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<H1>[MUD-Dev] Re: WIRED: Kilers have more fun</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: WIRED: Kilers have more fun</LI>
<LI><em>From</em>: <A HREF="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</A></LI>
<LI><em>Date</em>: Fri, 24 Jul 1998 11:44:04 -0400 (EDT)</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 Thu, 23 Jul 1998, J C Lawrence wrote:

[snipage]

&gt; I have intensely disliked reputation systems for a long while now as
&gt; being both excessively simplistic and presenting a too easily
&gt; trivialised model for players to manipulate for something I see as
&gt; very multi-dimensional.  Your text above gives an idea however.
&gt; 
&gt; Instead of having a single alignment or reputation value, or even a
&gt; pair of such values, presumed perpendicular as UOL is doing, instead
&gt; just keep simple counts.  "Good" actions would add to the character's
&gt; "good" statics, evil to his "evil" stat, etc, and the discrete
&gt; counting stats are kept seperately.  Thus using only the simple
&gt; good/neutral/evil trio, a stat call might look as so:

[Ex. snipped]
 
&gt; Where Bubba would be a fairly wicked chap, Boffo a kinda
&gt; middle-of-the-road semi-decent fellow, and Bubba being more than a
&gt; little schitzoid.  Expand this for your other behavioural scales and
&gt; you get a character being defined as the balance of the ratios of his
&gt; counts aross multiple scales.

[count + delta]
 
&gt; The next problem is with players who play a lot and so get very large
&gt; count stats, sufficiently large tha the max delta values are dwarfed
&gt; and so bear little relevance:

[count + delta + average] 

&gt;   The resultant communication is now quite a bit different as you can
&gt; spot trends in his balance of actions.  Bernie does an awful lot of
&gt; minorly evil actions, a minor number of extremely neutral actions, and
&gt; a large number of very good.

[aging + average + delta]
 
&gt;   This loses the extra data of indicating how long Bernie has been
&gt; played by keeping the numbers reasonable while preserving the value of 
&gt; the basic ratios.


The one problem I have with this idea is, well, it presents a LOT of
information to the player, and then forces them to spend time figguring
out what the heck it all means.  Yes, I do think it is better, but is
there a way to automate the interpretation of the data?  I am not much of
an on-the-fly number cruncher kind of guy.  If I am presented with even
those 6 numbers in the last example, I'll have to stare at it for quite
some time before I deduce exactly what bernie's been up to.  Something
that can analyse the averages, totals and max deltas, etc, and come up
with something like:

  Bernie appears to be a very confuesed individual,

or something, would be keen.  Heck, put both of them on the screen at
once, or allow people to toggle which ones they see.  

-Greg



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<LI><STRONG><A NAME="00322" HREF="msg00322.html">[MUD-Dev] Re: WIRED: Kilers have more fun</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: WIRED: Kilers have more fun</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00054" HREF="msg00054.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Tue 07 Jul 1998, 02:24 GMT
<UL>
<LI><strong><A NAME="00120" HREF="msg00120.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 09 Jul 1998, 19:36 GMT
</LI>
<LI><strong><A NAME="00322" HREF="msg00322.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 23 Jul 1998, 20:23 GMT
<UL>
<LI><strong><A NAME="00323" HREF="msg00323.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 23 Jul 1998, 23:14 GMT
</LI>
<LI><strong><A NAME="00329" HREF="msg00329.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Fri 24 Jul 1998, 15:46 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00059" HREF="msg00059.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
CJones <a href="mailto:CJones#aagis,com">CJones#aagis,com</a>, Tue 07 Jul 1998, 17:41 GMT
<UL>
<LI><strong><A NAME="00068" HREF="msg00068.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Petri Virkkula <a href="mailto:pvirkkul#cc,hut.fi">pvirkkul#cc,hut.fi</a>, Wed 08 Jul 1998, 00:10 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00060" HREF="msg00060.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 07 Jul 1998, 18:04 GMT
</LI>
<LI><strong><A NAME="00063" HREF="msg00063.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
S. Patrick Gallaty <a href="mailto:choke#sirius,com">choke#sirius,com</a>, Tue 07 Jul 1998, 19:28 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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