[MUD-Dev] Re: CGDC, a summary
alexb at internetcds.com
Wed May 20 23:01:06 New Zealand Standard Time 1998
From: s001gmu at nova.wright.edu <s001gmu at nova.wright.edu>
To: mud-dev at kanga.nu <mud-dev at kanga.nu>
Date: Wednesday, May 20, 1998 10:46 PM
>On Mon, 18 May 1998, John Bertoglio wrote:
>> From: Koster, Raph <rkoster at origin.ea.com>
>> To: 'mud-dev at kanga.nu' <mud-dev at kanga.nu>
>> Date: Monday, May 18, 1998 11:01 AM
>> >I think in terms of three things when considering measures against the
>> >PKs in a game: who determines who is a bad guy; who catches the bad
>> >who punishes the bad guy. In an ideal (virtual) world, I wish the
>> >were "the players" to all three. But I am settling for "the players"
>> >the first two. To my mind, a playerkilling toggle model puts none of
>> >burden on the players at all, and that's a bad route to go down
>> It looks to me like the server flags #1 and the players take care of #2
>> #3. Which is proper since only the server can make an impartial
>> of events. Allowing players to control #1 puts to much power in the
>> of cliques. No doubt, lynching would become a common practice.
>And this is a Bad Thing(tm)?
Good point. What I meant was having the server set the criteria for
"generic badness" as opposed to judgement calls by human GMs. Players on
muds and UO already have the power to judge and then execute other players.
With the guild war patch coming into UO it will be tense for a while as all
kinds of interesting nasty behavior will become possible.
>MUD-Dev: Advancing an unrealised future.
MUD-Dev: Advancing an unrealised future.
More information about the MUD-Dev