[MUD-Dev] Admins as Mortals twist
Jeremy Music
rezo at lords.com
Mon Nov 22 07:59:23 CET 1999
Matthew wrote:
MM> On Sun, 21 Nov 1999, Darren Henderson wrote:
>> You need one responsible, involved, mature, fair person in the head
>> postion. If they want to allow some one some additonal
>> duties/responsibilities or what not fine but in the end everything has to
>> be their say. This means that person lends her reputation to the game.
My opinion too. One person who has the final "say so" means that
there is never a rules argument that can't be solved by asking one
person.
MM> It is inevitable, if your world grows, and you wish to provide real
MM> customer service (which most muds, including a lot of pay muds, do a
MM> horrible job at), then there is no way one person can handle it all. Can
MM> you imagine Everquest running with a small staff and only one person truly
MM> empowered to handle situations? With 50,000 people online at once, I think
MM> that would be impossible.
Surprisingly enough, I think that is generally the way the Everquest
servers run. Each server has a "Head GM" and he has the power. There
are sub-GMs that have what I call "basic power" that can fix problems
resulting from bugs (lost corpses mainly) but only the Head GM seems
to have the power to restore from backups. As far as "handling
situations" I believe Everquest has basically taken the stance (which
I somewhat agree with) that except for fixing bugs (pulling a corpse
out from a wall, or restoring from backup in the case of a big bug)
GMs don't do _anything_.
I play Everquest some, it is a really good game, and yes, in response
to earlier posts, it is very diku-ish, in fact it really, really looks
quite a bit like my mud with almost the same selection of classes and
races, etc. I believe the fact that they have 50,000 people online at
once dictates their attitude toward handling situations since they
really would have no ability to have enough people around to meddle as
much as the staff of a "regular" mud.
Sterling @ Wyld Knight
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