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<H1>RE: [MUD-Dev] Optimized Object Storage</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Optimized Object Storage</LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:diablo#best,com">diablo#best,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 17 Dec 1999 16:02:24 -0800 (PST)</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 Fri, 17 Dec 1999, Sellers, Michael wrote:

&gt; Ian wrote:
&gt; &gt; Firstly, my opinions.  Let's you know what probably influences me in
&gt; &gt; certain directions.  I strongly dislike OOC solutions, or
&gt; &gt; transparently artificial solutions.  Object decay fits both of those
&gt; &gt; to my mind, so I dislike it.  
&gt; 
&gt; I'm curious why you see that as an OOC/artificial solution.  Having items
&gt; remain around forever in perfect condition seems to me to be more
&gt; artificial.  Isn't it reasonable (not to mention an interesting game
&gt; mechanic, requiring the player to make meaningful and informed decisions) to
&gt; put a cost on keeping an item in good working order, and/or giving it a
&gt; finite useful lifespan?  

Yes, quite right. Wood rots, metal rusts, entropy overtakes
everything. The only thing artificial about item decay that I've found is
generally that it happens quite a bit faster in terms of game time than an
equivalent item would in real life, but not a big deal really as long as
it's internally consistent.
--matt




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<LI><STRONG><A NAME="00650" HREF="msg00650.html">RE: [MUD-Dev] Optimized Object Storage</A></STRONG>
<UL><LI><EM>From:</EM> "Sellers, Michael" &lt;MSellers#maxis,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00659" HREF="msg00659.html">Re: [MUD-Dev] Souveniers</A></strong>, 
Lovecraft <a href="mailto:dave#darkages,com">dave#darkages,com</a>, Sat 18 Dec 1999, 04:26 GMT
<UL>
<LI><strong><A NAME="00665" HREF="msg00665.html">Re: [MUD-Dev] Souveniers</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 18 Dec 1999, 06:11 GMT
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</UL>
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<LI><strong><A NAME="00650" HREF="msg00650.html">RE: [MUD-Dev] Optimized Object Storage</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Fri 17 Dec 1999, 23:00 GMT
<UL>
<LI><strong><A NAME="00655" HREF="msg00655.html">RE: [MUD-Dev] Optimized Object Storage</A></strong>, 
Ian Macintosh <a href="mailto:iman#issystems,co.nz">iman#issystems,co.nz</a>, Sat 18 Dec 1999, 00:01 GMT
</LI>
<LI><strong><A NAME="00657" HREF="msg00657.html">RE: [MUD-Dev] Optimized Object Storage</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sat 18 Dec 1999, 04:26 GMT
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</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00660" HREF="msg00660.html">RE: [MUD-Dev] Optimized Object Storage</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Sat 18 Dec 1999, 04:26 GMT
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</UL>
</LI>
<LI><strong><A NAME="00647" HREF="msg00647.html">Balancing between anxiety and boredom (was RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd) )</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Fri 17 Dec 1999, 23:00 GMT
<LI><strong><A NAME="00646" HREF="msg00646.html">[MUD-Dev] Online Migration and population mobility in a virtual gaming setting - Ultima Online</A></strong>, 
J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Fri 17 Dec 1999, 22:57 GMT
<LI><strong><A NAME="00645" HREF="msg00645.html">Re: [MUD-DEV] Ideas for dynamically generated worlds</A></strong>, 
Cynbe ru Taren <a href="mailto:cynbe#muq,org">cynbe#muq,org</a>, Fri 17 Dec 1999, 22:05 GMT
</LI>
</UL></BLOCKQUOTE>

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