[MUD-Dev] Player run reputation system
Koster
Koster
Thu Jun 7 12:54:52 CEST 2001
> -----Original Message-----
> From: Sean Kelly
> Sent: Wednesday, June 06, 2001 11:27 AM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] Player run reputation system
> From: "David Loeser" <daklozar at home.com>
>>> From: Koster, Raph >>> On Wed, 23 May 2001, shren wrote:
>>>>> Such schemes are prone to mule accounts and false accounts
>>>>> voting about how great a guy Joey the pk is.
>>>> I'm not an expert on it, but the advogato system,
>>>> (www.advogato.com) seems to be fairly immune to these sorts of
>>>> troubles.
>>> 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.
> This seems like a difficult decision. How do you balance
> "realism" with what you think will placate the average player.
> Personally, as a player, I wouldn't WANT to log in for the first
> time and instantly be able to size-up other players based on
> game-generated statistics.
Then you don't need a reputation system at all. :) You can size them
up in the traditional way, by getting to know them and talking to
people who have interacted with them.
Reputation systems, whether intentionally or not, fill one need very
specifically--they help work around the inconstancy of communication
that is present in large groups and in virtual environments, more
rapidly disseminating information on social standing. That's what
eBay ratings do, that's what UO's murder counts do, and that's what
any mud application of Advogato would do. What else would you use it
for?
-Raph
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