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<H1>[MUD-Dev] Re: You think users won't number crunch and statistise your MUD?</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: You think users won't number crunch and statistise your MUD?</LI>
<LI><em>From</em>: Ling &lt;<A HREF="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</A>&gt;</LI>
<LI><em>Date</em>: Tue, 30 Jun 1998 13:57:37 +0100 (BST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Mon, 29 Jun 1998, J C Lawrence wrote:

&gt; Have a look at:
&gt; 
&gt;   URL:<A  HREF="http://uoss.stratics.com/index.html">http://uoss.stratics.com/index.html</A>
&gt; 
&gt; It really doesn't matter if you are numberless or not...

Quite.  Take a peek at hints/solutions/walkthrus for convention computer
games and some of the more thorough ones *will* stick a number on anything
that is worth including.

A poor example that comes to mind is Wastelands.  (like Mike Sellers sez,
definitely worth a look, if you have a couple of days spare.)  There are
some numbers in the game for the usual attribs/skills but weapons are not
given a blatant rating.  When I picked up the faq, I found *formulae* for
weapon damage as opposed to just a simple 1 to 10 rating.

As long as punters know they're playing on a system which is itself
finite, they will try to break it down into numbers.  Take a look at
gambling, insurance and various other financial trades with a little bit
of odds mucked in. 

  |    Ling Lo of Remora (Top Banana)
_O_O_  Elec Eng Dept, Loughborough University, UK.     kllo#iee,org



</PRE>

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<LI><STRONG><A NAME="01252" HREF="msg01252.html">[MUD-Dev] You think users won't number crunch and statistise your MUD?</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Combat intelligence</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01268" HREF="msg01268.html">[MUD-Dev] Re: Combat intelligence</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Tue 30 Jun 1998, 17:26 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="01254" HREF="msg01254.html">[MUD-Dev] RP definitional structure</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 21:35 GMT
<LI><strong><A NAME="01252" HREF="msg01252.html">[MUD-Dev] You think users won't number crunch and statistise your MUD?</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 20:56 GMT
<UL>
<LI><strong><A NAME="01255" HREF="msg01255.html">[MUD-Dev] Re: You think users won't number crunch and statistise your MUD?</A></strong>, 
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Mon 29 Jun 1998, 22:02 GMT
</LI>
<LI><strong><A NAME="01266" HREF="msg01266.html">[MUD-Dev] Re: You think users won't number crunch and statistise your MUD?</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Tue 30 Jun 1998, 12:58 GMT
</LI>
<LI><strong><A NAME="01272" HREF="msg01272.html">[MUD-Dev] Re: You think users won't number crunch and statistise your MUD?</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 30 Jun 1998, 19:13 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01251" HREF="msg01251.html">[MUD-Dev] A variation on persistent store techniques with notes on distributedprocessing support</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 20:34 GMT
<LI><strong><A NAME="01237" HREF="msg01237.html">[MUD-Dev] the why of online worlds</A></strong>, 
Mike Sellers <a href="mailto:mike#bignetwork,com">mike#bignetwork,com</a>, Mon 29 Jun 1998, 03:42 GMT
<UL>
<LI><strong><A NAME="01238" HREF="msg01238.html">[MUD-Dev] Re: the why of online worlds</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Mon 29 Jun 1998, 05:10 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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