[MUD-Dev] Re: MUD-Dev Digest, Vol 27, Issue 3

Lydia Leong lwl at black-knight.org
Thu Aug 11 16:22:48 CEST 2005


On Aug 10,  2:07pm, Adam Miller wrote:

> Set an internal threshold on how much XP can be gained in a
> day. When the threshold is broken, have it send an alert and the
> hole can be investigated and potentially addressed. However,
> consider that some people will simply advance quicker than others
> with their normal play habits, but this provides an opportunity to
> detect holes, fix them, and/or reward the player for finding them.

It's not this simple, particularly because there is tremendous
variance in the amount of time that players are online. You
definitely get some 16-hours-a-day people. Alerting based on
narrower windows of time is better, but still fraught with problems.

Collect metrics and alert on exceptional deviations, yes. But the
logic to identify issues is quite complex and requires looking at
multiple axes. Your goals will determine what balance of false
positive (identifying someone as a problem who isn't) and false
negative (failing to identify a problem) reports in whatever tool
you're using.

	-- Lydia
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