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<H1>Re: [MUD-Dev]  Re: Character evolution</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Re: Character evolution</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Sun, 31 Aug 97 08:41:46 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
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<PRE>

On 27/08/97 at 08:18 AM, Jeff Kesselman &lt;jeffk#tenetwork,com&gt; said:
&gt;At 05:46 PM 8/26/97 PST8PDT, you wrote:

Uhh, Jeff.  Please handle your attributions, permanently.  I realise
that memory is fallable.  However you are a programmer of some
competancy and I expect that you can devise a system to handle this
area.

We currently have several projects underway to catalog, summarise, and
thread the list archives.  We *NEED* full attributions.  

&gt;The key for "my" system ( and ist really ours, i have 2 co-designers)
&gt;is the lack of witnesses.  Reputation is gloabl, it gets aroudn
&gt;relaitvely quickly.  As we have world-wide person-to-person chat in
&gt;the game thats only logical.  (Its a very psychic world so that is
&gt;easy explained.)

&gt;But witnesses are key.  Witnesses actually generate a % chance that
&gt;the system then rolls against to see if this act gets tarcked to your
&gt;infamy.

Underneath this would seem to be an implicit virtual simpeep
population who depsite not being seen or even being accessible, are
responsible for propagating the reputation across the game world.

&gt;We're nmot sure of thsi one ourselves.  We are leanign toward makign
&gt;a eprsons infamy known, though not in any ckind of nuerical way that
&gt;coudl be sued to make a game otu of gettign the lwoest infamy.  The
&gt;reason for makign it knjwon is "newbie' players really shoudl knwo
&gt;that Black bart is a well known wanted killer....

Which begs the questions:  Why should newbie playres (automatically)
know (or have access to the data) that Black Bart is a well known
wanted killer?

&gt;&gt;Okay:
&gt;&gt;
&gt;&gt;  Bubba is a generally, Okay-sh sort of character, not to good, not
&gt;&gt;too bad.  One day he's out and about and discovers a Super-Whammy
&gt;&gt;Sword.  He then wanders into a fairly sizeable town and slaughters
&gt;&gt;every soul therein.  No survivors.  None.  Nada.  Zip.  Perhaps a
&gt;&gt;dragon comes along as well and eats the corpses and burns the place to
&gt;&gt;the ground after the fact.
&gt;&gt;
&gt;&gt;What is Bubba's reputation?
&gt;
&gt;Again depends on teh size of the town.  In general above a fairly
&gt;small size we are going to assume soem of the "men on the street'
&gt;thata rent in game rpesent can survive and run away.

Simpeeps?

&gt;&gt;That point I am heading towards here is that reputation is dependant
&gt;&gt;on perception.  The fact that Bubba takes off on a long voyage and

&gt;We agree HOWEVERE we also believe that our game does not physicaly
&gt;represent on screen al lthe potential witnesses.  In fact, ina 
&gt;reasonably densly populated area yo uare virtually ASSURED of NOT
&gt;accountign for all the witnesses.

How about if Bubba instead nukes an entire city from a remote
location?  BOOM!  __Everything__, and I mean __everything__ is gone. 
Okay, you're doing a fantasy world, not atomic physics. make that
instead of a nuke, a huge fireball that Bubba has been constructing
and massing for years, the equivalent of a large meteor strike.  BOOM! 
Instant miles of wastleand.

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<li><strong><A NAME="01121" HREF="msg01121.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>
<ul compact><li><em>From:</em> "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;</li></ul>
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<LI><STRONG><A NAME="00760" HREF="msg00760.html">Re: [MUD-Dev]  Re: Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00692" HREF="msg00692.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 20 Aug 1997, 06:22 GMT
<UL>
<LI><strong><A NAME="00752" HREF="msg00752.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 27 Aug 1997, 00:45 GMT
<UL>
<LI><strong><A NAME="00760" HREF="msg00760.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 27 Aug 1997, 06:09 GMT
<UL>
<LI><strong><A NAME="00849" HREF="msg00849.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 30 Aug 1997, 00:59 GMT
</LI>
<LI><strong><A NAME="00881" HREF="msg00881.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 15:51 GMT
<UL>
<LI><strong><A NAME="01121" HREF="msg01121.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 06 Sep 1997, 05:18 GMT
<UL>
<LI><strong><A NAME="01182" HREF="msg01182.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 11 Sep 1997, 21:38 GMT
<LI><strong><A NAME="01208" HREF="msg01208.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 14 Sep 1997, 14:16 GMT
</LI>
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</LI>
<LI><strong><A NAME="00772" HREF="msg00772.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 27 Aug 1997, 16:47 GMT
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