021 @01:52AM
(#25808750)
Huh. It still seems there’s a meaningful difference between “if we’re in a bad state, kill the character instead of trying to recover” and “see a bad state coming in advance and avoid it”, which is what parent proposed.
The Destiny version doesn’t require understanding the bug, only recognizing after the fact that the player has, say, clipped out of bounds. Doesn’t matter how you got there. That sounds like a decent compromise for a pvp game where preventing exploits is very important.
But being able to extrapolate that the current state will lead to a bad state implies that you already understand the bug and could, you know, fix it.
Re:The Cabal: Valve’s Design Process for Creating Half-Life ...
by smolder on Sunday January 17, 2021 @02:42AM
(#25808990)
Yes, you're right. My example was not quite the same. Detection of errant state is sort of the starting point, knowing preconditions is a step further in debugging.
The Destiny version doesn’t require understanding the bug, only recognizing after the fact that the player has, say, clipped out of bounds. Doesn’t matter how you got there. That sounds like a decent compromise for a pvp game where preventing exploits is very important.
But being able to extrapolate that the current state will lead to a bad state implies that you already understand the bug and could, you know, fix it.