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This is a discussion on "Dealing with Banned players" in the Top Mud Sites MUD Administration forum : Achaea sucks ass. It doesn't even have GRAPHICS, for God's sake. Come back when you have normal mapping figured out, Sara****.... |
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#31 |
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New Member
Join Date: Sep 2002
Posts: 2
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Achaea sucks ass. It doesn't even have GRAPHICS, for God's sake.
Come back when you have normal mapping figured out, Sara****. |
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#32 | ||
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Ditto on 1. and 2. But there is a lot to 2. that is just simply out of your hands and into the realm of unenforceable like you say. Along the lines of questy stuff, we had players who would exchange maps areas in e-mail. Builders didn't like it much, but the alternative of monitoring player communications to look for secret deals like "hey give me your email and I'll send you my map" was well dumb... also unconscionable. Quote:
Well I disagree with you on 5. In the US at least information is not protected under copyright. And whether currency is exchanged for information, or equipment in the mud between players isn't none of my business either. Whether it's real or virtual currency. Why draw the line at exchanging real currency, and not exchange of real services or for something more ephemeral like friendship? Same thing. Hey I can always get great deals when I mud with my wife. I can exchange an uber-sword-of-major-orc-killing for a kiss, and if I really haggle I can even get a better deal outside of the game. Of course she usually wants hard cash for anything she finds. *sigh* Regarding 4. Get rid of snoop, logging and wizinvis. Really respect their privacy. Why should players have to move their chat outside the game when there's perfectly good chat system in the game? Well it would be after one scrubs the flaws out of it (staff peeking). My solution to 6 is simply to reverse the progression and provide an advancement track for staff. The advancement track gives higher level staff members less and less powers over the players. Advancement is based solely on contribution, and non-exercise of power. They advance from level 1 (or whatever it is in game terms for a newbie player) to level 0 to level -1 and on to ever decreasing levels of power. Until they are completely invisible and without power over the virtual world. One might ask, well if they can't manipulate anything in the virtual world the players are living in then how do they do anything at all? They do what the do in the meta world of the mud. Creating and coding meta things which are unrealized in the player world and until such time as they (or subset of them), via consensus, collective push a button to make them realized. Yeah it's a zen thing. Sadly many would have to redesign their games to do this. |
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#33 | ||
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P.S. Moderator: Could you remove all the exchanges on this thread between Molly and TheLogos. They are frightening my inner child. |
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#34 | |
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Senior Member
Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 476
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the_logos Feb. 17 2005,17:56
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There is one small difference however. I attack your arguments. You attack my mud. You do a similar thing with KaVir, whenever you run out of arguments. It's bad debate technique, to say the least. |
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#35 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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Further, what are you talking about, exactly? On the thread in which our posts were deleted, I was attacking what you said, not you. You claimed that your races were original aside from dwarves and elves. This isn't so, and I pointed it out. Stop playing the victim. It's laughable. --matt |
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#36 |
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New Member
Join Date: Feb 2005
Posts: 3
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Wow, I post a simple question and after a few interesting replies I get a flame war.
