[MUD-Dev] MUD Coding Staff Structure

Erik Jarvi ejarvi at megsinet.net
Tue Sep 12 11:39:00 CEST 2000


On Tue, Sep 12, 2000 at 12:41:13AM -0700, David Bennett wrote:
> On Mon, 11 Sep 2000, Michael Tresca wrote:
> 
> > Dave Rickey posted on Thursday, September 07, 2000 1:34 PM
> > 
> > > In a MUD, you can hand someone wiz powers and if they don't actually do
> > > anything constructive with them, you don't *care*.  In an MMOG, you can't
> > > afford to lose track of what people are actually doing with those powers.
> 
> This is only true on certain old style muds.  ie: ones still based on
> 2.4.5.  All Diku's that I know of have more structure than this and
> require people to work.

We have what one of the wizzes called "an organic development style". :)

> Discworld definately requires creators to do something, we can (and do)
> remove people from being a creator if they are not doing anything.
> We run in a little less organised fashion than it sounde like retromud
> does though :)

We have kicked out 2 wizzes (that I know of) one for cheating (giving a
player stats and whatnot.) and the other one for umm being an idiot.
(Everyone dredds bug fixing his code. :)

> > ANY game that relies on a playerbase cannot afford to let its coding staff
> > run rampant -- that's just good management of people, it's not proprietary
> > to MMOG.
> 
> Absolutely and I think this is why so many 2.4.5 muds had such a
> hard time.  As well as the base code being broken :)

Can you expand on this?  I assume you are talking about LPC.  Shattered
uses Dredd's version of LPC, based on 2.4.5, I believe. We use reset() 
instead of create(). (Is create correct?) I've only coded with SWLPC
so I don't know what is broken with 2.4.5. I've only taken a cursory look at
Descartes' docs and LDmud. 

Erik
--
All music aspires to the condition of muzak.



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