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[MUD-Dev] Re: A little help
On Tue, 29 Sep 1998, Robert Woods wrote:
> A method that I have seen that encourages this well is having different
> ranks of immortals, based on achievement.
>
> Here's a model that I have seen is:
[snipped lots of levels of achievement]
> I come from an LPMud background (MudOS driver, Nightmare/Foundation
> mudlibs) and have found that this system tends to help. People get a sense
> of achievement in being able to achieve a new level, gain more power,
> etc...plus, they tend to take some of the "slave-driving" work from you
> when you assign an Elder+ a new Initiate.
I find this 'tried-and-tested' heirarchy ironic, given that most (large)
businesses strive for an open management style, as flat as is possible.
Bear in mind what management knowledge I know is from various lectures and
videos I've been forced to take in as opposed to first hand experience.
One mud I visited admitted they used an internal numeric representation
for 'wiz levels', not because it is actually useful but so they can award
them to wizzes for actually doing something.
I personally find this distasteful, I hope never to use anything like
this but deep down, I know this horrendous Victorian approach works.
| Ling Lo (fish)
_O_O_ Elec Eng Dept, Loughborough University, UK. kllo#iee,org
- Thread context:
- [MUD-Dev] Re: Simulation (Was Re: Room descriptions),
Koster, Raph rkoster#origin,ea.com, Tue 29 Sep 1998, 20:54 GMT
- [MUD-Dev] Re: After a long absense, a semi-return (and TFD),
Scatter scatter#thevortex,com, Tue 29 Sep 1998, 10:38 GMT
- [MUD-Dev] Re: A little help,
Robert Woods rwoods#honors,unr.edu, Tue 29 Sep 1998, 08:36 GMT
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