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RE: [MUD-Dev] Problem Players [was: Guilds & Politics ]
On Tuesday, December 09, 1997 8:32 AM, Vadim
Tkachenko[SMTP:vadimt#4cs,com] wrote:
> 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?
Not necessarily. :( I never underestimate the range of human
maliciousness...
-Raph
- Thread context:
- Re: [MUD-Dev] Problem Players [was: Guilds & Politics ], (continued)
- Re: [MUD-Dev] Problem Players [was: Guilds & Politics ],
Stephen Zepp zoran#enid,com, Tue 09 Dec 1997, 21:39 GMT
- RE: [MUD-Dev] Problem Players [was: Guilds & Politics ],
Koster, Raph rkoster#origin,ea.com, Tue 09 Dec 1997, 23:24 GMT
- Re: [MUD-Dev] Problem Players [was: Guilds & Politics ],
Mike Sellers mike#online-alchemy,com, Wed 10 Dec 1997, 00:35 GMT
- Re: [MUD-Dev] META: FAQ and Thread Summaries,
Stephen Zepp zoran#enid,com, Tue 09 Dec 1997, 20:35 GMT
- RE: [MUD-Dev] Guilds & Politics [was Affecting,
Koster, Raph rkoster#origin,ea.com, Tue 09 Dec 1997, 17:14 GMT
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