[MUD-Dev] On socialization and convenience
Ian Collyer
ian.collyer at i12.com
Sat Jun 23 02:32:18 CEST 2001
Raph Koster wrote:
>> -----Original Message-----
>> From: Caliban Tiresias Darklock
>> Sent: Monday, June 18, 2001 8:21 PM
>> To: mud-dev at kanga.nu
>> Subject: Re: [MUD-Dev] On socialization and convenience
>> On Fri, 15 Jun 2001 22:33:34 -0700, "Sean Kelly" <sean at ffwd.cx>
>> wrote:
>>> One thing that's kind of surprised me is that none of the
>>> MMORPGs I've played had any facility for sending messages to
>>> players who aren't currently online (mail).
>> I'm shocked. NONE of them have this? Why not? It's one of the
>> primary wish-list features for my own system. Has been for years.
> The logic against it goes like this:
> * Yeesh! HOW much storage per player again? That's (takes out *
> calculator) WAAAY too much money!
Well, not much storage really for me. Simply have a pointer for a
character's message file indicating the last message downloaded via
POP3 and a similar pointer for each message board that the character
has active. When the player's email client connects to the
pseudo-POP3 server the email messages are generated on-the-fly. A
few bytes at most per character.
> * Won't they use email anyway? We can't possibly make a nice
> * enough email system to match Outlook!
Why try to match Outlook, let your players _use_ Outlook, or any
other POP3 compliant email client they like.
> * Yikes, think of the complications--email to account or to user?
Email to character, it's still in-character messaging, just using an
out-of-game delivery mechanism.
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