[MUD-Dev] On socialization and convenience
Jay Carlson
nop at mitre.org
Tue Jun 26 17:40:46 CEST 2001
Caliban Tiresias Darklock writes:
> On Sat, 23 Jun 2001 11:30:57 -0700, "Koster, Raph"
> <rkoster at verant.com> wrote:
>> Er, the content of every email * say 200,000 people adds up damn
>> quick.
> In the Real World, mailboxes and voice mailboxes fill up and stop
> accepting messages. Why not do the same?
>> THe average person can't configure a POP3 client.
> The average person already has. Why make him do it again? Accept
> email for characters in the game. Look up email addresses in
> character records. Strip human-readable identifying information
> from the messages. Forward the messages. If a player does not
> have an email address stored with his character, stick it in his
> limited-space game mailbox. Keep a little counter that tells each
> user "X mail messages refused: mailbox full". Provide a help entry
> for the message that tells the user he can avoid this by entering
> an email address for his character, and assures him that his
> privacy will be protected.
On LambdaMOO, mail messages cost building quota, which is measured
in bytes-in-core. The quota is charged to the owner of the
recipient, not the sender.
By passed ballot, "mailing lists" (public mail folders, really) stop
accepting mail when their owner is out of quota. Running out of
quota is unpleasant in some other ways too, but it's by no means
fatal.
Many people have suggested that personal mail should bounce when the
target is over quota. All of the ballots to this end have failed.
You probably aren't planning on running your mud by ballot
initiative, but this user sentiment is interesting.
I suppose the LambdaMOO admins would feel free to @netforward mail
to the registered email address and delete in the case of truly
gross abuses.
Jay
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