[MUD-Dev] TECH: Flash Crowds and overflow control

Marc Bowden ryumo at merit.edu
Thu Apr 19 07:22:54 New Zealand Standard Time 2001


On Wednesday, April 18, 2001 2:52 PM -0700 J C Lawrence
<claw at 2wire.com> wrote:

> Stalking is one one abuse vector, herding of other players via
> teleport storm brownian motion is another.

See, I was picturing an entirely different effect, where the
destination or landing coordinate is randomly skewed based on the
"background count" (Tsf) generated by the number of people who've
targeted that area per unit time. Put simply, if the area architect
decides the value for T is 10, then the first 10 people from clan
Boffo in the previous example arrive intact. Number 11 is slightly
"off target" in a random direction. Number 12 is even further
off... Number 20 wakes up floating on his back in the ocean. Adjusting
the bleed rate is up to you, but a rate of 1 per 30 seconds sounds
like fun.

If you want to ramp T for highly dangerous areas like dragons' caves
or the womens' showers down to 1, we have no way of stopping you.

Of course, I also like teleport sinks.

My personal theory on player-character teleportation is heavily
slanted towards Paranoia: sometimes you get where you're going. And in
one piece. Sometimes you wake up in Oz with smouldering purple flesh
and dinnerware magnetically adhering to your scalp.

--
Marc Bowden - Soulsinger         Dreamshadow:The Legacy of the Three
  ryumo at merit.edu                                 206.246.120.2 3333

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