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#1
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
I was just looking at cetiah's post of his hacking rules as a way of speeding up hacking and I thought I would say something about speeding up hacking.
I understand that the official position of Fanpro is that hacking occurs by proxy of personas because the matrix just moves that fast. I don't disagree with the thought that computers will move faster and faster but I don't like the consequences of the way they thought this out. Okay if they are saying that the persona is the one actually doing things because we are too slow then why not do that all the way? Make hacking a function of agents and not people. Then you can throw away all the matrix rules and have an agent roll. The rest occurs behind the scenes. > Well that wouldn't be fun and it would take away a character type. People who are interested in computers like to be able to deal with the matrix. But the matrix system doesn't reflect actual computers. If you know much about computers then you know that most of this doesn't make any sense. >But it could make sense in the future! SO your making a detailed computer system to please the people who are interested in computers by making one that doesn't make sense to people who know computers? ( See Lewis Black for an expression about this logic, the one with the confounded jowl shaking) I think that computers will be fast and are fast now but they still depend on people. They will be limited to what their computer is telling them. No one can stare at something at the rate these people are talking about. Making a perception test several times a second against all the traffic in a system for a normal 8 hour shift? Think about that for a second. You will end up will a drooling mess that can see anything anymore. It won't work. You are effectively increasing the time that they perceive by a factor of their initiative increase. So they are staring at something for effectively 24 hours! Even staring at the same area for more then a few minutes normal time will wear out a person. How is it going to feel with high resolution hyperactivity of the brain from all the input? So we go back to programs making the perception tests. The spyder only pays attention when the programs tell him something. That way the poor spyder doesn't fall unconscious with a few minutes of his shift starting. Now programs can make constant perception tests. Okay so for one why would the roll vary? They are artificial so they would notice the same amount of information all the time. So take it's average successes as a threshold. So we have eliminated the problem of multiple perception tests by the system. If you are going to do something that they might think is strange then you just have to beat a perception threshold with your stealth. We have sped things up alot so far! Now you don't have to worry about making perception tests for every second. More in a bit. |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
Actually, I think it's because many of the Matrix assumptions were made to work with the "Virtual Reality" model. This has a whole genre associated with it that Shadowrun was trying to embrace. A genre in which digital cybercombat and sculpted systems are the norm. I don't think any of those assumptions work on an AR-based Matrix, though. At least not well. |
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#3
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
So at this point we can reflect several actions in a system by one threshold. I think we are making progress! So let's see if we can continue this trend.
We can easily say that the programs are doing several actions at one time and this is reflected by one rating. So now we have the idea that one program can do several things that can be reflected by one rating. So we take these two ideas and put them together and say that one program interacting with another program can constitue multiple descrete actions to possibly counter each other. Therefore we could reduce the complexity of what is going on by saying that one program can negate another program through a series of actions that we as people could follow if we tried. Therefore we can further say that the interactions of the software is were the speed of the matrix occurs and we do not need a proxy. The give and take of the individual programs takes up that task. Therfore we can go back to the idea that a person CAN interact and do things on the matrix if they have the right software and we DON'T need a proxy to do those actions for us. We just need to have a copy already loaded to do something. So the matrix opens back up for actual people. These people can do actions that will either work immediately or fail immediately. We don't have to try and move as fast as a computer. We just need to think ahead. So what does this mean? We can slow down hackers and speed up hacking! Hackers don't need as many IPs. They can do their actions as fewer rolls if some of the rolls are built in as threshold modifiers to a smaller number of rolls. This means spending a little more time with each roll but far fewer rolls. You roll to gain access to the signal, then you roll to do whatever action you need to do. You don't need to roll for the system hardly ever. No perception rolls, no firewall rolls, no agents wandering around rolls, and no exhausted spyder's rolls. You either do the action or you don't do the action. That is all the GM needs to figure out. If you reduce the number of rolls needed then you can reduce the IPs for the hacker. This way they don't slow the game down for the rest of the players. Ideally you can have them act with a normal number of actions on their turn and that will be it! The hacker's action no longer becomes the best time to run to the grocery store. |
