[MUD-Dev] MMORPGs & MUDs
William B. Taylor
yatlor at pobox.com
Tue Jan 8 10:08:54 CET 2002
> ----- Original Message -----
> From: "Dave Rickey" <daver at mythicentertainment.com>
> I have to disagree with all of your points:
> 1) We just opened our 3rd "Roleplay Server", the essential
> difference is a prohibition on OOC names and public chat
> enforced by CSR's. Over 30k of our players play on "RP"
> designated servers as their primary characters, and we opened
> the third because the other two were consistently #1 and #2 on
> the server count. This does beg the question of how you define
> RP.
> 2) The (tens of?) thousands of 3+ year veterans on UO would seem
> to refute that. In fact, once you've held them for 3 months,
> you usually keep them for 18 months or longer.
> 3) The hundreds of guilds in the various games, not to mention
> such oddities as the Reagent Cartels, would seem to be at odds.
> Not to mention the many, *many* fan sites.
> 4) Griefers are actually a rarity in DAoC. Of all the things
> people might complain about, very few would even put grief play
> on their list.
> 5) This presumes that you can only discourage griefing by
> rewarding the opposite. In fact, limiting their options and
> kicking them out promptly works very well. If you don't have a
> significant population of griefers, and atavistic impulses are
> put to constructive ends, grief play is a non-starter.
I have to agree with Dave here. I have spent most of my RPG life on
text-based worlds and thought that a graphical would never be as
flexible. As a matter of fact, I would have been the one making
putting forth the 5 points below. After playing DAoC for a couple
of months, however, I have found that it is in fact very conducive
to role playing and group socializing.
I appreciate all the great work you guys are doing over at DAoC.
Keep it up!
-William (aka Yatlor)
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