[MUD-Dev] Realistic travel times/virtual terrain
Matthew Mihaly
the_logos at achaea.com
Sun Oct 8 19:11:25 CEST 2000
On Sun, 8 Oct 2000, Richard Tew wrote:
> > From: Inq Admin [mailto:inqcode at excalibur.inetsolve.com]
> > Granted, we lost a
> > rather large number of our playerbase when it was implemented
> > (I estimate
> > 30% of our 'regulars' ceased stopping by so often, with probably 10%
> > totally leaving the MUD), but it is now rarely even complained about.
>
> Nice to find an admin that doesn't toady to the "change is implicitly
> bad" crowd :) I find it so frustrating that people let their mud be
> limited by player objections against things that improve the depth of
> the game - although its not my playerbase at risk, obviously :)
Well, this is probably because a game with depth is not the object of the
muds that have 95% of the players out there. A mud that players enjoy (and
in at least 75% of the cases, that people will pay for) is the goal.
--matt
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list