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#4
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
The problem is that the game system is operating from the point of view that the illusion of VR is real and it isn't. This is one of my biggest problems with Shadowrun. The VR model is just a model (like Camalot). It is what is being displayed. It is not actually what is happening. People keep on missing that the VR is shown for a reason. You have to think about why something would be shown. The processes are transparent to the user most of the time. Even if we don't address the issue of the reality of the VR, we need to address the complexity and slowness of dealing with hacking rules. You can describe the actions of the hackers any way you want, but keep the rolls quick and speed up the game. You can describe the system as having a security guard there but have it just sit there until the alarms say do something instead of beliving that a VR image can actually see you. The problem is that the mechanism of the system realizing you are doing something wrong is being confused for the representation of having secuirty in an IMAGE of a security guard. That guard may be accessed as a help function but IT doesn't actually see. It looks like a human but don't confuse it for a human. Look at it the other way around. If you have a system that can spend the resources to run a bunch of agents (if you want to see the guard as an agent so it can act independantly) then why not just record and process all the actions of everyone in the system all the time through the VR walls? See what I mean? The system doesn't need the agents in the first place. It is not a person that can only think about one thing at a time. It can think about everything in it's system because it is the system. We think in human terms and think that the walls are walls and so it needs a guard to see you. That is a mistake that most users would make but not sysops. Therefore the VR imagery is not the determining factor. It is just a display system. The archetecture and the display are not the same thing. |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
Update: 1 First of all, let's be clear about this. I agree with you. The basic assumptions underlying the Matrix are dumb, especially if you can no longer put them in a "virtual reality" context. But I also understand why they are there and how they relate to genre. I'm a little fuzzy on the source material, but I'll try to explain how I see this:
Sample objection #1) The guard should not have to "see". Sample objection #2) Why isn't all activity recorded and processed? It's been a long time since I've read cyberpunk, but as far as I know, both these questions can be answered by "the Matrix doesn't work that way." No, seriously. Here me out. Let's say a SysOp wants his node on the Matrix (or wants to make a Matrix-compatible node). Ideally, he would want to monitor everyone at once and so he writes this "guard program", but the moment he does, the Matrix takes this code and assumes it into its virtual reality model. Why? Because that's what it was made to do. Everytime the program is doing something, there's some kind of virtual reality equivilent, even if the connection is bizzare. For example, in the movie the Matrix, whether or not an Agent is connected to the information that the other Agents have is represented by a small earpiece. Once an Agent removes that earpiece, then it doesn't know what's happening to other Agents. However, this doesn't mean that you could just "attack" the earpiece, unless that too has some kind of computer-code equivilent. The earpiece would simply be "reset" by the Matrix OS to make the icons conform to the activity being represented. Some of my friends and I were watching the Matrix, wondering why Agent Smith stopped to straighten his tie. If everything has some kind of equivilent, what does this do? We came to the conclusion that damage to sunglasses represents critical damage to the Agent, and the "straightening of his tie" was him taking an action to reload his icon, "healing" some of his damage. In the book, Snow Crash, Hiro Protagonist is an ace hacker who can cheat the Matrix rules because he helped design it. He can interact with icons in a way the system wouldn't normally allow, and even destroy them. This is represented by a sword. What's odd is that hero is described as being one of the best swordsmen alive and we have no doubt about his skill. The line between his swordsmanship and his hacking skills are kind of blurred, but that's sort of the intent. Presumably, if Hiro gets punched in the face and falls on the floor, then all of this has some kind of data equvilent. If not, the Matrix would reset in such a way that Hiro is standing up. I think that's how it was supposed to work. Because of Hiro's hacker skills and special backdoor status, he can sort of cheat those rules and his icon doesn't always represent his system's activities. Now, Neil's metaverse was a vastly inferior product to Shadowrun's Matrix, but I think you could see the point I'm trying to make. Both the security programmer and the hacker may want to achieve certain things "invisibly" in the Matrix, but the rules of the Matrix are such that it will modify your icon appropriately and, in so doing, communicate with other icons. Thus, if your guard is looking in one direction, then yes, you can literally sneak by him. Depending on your interpretation, this might involve actual sneakiness skills, but only a hacker would know the system so well that he could blend his physical icon