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<H1>Re: [MUD-Dev] The grass is always greener in the other field</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>: Re: [MUD-Dev] The grass is always greener in the other field </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#cp,net">claw#cp,net</A>&gt;</LI>
<LI><em>Date</em>: Thu, 16 Dec 1999 16:57:57 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Thu, 16 Dec 1999 05:35:12 -0600 
Dundee  &lt;SkeptAck#antisocial,com&gt; wrote:

&gt; From: J C Lawrence &lt;claw#kanga,nu&gt;

&gt;&gt; Quite.  The problem with most attempted solutions for the hoarder
&gt;&gt; is that they are out-of-game (eg rent) and are therefore not
&gt;&gt; susceptible to -in-game amnipulation.  UOL is rather unusual this
&gt;&gt; regard in placing them in-game (houses) which raises the
&gt;&gt; possibility (guarantee in UOL's case) of other's being able to
&gt;&gt; discover/raid the stash.

&gt; They've really fixed that, or are real close to fixing that, as
&gt; they could have from the start.  The home is tagged as Owned By X
&gt; and if you aren't X, then you can't access the containers in the
&gt; home.  

No, as this effectively removes storage containers from the game in
exactly the same manner as rent.  Once an object is in an
other-owned storage container it is effectively removed from the
game.  That's not a base address to the problem, but a retreat to a
simpler (and far cruder) model which relies on god-like abilities
being conferred on storage objects..

The base problem they are trying to solve:

  Given a container which *can* be broken into, how can adjust the
system such that macro/script kiddies can't break into any container 
with minimal effort?

Locked doors on houses were fine with percentage chances at picking
the lock -- until someone noticed that even a 0.0001% chance
requaled a ~100% given a pick-lock macro playing endlessly.

&gt; When they allowed storing more stuff outside of the "secure
&gt; containers" (which was a bad idea anyway, since it meant people
&gt; stacked absolute crap floor-to-ceiling), then all that extra junk
&gt; could be accessed, but as I understand it they've finally gotten
&gt; round to making all the extra junk decay if it is over the
&gt; item-limit for a particular house (i.e., not in one of the secure
&gt; containers, which only the home owner can access).

&lt;nod&gt;

This makes sense of some of the complaints I've been reading.
Object decay is a godsend to game designers, and absolutely hated by
every player I've known.  Nobody likes the idea of aquiring an
object only to have it disappear on them.

-- 
J C Lawrence                              Internet: claw#kanga,nu
----------(*)                            Internet: coder#kanga,nu
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...


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<li><strong><A NAME="00670" HREF="msg00670.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>
<ul compact><li><em>From:</em> "Petri Virkkula" &lt;pvirkkul@iki.fi&gt;</li></ul>
<li><strong><A NAME="00636" HREF="msg00636.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>
<ul compact><li><em>From:</em> Greg Miller &lt;gmiller@classic-games.com&gt;</li></ul>
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<LI><STRONG><A NAME="00604" HREF="msg00604.html">Re: [MUD-Dev] The grass is always greener in the other field</A></STRONG>
<UL><LI><EM>From:</EM> "Dundee" &lt;SkeptAck@antisocial.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The grass is always greener in the other field</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00610" HREF="msg00610.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
maddog <a href="mailto:maddog@best.com">maddog@best.com</a>, Thu 16 Dec 1999, 20:56 GMT
</LI>
<LI><strong><A NAME="00630" HREF="msg00630.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Fri 17 Dec 1999, 01:09 GMT
</LI>
</ul>
<LI><strong><A NAME="00604" HREF="msg00604.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Dundee <a href="mailto:SkeptAck@antisocial.com">SkeptAck@antisocial.com</a>, Thu 16 Dec 1999, 17:31 GMT
<UL>
<LI><strong><A NAME="00609" HREF="msg00609.html">[MUD-Dev] Mass bannings (was The grass is always greener in the other field)</A></strong>, 
AR Schleicher <a href="mailto:ars@iag.net">ars@iag.net</a>, Thu 16 Dec 1999, 20:56 GMT
</LI>
<LI><strong><A NAME="00625" HREF="msg00625.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Fri 17 Dec 1999, 00:58 GMT
<UL>
<LI><strong><A NAME="00636" HREF="msg00636.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Greg Miller <a href="mailto:gmiller@classic-games.com">gmiller@classic-games.com</a>, Fri 17 Dec 1999, 17:06 GMT
<UL>
<LI><strong><A NAME="00643" HREF="msg00643.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Adam Wiggins <a href="mailto:adam@angel.com">adam@angel.com</a>, Fri 17 Dec 1999, 22:05 GMT
<UL>
<LI><strong><A NAME="00654" HREF="msg00654.html">[MUD-Dev] lockpicking</A></strong>, 
Matthew Mihaly <a href="mailto:diablo@best.com">diablo@best.com</a>, Sat 18 Dec 1999, 00:01 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00670" HREF="msg00670.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Petri Virkkula <a href="mailto:pvirkkul@iki.fi">pvirkkul@iki.fi</a>, Sat 18 Dec 1999, 17:52 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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