[MUD-Dev] Guide Applicant : Player Ratio

Geoffrey A. MacDougall geoffrey at poptronik.com
Fri Feb 18 11:36:01 New Zealand Daylight Time 2000


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Greetings,

Two short and simple questions for which I hope there are short and simple
answers:

1.) When one is designing a guide/admin/wizard/immortal/whatever system that
relies on player volunteers (for a large-scale graphical commercial MUD),
how many applications per number of players can one expect to receive?
I.e., what percentage of the playerbase would be interested in becoming a
guide?

2.) What is the ratio of qualified applicants to total number of
applications?

I realize these questions are liable to elicit a number of answers that
begin with "It depends...", but I'm hoping for a sweeping generalization, if
there is one...

My apologies if this subject has been debated before.

Thanks in advance,

Cheers,

Geoffrey

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<P><FONT SIZE=3D2>Greetings,</FONT>
</P>

<P><FONT SIZE=3D2>Two short and simple questions for which I hope there =
are short and simple answers:</FONT>
</P>

<P><FONT SIZE=3D2>1.) When one is designing a =
guide/admin/wizard/immortal/whatever system that relies on player =
volunteers (for a large-scale graphical commercial MUD), how many =
applications per number of players can one expect to receive?&nbsp; =
I.e., what percentage of the playerbase would be interested in becoming =
a guide?</FONT></P>

<P><FONT SIZE=3D2>2.) What is the ratio of qualified applicants to =
total number of applications?</FONT>
</P>

<P><FONT SIZE=3D2>I realize these questions are liable to elicit a =
number of answers that begin with &quot;It depends...&quot;, but I'm =
hoping for a sweeping generalization, if there is one...</FONT></P>

<P><FONT SIZE=3D2>My apologies if this subject has been debated =
before.</FONT>
</P>

<P><FONT SIZE=3D2>Thanks in advance,</FONT>
</P>

<P><FONT SIZE=3D2>Cheers,</FONT>
</P>

<P><FONT SIZE=3D2>Geoffrey</FONT>
</P>

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