[MUD-Dev] Justification for audit trails in guilds?

eric ericleaf at pacbell.net
Fri Feb 21 07:25:06 New Zealand Daylight Time 2003


From: "Matt Mihaly" <the_logos at achaea.com>
> On Thu, 20 Feb 2003, eric wrote:
>> From: "Matt Mihaly" <the_logos at achaea.com>

>>> They have the ability to do so. It requires a bit of work on
>>> their part though. (corruption would never happen if the
>>> auditing was automatic)

>> That last bit is a pretty large statement. And I see no
>> reasonable methods to insure that. If you have positions of
>> power, then that power can be abused, there is no solution to
>> that as long as flawed humans are the holders of power. I could
>> maybe imagine a superior being with infinite memory and time that
>> could maintain an flawless audit system, but where you gonna get
>> one of those?

> Yes, true enough, it could happen sometime. But in a world where I
> AM a superior being and I CAN log -everything-, it's not hard to
> deter people from doing it.

Now apply that to a game the size of Everquest which is what the
original topic was talking about. Clearly if you take logs and you
yourself can manage going through all those logs then this is no
different than the fact that you can manage your own house alone,
but you couldn't manage all of America. I was talking about a
slightly larger scale. It does however sound like its not just you
checking these sorts of things, it all of your community too, I see
this as something like a neighbor hood watch. Your players are
resistant to the sorts of things that cause corruption, but by the
same token, you lose out of an entire makeup of humanity, for
simpilicity I'll just name them the corruptible or the power
seekers. Power is nothing if you can't abuse it. ;)






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