Nice to see Top Mud Sites is on form and promoting rational debate Ignoring the flame war and responding to some of the on-topic posts: Randomising/Modifying quests: This is something we have been planning for a while and has been done for certain quests - but it's a lot of work and certainly not something we are going to do just because certain players want to force us to. Alchemist Recipies are an even harder problem: For those who don't know they are a secret class that find components on the game/cut them from corpses and use them to make all sorts of items from Molotov Cocktails to Potions of Giant Strength. A large part of the class is researching and finding the recipies - but the balance of the class is also based on how hard those recipies are to learn and to gather the components for. (i.e. 'claw of evil high level dragon' tends to be needed for a stronger recipy than 'skin of mole' Creating 'aternative' recipies all with the same balance would be hard work. -- Fortunately we do have ways to track cheating on this regard though as your research is logged, so we can spot people who are working from a recipy list since they tend to slip up and go straight to the right item when they didn't know they needed it. Reviews: We leave reviews on with the idea being that any publicity is good publicity because at least it gets our name out there - and anyone too stupid to spot a troll probably can't read well enough to mud anyway Rules enforcement: Some good points there, one of the problems we have had recently is 'harrassment' where certain people had taken a dislike to each other and were trying to hound each other off the game. We have tried to put a stop to it and the description of 'daddy and children' really seems appropriate. 'Enigma, Enigma, XX said a swear word', 'Enigma, I have a log here of XX telling me to go away, can you tell him not to' etc etc. :-( It's all so childish and in many ways I think it was a mistake to get involved - but we also don't want to sit around and watch people being harrassed/bullied/whatever. Anyhow - that's a few thoughts...time to get some work done... E |
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#37 | ||
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Senior Member
Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 476
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Tyche; Feb. 18 2005,00:26
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However, some things that look very easy theoretically are a lot harder to apply in praxis. I believe you are not actively running a mud ATM - (no offence intended, just an observation) – so maybe you forgot a bit about the every day problems that running a Mud entails. (Just like old time players tend to forget how it felt to be a newbie). Take for instance your idea of removing snoop and wizinvis completely. It’s true that both commands can be abused extensively for intruding on player privacy. But both are also very useful as tools for the staff. Most imms for instance go wizinvis while they are working on a project, because they don’t want to be disturbed by player questions, while on the other hand they don’t want to appear rude by ignoring them. As for snoop, I use it myself pretty regularly, for instance in the following situations; 1. When a player claims that his char, or some command or quest, is bugged, to find out what is causing the problem, by asking them to repeat the action while I watch. (Usually it turns out to be caused by a bad alias or bad settings in the mud client, but that’s another story). 2. Guiding a new Builder through the first steps of OLC, since that makes it possible to give them immediate input at each stage, which they otherwise cannot receive while they are in the editor. 3. Following a new player through some part of mudschool, to check if the instructions there work as intended. 4. Monitoring when a new zone is testplayed, because some weaknesses only are revealed when the zone is played by someone else than the creator. (You tend to get ‘home blind’ to your own errors, that’s only human). Actually the easiest way to really address the privacy problem, would be to send a message to the victim each time a snoop command is toggled. We’ve chosen to restrict is to imp level instead. After all, if you cannot trust the imps to be mature about the game they run, who can you trust? Quote:
It would be quite possible to code, the command ‘coventry’ that we have works pretty much that way, although it is an imm command, and isn’t restricted to single player communications, it blocks out all output from the player affected by it. I can see how an extended ignore command or ‘filter’ might be of use for very sensitive players, who for instance would like to block out bad language or twinkish rants. But it also has its definite drawbacks, since problem players would take advantage of it. Picture the following scenario: Player A dislikes player B and takes every chance of back-talking him, accusing him of several vile actions, which incidentally all are blatant lies. Since Player B thinks Player A is a jerk, he has long ago ‘filtered’ him out, so he is totally unaware of the rumours that are spreading right under his very nose - and rumours spread incredibly fast in a mud. Since he doesn’t contest anything that player A says, even when he is present in the same room, the other players naturally assume that the allegations are all true. Player B might only become aware of the situation when other players start treating him with growing resentment, unless one of his true friends informs him of what is going on. By then it may already be too late. A lie, repeated often enough and not contested, becomes the truth to many people. And Player B, a decent guy, is now the pariah of the mud, while the real jerk, Player A thrives. As much as I dislike playing nanny and listening to the daily grieves, complaints, tattling and plain whining – (and I admit that I DO dislike tattling and whining intensely) - someone has to do it, or things would soon get out of hand. I still believe that active imms or ‘Game-masters’ are necessary in any game. I know your pet peeve is that all bugs are the fault of the Admin, because ‘they suck’, but regardless of how hard we try, bugs will still appear, especially in a developing Mud. We may call ourselves ‘immortals’ but we’re still human. New features may have flaws that aren’t fully worked out and need to be tested in active gameplay. People will get stuck in no-exit rooms that they weren’t supposed to have teleported into in the first place, and need help to get out. Scripts sometimes screw up due to some unforeseen change in the main code. Blatant harassment or just globally annoying twinkishness has to be dealt with. All this usually on a daily basis. And even the players who whine the most about ‘interfering imms’ usually are the first to come screaming for help, when they run into some problem themselves. A fact is that most players like to see at least one active imm on line. It makes them feel safe. And they also like being able to actually talk to the imms and to get a personal response to their ideas or needs. Why else would ‘Active imms that care’ be such a common point when people list what they expect from a 'good Mud'? |
