[MUD-Dev] Attracting players
gmiller at classic-games.com
Thu Oct 14 13:02:32 New Zealand Daylight Time 1999
Matthew Mihaly wrote:
> Hmm, I wasn't aware it was possible for a server to determine if a
> player's client can decode colour. How is this done?
Depends on the term type. For ANSI, you request the cursor position and
the client (if it supports ANSI codes) responds with that information.
The trick is that that code is not a whole line. If the client is
responding only to full lines, it may not answer, or you may need to
send a CR/LF afterwards. You may also have to prompt the user to "Press
[ENTER] to continue" so that the line containing the reply gets sent to
the mud. That's why it's common on BBSes (which are pretty much always
character mode) and rare on muds (which aren't).
> attitudes were poor. It's so important to establish a good "culture" in
> your game, where supporting newbies is de rigeur, and where mature
> behavior is expected and enforced not just by the administration, but by
> the players themselves.
That's where Ancient Anguish has failed. It's obvious to many of us in
the ranks of the players and lower wizzes, but the arches and senators
like the rules we have now and aren't too horribly worried about the
side effects. The result is that we have a large group of players who
prefer a mud where obnoxious behavior is rewarded come there, then fight
any attempt to change things. Since the mud isn't owned by any one
person, there's no change "because I say so" either.
Moral of the story: Regardless of the system of justice you choose, try
to attract nice people. Think about what appeals to them and implement
it. If you have rules, think about what sort of people would benefit and
how they can be used.
Conspiracy theorists mistakenly assume others think before acting.
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