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<H1>[MUD-Dev] Re: There can be.. only ONE! (fwd)</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: There can be.. only ONE! (fwd) </LI>
<LI><em>From</em>: Matt Chatterley &lt;<A HREF="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</A>&gt;</LI>
<LI><em>Date</em>: Wed, 6 May 1998 12:42:37 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
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On Mon, 4 May 1998, J C Lawrence wrote:
&gt; On Thu, 30 Apr 1998 12:51:45 +0000 (GMT) 
&gt; Matt Chatterley&lt;matt#mpc,dyn.ml.org&gt; wrote:
&gt; &gt; On Wed, 29 Apr 1998, J C Lawrence wrote:

[Extensive lawn-mowing]

&gt; &gt;&gt;&gt;&gt;&gt;&gt; Nahh.  Everybody is *ALWAYS* anonymous _except_ to members of
&gt; &gt;&gt;&gt;&gt;&gt;&gt; their own team.  
&gt; 
&gt; &gt;&gt;&gt;&gt;&gt; So the notion of 'names' doesnt even exist, except within teams?

[Sniplet]
 
&gt; &gt; Which leaves me at having a 'name' for the login, but which does not
&gt; &gt; necessarily connect to characters. 
&gt; 
&gt; Nope.  They can log in as their character name -- its just that once
&gt; in-game characters don't resolve to their character names.  eg:
&gt; 
&gt;   Login: bubba
&gt;   Password: **********
&gt; 
&gt;   Welcome to OverTask!

Okay, I see what you're saying. When you look at someone, they don't auto
ID. Easy to do. Perhaps this would work well combined with semi-automated
recognition stuff. You can mark a certain number of unknowns with
'nicknames' (for insance 'quarry'). Perhaps have a piece of kit that
handles this, to restrict it.
  
&gt;   &gt; score
&gt;            Kills      Deaths      Assists
&gt;   Boffo:    28          16          37
&gt;   Bubba:     5	       213           2
&gt;   ...etc

*nod* Things refer to name and so forth, but the namespace is organised so
that you don't get:

Boffo is standing here, polishing his AK-47.

And so forth. Mind you, this isn't a huge problem if I take a graphical
approach. :) It's tricker to actually add textual labels to *known*
people!

&gt;   &gt; "Damn, need to stop getting killed!
&gt;   &gt; play
&gt;   ...parachute sequence into game world...
&gt;   &gt; who
&gt;   Boffo
&gt;   Bubba
&gt;   ...etc
&gt;   Someone suddenly appears ahead of you!  They shoot!  You're hit!
&gt;   Ouch.  You are dead.
&gt;   &gt; score 
&gt;            Kills      Deaths      Assists
&gt;   Boffo:    29          16          37
&gt;   Bubba:     5	       214           2
&gt;   ...etc
&gt; 
&gt; You can figure out who killed from the score change, but in-game you
&gt; can't resolve character names to bodies.  

*nod*
 
&gt; &gt; I think I'll move 'persistant communication' (bulletin boards etc)
&gt; &gt; to a pre-character login state (account), after which you can choose
&gt; &gt; a name to play under. Hmm.
&gt; 
&gt; &lt;shrug&gt; I agree that it should be outside the game world, but you need
&gt; to keep the feature set minimal.  You need something very clean and
&gt; simple, sparse even -- otherwise you'll end up with Wallowing
&gt; Monstrosity Mark II.

Yeah. This is all most likely utterly unnecessary. With a custom client,
ICQ-like features could be (optionally) added, and so forth. All this can
be handled away from the server (this reduces the load, if nothing else
:P). It also makes it a lot easier to get the server up and running, and
to keep it 'clean'.
 
&gt; Consider: You could add a full feature introduction and naming system
&gt; such as I've discussed and proposed here many times.  It would even be
&gt; argued as being "useful".  The problem is that it does not forward the
&gt; basic mechanics or functions of the game.  Its fluff.  Its a
&gt; distraction.  

Yup.

[Snippage]

&gt; Boffo was anonymous until you joined his team.  Bernie of course was
&gt; not a member of team Smashers and so remained anonymous outside of the 
&gt; score changes.

Yeah. Adding nametags of some sort to team members, and allowing 'tagging'
of a few unknowns seems the best approach developed so far. Interesting
stuff (ish).

- -- 
Regards,
	-Matt Chatterley
"You may say I'm a dreamer, but I'm not the only one.." -John Lennon (Imagine)

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-- 
MUD-Dev: Advancing an unrealised future.

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<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: There can be.. only ONE!  (fwd)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00614" HREF="msg00614.html">[MUD-Dev] Re: There can be.. only ONE!  (fwd)</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Fri 24 Apr 1998, 17:13 GMT
<UL>
<LI><strong><A NAME="00240" HREF="msg00240.html">[MUD-Dev] Re: There can be.. only ONE! (fwd)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 29 Apr 1998, 21:05 GMT
<UL>
<LI><strong><A NAME="00266" HREF="msg00266.html">[MUD-Dev] Re: There can be.. only ONE! (fwd)</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Thu 30 Apr 1998, 11:53 GMT
<UL>
<LI><strong><A NAME="00362" HREF="msg00362.html">[MUD-Dev] Re: There can be.. only ONE! (fwd)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 04 May 1998, 12:03 GMT
<UL>
<LI><strong><A NAME="00415" HREF="msg00415.html">[MUD-Dev] Re: There can be.. only ONE! (fwd)</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Wed 06 May 1998, 05:15 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00308" HREF="msg00308.html">[MUD-Dev] Re: There can be.. only ONE! (fwd)</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Fri 01 May 1998, 22:16 GMT
<UL>
<LI><strong><A NAME="00327" HREF="msg00327.html">[MUD-Dev] Re: There can be.. only ONE! (fwd)</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sat 02 May 1998, 15:40 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00480" HREF="msg00480.html">[MUD-Dev] (fwd) CODE RELEASE: [client] Jcrossclient - java client to "crossfire"</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 23 Apr 1998, 21:38 GMT
<LI><strong><A NAME="00451" HREF="msg00451.html">[MUD-Dev] Re: Gentle Reminder</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 23 Apr 1998, 19:42 GMT
</UL></BLOCKQUOTE>

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