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#38 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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What drives me a little batty is that the same players will say both that they want less admin interference and want the admins to recognize more "RP" reasons for PKing, something which would require more admin interference and more subjective judgements (of what is and isn't "good RP") on the parts of the admins....which, of course, is something they also bitch about. A lot of them don't really know what they want, I believe, or rather, they know they want fun, but they don't really know (or haven't thought very hard about) how the opportunity for fun can be given to them. --matt |
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#39 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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--matt P.S. If you think we don't have graphics, you've obviously never seen the big square we have on our login screen. A SQUARE, man. Doesn't get any more impressive than that. |
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#40 | |
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Member
Join Date: Jan 2005
Posts: 34
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them invul to attack and does not let them attack. That way a rezzed char has ample time to recall or simply camp out, and does not let them abuse any sory of invul flag since it only stops PK attacks... content.....I would just ignore players who share information. If a person seeks information to the game instead of figuring it out themselves, that's the person they are. Those that want the challenge will adventure without 'cheating'. just look at games like Everqurap, every solution to every quest, item, mob etc is out there for anyone to lookup. Some of it is helpful, and some of it just plain takes away all the fun. But it doesn't seem to hurt them any. Tank www.lordtrox.com |
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#41 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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#42 | |
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Member
Join Date: Jan 2005
Posts: 34
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we have, it makes sure that any NPC that is a follower of a PC cannot attack another PC with that flag on. That one check along with the myrid of other ways to initiate combat should all be nulified when that rezzed player has that 90 second AFF flag. Making that kind of solution unabuseable s your own muds responsibility, it's not that hard to do and it sure stops the complaints of rezz-killing and keeps the killed player happy that hes/she isnt whisked away to a graveyard or whatever other inconvienient results your mud has upon death. Tank www.lordtrox.com |
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#43 | |||||||||
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IRT 2-4. I would have thought building and testing in most Dikus was done on test ports or offline. That's how we always did it. If we didn't have enough testers, we'd invite players to participate as well. On other types of muds apparently one is able to build, code and debug online without snoop. Quote:
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If you want to know whether you really can administrate a mud effectively, delete your immortal character and recreate as a regular player character under the same name. Set your title to Head Wizard, Big Cheese, Great Kahuna, or whatever just so players know you are the one running the mud and the one to report problems to. |
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#44 | |||||
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Senior Member
Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 476
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I think we are generally in agreement. I too believe that player privacy is important and should be respected, we just implement it in different ways.
Here are some comments though: Quote:
One example of this is the 'sign bug', that most stock Diku players have encountered. You type 'look sign' and it tells you 'you see a city guard signet ring. (And before you or someone else accuses us of being stock Diku: We are not. We are heavily modified Circle. It was just an example, ok. Anyhow, newbies asking 'stupid questions' can be irritating at times, but if you help them over the first stumble stones, at least SOME of them develop to pretty good players in time. I usually don't deal with these things myself, we have Helpers and Heroes for that, but sometimes there is none other but me on line to ask. Quote:
Apart from that, a few of our most trusted imms also fix typos in the descs on the fly in the Game Port. They usually go through the typo report list on a daily basis. It's a lot faster than fixing them in another port and then getting the updated files in, since so many zones are involved. Saves a reboot too, which most players dislike. (And yeah, before you say it - I know we suck and there should have been no typos in the first place, but hey, we're human Also there are things like Imm conferences, when you really don't want to be disturbed, and also don't like to flaunt the entire Staff on top of the who-list, cause it scares the poor dears. And even if you put a BUSY sign next to your name, as we all do at times, the players don't always respect it. I wish someone like you would stand up and protect Imm privacy, hehe. Quote:
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Anyhow, those are technicalities. I have no real quarrel with you. I dislike Big Brother Muds in any way as much as you do, and I think we respect player privacy a lot more in 4D than most muds do. Up to a point where I sometimes get accused of being too passive and not dealing with the jerks hardhandedly enough. On the other hand of course the jerks accuse me of interfering too much - (except in the cases when someone decides to retaliate of course, THEN they scream loud enough). Let's just face it, as Admin you can never do anything right in the eyes of the players. |
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#45 | |
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New Member
Join Date: Feb 2005
Posts: 13
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