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Re: [MUD-Dev] Problem Players [was: Guilds & Politics ]



Koster, Raph wrote:
> 
> The above sounds wonderful, given that you have email registration,
> characters who never log out, etc. These provide important "identity
> tracking" which permit the enforcers of justice to track the villain
> down. Without them, though, it's next to impossible... Also, as scale
> grows, anonymity will become increasingly easy as well. Eventually, it
> may break down on you.It will be interesting to see if this is the
> case. It relies a lot on players' willingness to gossip, which may not
> work out that well (is it possible for a group of 100 players to get
> together and purposely report the same person for something nasty, to
> get their character destroyed?)

Well, doesn't it mean that the person is _really_ worth for 100 players
to get together to get rid of the character?

> -Raph

-- 
Still alive and smile stays on,
Vadim Tkachenko <VadimT#4CS,Com>
--
UNIX _is_ user friendly, he's just very picky about who his friends are
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