(no subject)

Vadim Tkachenko vt at freehold.crocodile.org
Sat Mar 14 20:45:58 CET 1998


Hi,

Header is broken, I quote it - hope this helps to fix the problem

mud-dev at null.net wrote:
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> Message-Id: <199803140041.QAA03783 at under.engr.sgi.com>
> Newsgroups: rec.games.mud.admin
> Date: Fri, 13 Mar 1998 16:59:41 PST8PDT
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> From:  J C Lawrence <claw at under.engr.sgi.com>
> To:  mud-dev at null.net
> Subject: [MUD-Dev]  (fwd) Varying Time Commitment Levels: what's an admin to do?
> 
> <<Jay/Cimri has been invited to the list, but I haven't checked yet to
> see if he's a member yet>>
> 
> Comments please:
> 
> From: cimri <cimri1 at gte.net>
> Newsgroups: rec.games.mud.admin
> Subject: Varying Time Commitment Levels: what's an admin to do?
> Date: Fri, 13 Mar 1998 15:27:33 -0800
> 
> Hey all,
> 
> What do you do, or should you do, if anything, about the people who
> can play 10-15 hours every day vs those who can spend maybe 1-2 hours
> a day playing your MUD?

[skipped]

> Why not have a couple of different muds with different time limits
> on them?  I mean, the 'hour a day' mud and the '20 hour a week' mud
> and the 'all-out frequent-flyer get a life? mudding IS life!' mud.
> Players could play in any they wished, but would be restricted to
> total time spent in the first two muds.  Then if you don't like the
> idea of bonehead the mudder somehow 'getting ahead' of you by
> playing all day and night, then you go into the hour a day or
> other limited mud.
> 
> Well, that's that!  Comments?

This immediately triggers the memories of The Rock, now deceased, which
had the turn limit per day. The rule for the limit wasn't quite fair -
the more you play, the higher is a limit, but the very idea I liked -
because, as you noticed, addicts really do have an advantage.

It's difficult to determine who's addict and who's not - say, would I
have had more time, I'd play more, probably, and it happens that, say,
today I have just 30 minutes to spare, tomorrow it's 8 hours.

What I would suggest is to introduce something like the aging - the more
you play, the more difficult it becomes for you to advance - and it
looks good in-character, I believe. Of course, this is just a raw idea.
And, other idea was to allow some free time and make the players pay for
the rest, and there were more - here we have Sauron, who was close to
the development team and probably will tell much more about the proposed
solutions than I can.

> Jay // Cimri

--
Still alive and smile stays on,
Vadim Tkachenko <vt at freehold.crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are



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