[MUD-Dev] Summary of PvP attempts?

Ola Fosheim Grøstad <olag@ifi.uio.no> Ola Fosheim Grøstad <olag@ifi.uio.no>
Tue Jun 12 09:29:48 CEST 2001


Brian Hook wrote:

> Another way is to have player's flag someone's reputation, i.e. "I
> like this person" or "I hate this person".  If enough people hate
> you proportionately to the amount of time you've played, then
> others can start hurting/hunting you.
 
> The problem with this is that you can have bands of "reputation
> killers" that just go around knocking down people's reps just to
> be jerks.  So if you make this a net-loss situation -- knocking
> down someone's rep costs you, say, 3x against yourself (lesson:
> spite is never rewarded) -- then maybe this will encourage you to
> be somewhat restrained about it.  Or you can have some other type
> of hard limit associated with it (although I don't care for that
> as much).

Simple systems don't work, so you need to rely on statistical
properties. Not only one simple measure, and not only the statistics
of the target but also of the one who is "passing judgement". (It
isn't all that difficult to detect that somone has flagged a lot of
people as jerks or that he is usually voting differently than other
players) Anyway, I think one would be more interesting to have less
fixed and "objective" categories, and rather use more subjective
classes "this is the kind of player that travel-a-lot-players such
as Bifur, Bofur and Baldur don't like" etc. If there is any such
correlation...

Using global "objective" classes and subjective judgement in a
system that is viewed radically different by the users don't really
make all that much sense IMO.

--
Ola  -  http://www.notam.uio.no/~olagr/


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