[MUD-Dev] Player run reputation system

Ola Fosheim Grøstad <olag@ifi.uio.no> Ola Fosheim Grøstad <olag@ifi.uio.no>
Sun Jun 24 21:15:52 CEST 2001


Ola Fosheim Grøstad wrote:

> And basically, players tend to express distrust, not trust, unless
> you need keys to gain access to various resources; "here take the
> keys to my car" or "let's team up".  So you're really looking for
> a distrust network and not a trust network.  Can you model that
> with simple trust metrics?  Seems that you would need to look at a
> lot of variables in order to establish a decent reputation
> system. (How much time do you spend being teamed up with others?
> Who have you killed?  Who have you transferred how much resources
> to as a gift?)

Just to make it clear, a distrustnetwork is an oxymoron.  I was
thinking along the lines of affiliation networks that propagate
distrustfulness metrics. I've got some ideas here, but they are not
really ready for consumption...

--
Ola  -  http://www.notam.uio.no/~olagr/
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