with the changes the Matrix will adjust for. I'm not saying any of this *should* work this way. But I think these decisions were embraced (consciously or not) to include Shadowrun in the cyberpunk VR genre that was (and is) prevalent. So why can't you record everything always at once? Well, I assume the Matrix is supposed to do this, actually, but no one is really allowed to have that information. It is assumed that the basic Stealth program was designed to get around such things (though in my custom rules I require an installed Stealth Chip to accomplish this override). Now, in a Sculpted System, where the SysOp was given more leeway to modify the rules of the matrix, then it could work how you're describing. An all-seeing eye could be in the sky watching everything, or walls might just suddenly spring up when you think about going into a restricted entryway. Why does the guard's icon actually represent his perception capability? Because the guard's icon wasn't just meant as a user convinience. Maybe the Matrix started that way, maybe not, but it doesn't work that way now. In fact most stuff probably has to be programmed from inside the Matrix using other Matrix icons. I doubt anyone can directly code into the Matrix anymore. Everything in the Matrix is a Virtual Reality, or rather a Simulated Reality, and everything must follow the basic rules of the Reality that is being simulated, whether its convinient or not. Programmers are people who find ways to solve problems while working within these rules. Hackers are people who've found ways to solve problems while 'bending' some of those rules. Further, to use the Matrix movie example again, remember that the rules of the world functioned slightly differently for Hackers than they did for "legitimate users" based on this concept of being "plugged in" verses jacking in. In the movie, the agents earpiece gave them instant awareness of the activities of every "legitimate user" in the Matrix, and allowed them to see through their senses or possibly even to register their thoughts or emotions. But they couldn't do this to the Hackers. Thus, there's nothing saying that this recording activity you are describing isn't done, but we need to assume that (or explain why) hackers aren't affected by this. None of this applies to a "new" Matrix built around A.R. though. |
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#6
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
Well as I elaboreted in some other threads, the matrix can be modeled to be exactly what you want it to be. There is always some fluff handwaving argument to justify everything. Its virtual reality. For example I could counter Garrowolfs argument about staring at traffic in that way:
You dont stare at the traffic, you know it. Using the sniffer (or whatever) utility it is directly transfered into your brain like a knowsoft and you just know what traffic is there, depending on the rating of the utility, so you are able to process it. Again, you can justify everything if you want in VR. So the modelling is completely up to you. I can also justify whay the system/node doesnt know everything that is happening in it. It has no routines to do so. Thats what agents are for. Agents carry the intelligence. Of course you can again say: "Agents should know everything the node knows if authorised to do so". But again, things can be faked. And thats exactly what a hacker is doing. Disguising as something else. To say it the third time: If you are creative you can justify everything. Just be consistent. So the actual game reality of the matrix has nothing to do with its mechanics. Thats why the simpelest Matrix rules are those, that have a dice roll related to every desicion you make. Of cours you can ask why even roll, but then you are questioning the paradigm that in RPGs you roll to do something if this something is important and could fail and will ahve some consequences if it failed (if something has no consequnces, it should never be rolled for). So in the matrix you roll dice if you want to do something that should, for any reasons, have a good (say at least 5%) to fail. But you have 2 cases. One, wehere you are ding this action with access rights, and two, where you are doing this without. The second test has to be more difficult or we would be facing the paradoxon of some people with high hacking and low computer skill doing things better illegaly than legaly. So we need two kinds of tests. One closed test, and one that is harder. Again tehre are two choices for this: Either make it an open test, where the ndoe rolls against you, or just subtract a number related to the node directly from the result. Finally you only have to consider the actions which should be rolled fore. The more actions you consider "roll-worty" the more complex your system become, the more possibilities you get and the slower it will be. Thats just about it on what to consider when making up matrix rules: - you can justify everything, so you can focus on game mechanics - to make game mechanics as simple as possible connect only desicions - and consequnces - to rolls - make it consistent in itself - make it balanced so that it is consistent with your game world The rest is just a matter of personal taste: What is considered worthy rolling for. |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
