[MUD-Dev] Re: How to handle log-outs in a totally dynamic world.

Ben Greear greear at cyberhighway.net
Tue May 12 19:27:41 New Zealand Standard Time 1998

On Mon, 11 May 1998, Dan Shiovitz wrote:

> On Mon, 11 May 1998, Ben Greear wrote:

> > I will definately try to not allow wild swings from one 'alignment' to
> > another.  At least to the point where an evil pirate can't set his
> > alignment to good right before logging off...
> I don't think there's any need to prevent the players from changing
> their personality. Just remember that if someone's been nasty and
> aggressive to you for a long period of time and suddenly starts being
> friendly, that's almost always a sign of weakness or stupidity on
> their parts*. Then have the NPCs respond appropriately. (This gets
> trickier if the NPCs don't remember how players acted in the past .. 
> in that case you might want to restrict personality changes, yes).

Yeah, good point.  Keeping logs for every entity in the game could
be quite large, but I do think it would be worth it...  Suppose you
could encode the info in 5 integers, 40 bytes, and have 1000 ppl
you *could* meet... 40k for each player/NPC..ouch!!  Could always 
flush old entries, "let bygones be bygones...".  And could only remember
grievious or particularly helpful individuals/Corporations...

But, NPC's die fairly often, so they would get 'flushed'.  Corporations
and such would remember longer, but there won't be too many of them.
Hrm, what about players though, when offline?  Could store this on
disk and hope it's not accessed too often.  (Cache for a bit and
destroy if not needed....)

> * And contrariwise, someone who's been nice and non-hostile for a
> while is probably bluffing if they suddenly turn aggressive, so why
> take their threats seriously? 
> > > John Bertoglio
> > Ben Greear (greear at cyberhighway.net)  http://www.primenet.com/~greear 
> -- 
> (Dan Shiovitz) (dbs at cs.wisc.edu) (look, I have a new e-mail address)
> (http://www.cs.wisc.edu/~dbs) (and a new web page also)
> (the content, of course, is the same)
> -- 
> MUD-Dev: Advancing an unrealised future.

Ben Greear (greear at cyberhighway.net)  http://www.primenet.com/~greear 
Author of ScryMUD:  mud.primenet.com 4444

MUD-Dev: Advancing an unrealised future.

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