[MUD-Dev] Retention without Addiction?

Sasha Hart hart.s at attbi.com
Tue Dec 17 14:56:52 CET 2002


[Bradley Newton Haug]

> The post in question defending this practice has such evangelism,
> I thought it was a plea for snake oil or magic server pixie dust.
> It just comes down to this 'no I don't know how much data every
> character takes up on your system, I'm sure it really *is* scary
> to you, but it means nothing to me, your lack of planning is not
> my problem, and while this alone isn't enough for me to not play,
> your patronizing justification killed all faith I had in your
> ability to deliver a service'.

I've participated in several conversations about equivalent features
on text games. Not as an incompetent way of getting more money, but
as a way of covering angles to allow other design decisions.

This issue sticks out like a sore thumb - if you've worked through a
full design of a MUD for anyone in the solar system, you can't miss
it.

If SCS is the only thing standing between you and a really good
setup, I say go for it.

Mountains out of molehills. I give this issue a couple weeks max
(and I don't even mean a couple weeks after SWG launches).

Sasha




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