I find it interesting that your train of thought went from "roll for every decision" to "decide what is worth rolling for". :) The latter of which, obviously, is the point of this thread. And I think a lot more stuff factors into it then personal taste. Game balance, streamlining, continuity, and upgrade potential are all examples of things that get effected when you add or take away die rolls. Except for "upgrade potential" I think most of this suffers when you add die rolls to the same task and has been seriously lacking in previous (and current RAW) Matrix rules. Further, if your tying game mechanics (like how many dice rolls to roll) to character/player decisions, you have to find some way to define "decisions". If I say I hack the camera, is that a decision? If I say I'm looking for a wireless node, is that a decision? It doesn't sound like I had much choice in that if I wanted to hack the camera. If a streetsam wants to shoot someone, is that a decision? If he wants to take the gun out of his holster first, is that a decision? |
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#8
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
Main line of thought is more like:
Only roll for every desicion -> further reduce the number of rolls by sorting out those desicions that are important to you or your rules system Definition of desicion: Something that somebody can choose to do or choose not to do, while both actions would have some benefit and some drawbacks over the other. If a choice has only benefits or only drawbacks over another choice, there is no desicion. You just logically do what its clearly best. Of course the boarders in this definition especially what is considered a drawback or a benefit are fluent. |
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#9
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
So based on this criteria, are you for or against Garrowolf's removing of matrix perception tests? |
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#10
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
Well, perception test do not really fall into the whole "desicion" classification. Of course everybody wants to percieve everything and it is thus not a desicion to percieve (everybody will want to do it alwayswith mostly now drawbacks).
Its good to bring that up. Apparently there is another reason to roll dice for: Something that has a large impact on the outcome of a scene even if there is no desicion that triggers them. So I would roll for perception if the outcome of the test is influencing the outcome of the scene. And it definitley influences things if you either notice the stealthed IC or not. (Or whether you can evade a trap or simmilar examples) But I would agree with Garrowolf that one roll should be enough. Multiple rolles that cover the same thing can always be transformed into one test with a lower or higher threshold. Its like your "one roll per scene" rule. After all, you can transform probabilities after X rolls into the same probability after one roll, by manipulating dice numbers, or thresholds. This can of course change, if the number of dice rolls is not known. For example in my rules, an IC that spotted you, rolls perception tests every time you do something illegaly. I can not transform this into one roll up front, because at this point it is not know how many illegal actions the hacker is going to take. So the whole thing is not that easy. |
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#11
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
This is a beautiful way of summarizing the concepts Garrowolf has described. Very useful.
Extend the concept a little further? A hacker performs an illegal action and then the ice would percieve him or not, right? What happens then? I would presume this leads to cybercombat or some such thing. I would assume the outcome of the cybercombat makes the resolution of the illegal action harder or easier, depending, or even possible or impossible. Therefore, why not just calculate the odds of winning the cybercombat into the initial illegal action? It's still all stuff stemming from the same illegal 'decision'.
I think this is just opening a can of vampric worms. First of all, I think most scenes should center around player-decisions for how they are resolved, so introducing a game concept for something that impacts the scene regardless of a player's decisions is poor game design, in my opinion. Second, you'll have to describe 'large impact' which can pretty much be anything. Would you make someone have a separate roll to see if their gun jams every time they shoot? It would be a large impact on the scene. Would you make someone roll to load a program so that he could edit a file? It would be a large impact if he couldn't. Third, wouldn't it make more sense that occurrences within the game environment make tasks easier or harder in response to player's decisions, rather than happening on their own? I think Garrowolf's example of perception is perfect for this. Why roll to see if the IC sees you? Why not just have a player roll his Stealth against a piece a threshold based on IC perception? And instead of doing this every time, why not just one roll with the number of net hits the system scores determining how many of the IC see you or when? Perhaps, for example, the net hits of a stealth test could determine how many illegal actions are performed before some IC responds? Fourth, if we need mechanics to determine things for which there is no decision being made by any party, maybe a dice roll isn't the best mechanic for this. Maybe we should just lump the effect into another roll, linking their success or failure, or maybe we should exploit the glitch mechanics more, or maybe we should just compare attributes or something. |
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#12
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Well one of the things that I tried to figure out when deciding my matrix rules was what was actually being seen. Let's break down the idea of a perception test for a moment.
