[MUD-Dev] Player run reputation system

Matt Mihaly the_logos at achaea.com
Wed Jun 6 18:00:19 CEST 2001


On Wed, 6 Jun 2001, David Loeser wrote:
>> -----Original Message----- From: Koster, Raph
>>> -----Original Message----- From: Matt Mihaly
 
>>> I'm not an expert on it, but the advogato system,
>>> (www.advogato.com) seems to be fairly immune to these sorts of
>>> troubles.
 
>> We explored using it on SWG. The problem with it is its
>> purpose. Yes, it succeeds at routing around uh, "enhanced"
>> reputations; someone who is already established in the network
>> and who has multiple sources of information can ascertain which
>> reputations are inflated, which fit with his worldview, etc. What
>> it doesn't do is provide a novice any indicator of who the good
>> and bad nodes are.  So for the purpose of indicating status to
>> people new to the system, it doesn't offer any real help; in
>> fact, to someone with zero trusted referents, everyone looks the
>> same. As this was one of our primary reasons to use a reputation
>> system, we abandoned the idea.

> It seems to me that a player run reputation system should be based
> on how other people see, or what they think of, an individual.

That's what advogato does.

 
> Using UO, one example of could be when you are killed by another
> player (PK) and you are presented with the bounty dialog - instead
> of bounties (or in addition to), the (dead) player would be given
> the opportunity to decrease the assailants reputation points.
> This would/could eliminate the rampant voting scheme someone
> mentioned in another post.

This is, to me, a horrid solution. Any solution that presumes that
the person doing the killing is in the wrong sucks imho. Perhaps the
person being killed deserved it.

--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