You are testing to see if there is a user in the system. This would be a yes/no. If you only have one user then the chances of being noticed doing anything are significantly higher. But let us just think about a system that has a decent amount of traffic - say some corporate server. Okay the system has a connection that is crossing the firewall so it knows that there is traffic from outside. If the hacker has supressed the firewall then they have gotten this far. The firewall is the primary determining factor on if a person belongs as far as I cn tell. The system has been spoofed to that point at least. Now unless you have nested firewalls (which you theoretically could) then you are considered a normal user with basic access. The security at this point knows you are in the system but doesn't consider you strange. We can handle this part with an access roll. You got in and can navigate around the system. What can a matrix perception test on the part of the security system tell it at this point? Well you have gotten access and presumably not set off any alarms (glitched your roll), so it thinks that you belong. Will it watch you closely? Probably not if there is a normal amount of traffic in the system. Okay so you decide to act strange but not do anything illegal. What does the security do? Nothing. Keep in mind that a person with the ability to open multiple windows at a time and exist in several systems at the same time, which is entirely normal, will act like a distracted idiot staring at the walls. So what constitues strange behavior? And how does a security agent know what is strange for a human? I don't see any psychology programs for agents as the norm. If they aren't doing anything illegal and they have some importance in the world but not necessarily in this system then harassing them because they are acting strange will just get the programmer fired and all the agents will be nicer and we go back to he didn't do anything illegal. So where does that leave a perception test now? Well you can't use it usefully to determine if they belong, you are already know that they are there, and you can't notice strange behavior. So what is left? You can tell if someone is doing something that would trip an alarm. But.... why bother if it is going to trip an alarm? Anything that would fool the system is going to fool the agents the same amount or you are going to have to greatly increase the complexity of the system. An agent is basically the same as a robot and they can be fairly stupid when it comes to human behavoir. You are basically left with a series of alarms that the hacker may or may not be able to bypass. There is nothing from the system's standpoint for matrix perception tests to really tell you. Now if you think about it from a users standpoint you still have problems. The interface supplies you with information that it thinks you would find useful but it will not display hidden processes. Therefor in order to find out the information that you want you have to change what the system is telling you. Now how does looking harder have anythingto do with this. I can see where matrix perception might either automatically open hidden processes to you or be used as a way of noticing a detail if you are overwhelmed with icons but I think that this can be done better other ways. Change your access level so that the information is available to you. Use a normal perception check since it is visual information anyway. So what is the point of matrix perception from the user's stand point? Not much. I'm not talking about preventing people from noticing things in the matrix. I'm just saying that there are limits to what you are going to be able to notice in the first place and any information that is available is put right out there for you to see. I mean that is the point of VR in the first place. So why slow down play with rolls to either see things you can't miss or things that you can't see? |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Cetiah, I think that you would be better enlightened by watching better cyberpunk movies. The Matrix movies are fun and all but they fell for their own illusions pretty quickly. They told you that the matrix was not real in the first movie and then believed what it was telling you in the second and third. They are very poor examples of VR systems because the point of the matrix was to fool people all the time.
Better VR systems would be Ghost in the Shell: Stand Alone Complex or even Johnny Mnemonic. A good way of understanding VR is to think of video game programming. You have to process everything that is going on with the action in the form of numbers. You determine if an object is trying to occupy the same space and stop it's motion in that direction - you limit the grid location of the character from having the same values as the stationary object. Then you determine things like damage effect and check to see if the character can keep moving at all. Then you check to see if there is a state change in the character that will limit it's action or change the sprite table that it is using to reflect damage. Then you determine what objects the player can see. You use a process called ray tracing to start from the view point of the camera and backtrack to each object to see if it is in the line of sight. Any part of an object visible will be rendered. Then there is a second process or ray tracing that detects lighting that would shine on the object and changes the color of the object to match the expected lighting of it. This is just a crude break down but notice how much of the process was occuring behind the scenes. Now if you were going to hack it you would do something like change the processes for clipping so you can walk through walls. You change the process for determining damage or set you armor rating to higher then the most powerful weapon. You could cause the ray tracing to only return a wireframe so that you could see through the walls. From the programmers and the hackers point of view this is how the worl looks to them. They would look at the code, not the pretty lights. They could change the world radically very easily if they are interacting with the VR interface at all. If you can change the processes of the world then why does the display mean much of anything to you? A better way to think about VR is it's a chat room. You have VR for social interaction. You don't need it to read a file. You can make it into a book if you want to but don't mistake that choice as something forced on you by the system. |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
I also used Snow Crash in my example. Please tell me you didn't just knock Snow Crash! It doesn't get much better than an expert hacker / swordmaster who works as a pizza deliverator for Uncle Enzo's mafia-owned pizza service. :)
No no no no no no!!! What have you done? :eek: Virtual Reality is more than just an interface. If that's all it was, some convinient GUI for users, there would be no reason for a hacker to ever use it. They would use programming languages that work beneath it. In fact, I compare Virtual Reality, not to a GUI, but to a programming language. Most people, even programmers and hackers today, have only a limited ability to work with binary code, if at all. They use programming languages which offer a little more convinience, and work to translate the rules of the programming language into the Language of the Machine. The programmer still has to learn the programming language and work within its rules. I consder Virtual Reality to be equivilent to this programming language, with the basic code itself completely impossible to program directly due to the sheer amount of code involved. I'm also playing with the idea that the code is evolving over time, and even protecting itself. Your analysis might make sense in regards to computers today and our own internet and even CS engineering, but you've just relegated cyberpunk Virtual Reality to a cheap gimmick. The whole point of Virtual Reality is that its supposed to be some all-pervasive Reality, in which people are bound to its rules. It's not just another computer program. It manages so much information that one can't access its code directly, but to program in the Virtual Reality world you have to use the Virtual Reality world, giving rise to the idea that Virtual Reality itself can evolve. There's no longer anyone capable of programming the Virtual Reality, its file and structures aren't stored on some computer some where but split up over anyone whose accessing it. In fact, if anything, accessing it expands its capabilities. I've actually been playing with the idea that the free exchange of information over the Matrix, with little icons running around between nodes, some nodes being active and some not, might have some analogy to brain chemistry or a circulatory systems, giving rise to a popular movement that the Matrix itself may very much be alive, much like the popular Gaia theory today. Regarding people as a prisoner of their information networks is the central theme in cyberpunk; the whole point of the genre was to explore these issues and their repercussions. You can't do that while assuming the system is made to conveniently serve an adapt to people's needs; it has to be the other way around. That's the point. Don't degrade the possibilities down to a 'for your convinience' e-shopping website. |
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#15
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
I'd just like to point out the irony of this situation. The three people who've made their own Matrix rules are the three least likely to agree on anything Matrix related, because, let's face it, we've already proved how stubborn we can be when it comes to doggedly upholding our interpretations of the Matrix. :)
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#16
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
@Garrowolf:
Of course a perception test is useless when there is nothing to percieve. A hacked in user doing things that are legal within his hacked rights can not be identified as a hacker (unless by looking at logs how he hacked in). But when you are actually doing a hack action, this can be noticed via a perception test. Why shouldnt it? You are doing illegal things with the node. Anybody in the node monitoring node processes can see it if he is good enough to pierce through the precautions the hacker is taking to obfuscate his actions. Concerning VR: VR is there to provide you information in a way that is more efficent than by looking at a code. Of course VR is not actually there. It is just there to "guide your brain", but that can be a drastic advantage, helping you to process stuff much faster and better. |
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#17
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 ![]() |
Don't you think it's time we stopped trying to emulate Tron? |
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#18
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 ![]() |
At certain points I scream, in my inside voice, "HEY BRAIN! LET IT GO IT'S A FUCKING GAME!" Because I swear to myself quite often. :) Seriously though, SR4 has maybe got a smidgen of an edge on SR3 for "makes more sense than a strung out crankhead". But that's like saying shale isn't as hard as granite when you've got the choice of having a rock of either of them bounce off your head. :dead: However if you treat SR4 as an abstraction of a high enough level it does make some sense plus is at least somewhat internally consistant. Far more than it is often given credit for in posts here, by some whom I highly question their authority on exactly what makes sense for computers. |
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#19
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
What I was saying about the making a test to see if someone is seeing you doing something illegal is that all you have to do is have an alarm on the sensitive area. This would be alot more effecient then having a roving agent that happens to notice you doing something. Basically what I'm saying is that unless the hacker does something to cover up what he is doing then he should automatically be "seen". If he does do something and it is good enough then he shouldn't be seen. It is basically an unnecessary test (and therefore an unnecessary roll). The system would always be looking at the places that are sensitive is my point. But if you succeeded in hiding it then why test twice to see if you do.
I'm actually trying to make it easier on the hacker. Some people have suggested that the sysop or the system be making a perception check for every action the hacker does or every IP the server has. I'm trying to say that the system doesn't need to and it makes it much harder on the hacker AND it slows down the game for the GM and the hacker to be making so many rolls. We can make it game faster and make it so that other people are not so annoyed by hackers by finding ways to reduce the rolls. |
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#20
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
Well, I am only suggestion one perception roll per action, which is disguised by stealth (which every hacker will use). If it is not disguised by stealth, any IC would auto notice it.
Futhermore, the system itself resits the hacking attempt, but that is something compeltely different. |
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#21
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Moving Target ![]() ![]() Group: Members Posts: 107 Joined: 21-December 06 Member No.: 10,413 ![]() |
There are also alot of assumptions about how computers and networking work, however people fail to realize the amount of abstraction there is between the various levels of interface and the real system that lies underneath it.
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#22
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
I have been trying to find anything that says that VR isn't a GUI. As far as I can tell from the descriptions it is. It may be a full sensory user interface but that is just because of the simsense added on. It is still a glorified desktop. All of your tools are 3d icons (that is what the game calls them). Instead of clicking on your program you pull it out of a sack or something. You could see a pdf as a book if you wanted to or put a floating window in the air.
I'm sure that there is a VR programming language. I remember earlier versions of the game actually had several programming languages listed. You would use them like creating an object in the sims. Then you could use the actual programming language to create an object or behavior that you don't already have coded. This way you could create that Cthulhu-Eats-Your-Head hat you always wanted. You could also create a lot of hacking programs and make them look like something normal. I personally think that the Matrix is going to look alot like the Sims. (actually this description may help me with new players) The actual programming languages would still be a collection of denser blocks of repeated code for the visual behavior and the actual action codes which could be simplier. It is basically like coding at three different levels all the time: VR, Visual, Actual Coding. At no point would you need to mess with the binary (which would be a bad idea anyway because it would require actual compiling by archetecture). About Snow Crash: I love the book. It is still a bad decription of what a VR environment would be like because you can't have true negative space in VR. What I mean by that is that you have no one to one correspondance with the physical world. You would never have miles of empty space out in the VR world because there is no actual VR world. Your commlink may have a room or a house in it in VR. A Server could have a shopping mall in it. A huge server could have a whole planet or two in it. If there was a one to one corespondance like in Snow Crash then they would cancel each other out in space. Snow Crash sort of has the right idea about interacting with other objects. They take it in a strange direction at the end though. In it he correctly points out that in order to interact with another avatar they would both have to agree to the attributes and parameters of a combat system - specifically that a sword does a set amount of damage to their avatars and their avatars can take a set amount. He does this by tricking them at the door. What he would actually be doing is providing them with an outer avatar that obeys the rules he created but is invisible until it has to write wound effects on the outer avatar and then uses that as a way to not only eject them from the club but ban them for a period of time. That is the best I can figure on what he was doing but I don't see how this logic would carry to the motorcycle fight at the end unless he had these commands as a series of viruses.... Maybe I don't think that injecting a little reality into virtual reality would break down the basis for the cyberpunk genre. Very little of the stories I have read in cyberpunk actually even had any kind of cybercombat. They were more about the dystopia of the setting. I've seen several that had hacking and counter hacking. It's not integral to cyberpunk at all. It was just a part of Shadowrun early on based on a some writers who didn't understand computers. Even they didn't always get it as confused as Shadowrun eventually did. Keep in mind that the Matrix movies are not a good analog to understanding the Matrix in Shadowrun. In shadowrun it is an advanced internet for communications. In the Matrix Movies it was a prison to confuse the prisoners. You could use VR for both but these systems have totally different reasons for working the way they do. Actually in the original script for the Matrix the people were not being used for their power, which is a silly idea, they would have lost most of it in those lightning arcs and they would have reactors still. They were being used as a neural computer network that the machines were running on in our subconscious. They needed people to believe normally because it was distrupting their processors. This actually makes alot of sense. Especially sense the whole lack of solar power stuff was disproven by the third movie when they showed a hovercraft piercing the clouds. They could have circumvented that problem if they had to. Even if they didn't know how to create a nuclear reactor by then they could have gotten some humans to figure it out in the matrix and then build it themselves. BTW Cetiah I don't want you to think that I am trying to bash you. I just enjoy debating. I work as a security guard all night and I try to find any intellectual stimulation I can. Theorizing on gaming topics and trying to write science fiction are pretty much it. |
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#23
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
Well, you see, the odd thing is that we agree on this issue. That is, I don't believe the modern Matrix really runs the way I previously described; but I think there were reasonable pseuo-solid reasons for assuming it did before, when everything was assumed to be VR. Unlike today's infrastructure, the Matrix was made to work that way, from the ground up. It's not just a mix-mesh of different computers trying to communicate; it's a stable central medium of communication and universal protocol. Previously, that medium used Virtual Reality; and presumably, all the catchings of the genre that went into it including nodes where you walked through doors, IC that physically walked around attack folks, programs loaded as icons "from a sack" (as you put it, and so forth. I don't think any of that makes sense anymore for SR4 model. Not only is it fairly unrealistic compared to the otherwise reasonable realistic portrayal of AR, but it doesn't strike me as being particularly compatible with AR. I don't see why a node would have BOTH an AR and VR interface, if the two were exclusive. If the two are complementary, that just strikes me as even weirder - the idea that your tiny little AR command is being translated into a complex virtual reality somewhere so that the system can break it down into simple commands is kind of silly. If it works the other way, I could sort of see it - which is basically what you're describing - where the Virtual Reality doesn't really exist unless someone is using it, making it a core on top of AR so that the system breaks down Virtual Reality commands into a series of AR commands and then breaks them down further. But then, Virtual Reality would suck. Which, I'm kind of okay with, except that a lot of Shadowrun players seem to like the idea of Virtual Reality being better because the old Matrix worked that way. Personally, while I could see that the old Matrix might have been built that way, I really don't think they would make their new Matrix in exactly the same way but add a layer of AR. I prefer to think of it as a complete re-writie. Those familiar with the old Matrix would be completely unable to use their hacking skills in this one (which might be why there's a whole new skill now...?) but even then, maybe they could use a VR interface as a crutch even though it wouldn't be as close to direct access as AR. |
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#24
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 ![]() |
Just to clarify, VR in Shadowrun has always been an interface method and not the program code or underlying structure of the Matrix. In fact, this was described in VRI and II, as well as Matrix. Simply put, everything in the Matrix is a representation of the underlying code construct and every such item is represented by an Icon. Each Icon (be it a persona, agent, node, file, etc) has a code component and a header which contained not only a file identifier but all the relevant simsense code (in the case of VR) necessary to interface with it. In the case of SR4 this header also contains simpler visual/other sensory cues for use with AR displays. Neither VR nor AR are intended to represent the underlying code.
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#25
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
I would toss in the idea, that on top of AR and VR header information every matrix entity could also have knowsoft header information. So you just look at it and know the "class" and such of the content.
Something along these lines: You have a data package containing a cook book. In AR you would see the image of a cook book standing around in your virtual shelf when you chose to display your virtual shelf in your room. In VR you would see a book standing in a shelf in a virtual room, displaying title and stuff. The additional knowsoft header (you need a datajack for this) would make it that you just "Know" that it is cookbook X with this and that kind of recipes by Author Y, by just looking at it. |
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Lo-Fi Version | Time is now: 13th June 2025 - 10:20 AM |
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