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<H1>RE: [MUD-Dev] Reputation, was butthead features</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>'" &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Reputation, was butthead features</LI>
<LI><em>From</em>: "Koster, Kristen" &lt;<A HREF="mailto:kkoster#origin,ea.com">kkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 6 Aug 1997 09:30:13 -0500</LI>
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<PRE>
On Tuesday, August 05, 1997 3:11 PM, Jeff 
Kesselman[SMTP:jeffk#tenetwork,com] wrote:
&gt; Raph Koster wrote:
&gt; &gt;I am curious as to how exactly you are handling this. I assume that 
&gt; &gt;mere words can only lower reputation, not enhance it? Otherwise it 
&gt; &gt;seems easy to seesaw the value... Also, do you have both fame and
&gt;
&gt; Or to correct for your  bad deeds with empty words.
&gt;
&gt; Indeed, words can only lower it.  In fact, infamy can only go 
"up"...
&gt; We are considereing a very gradual infamy decay but havent decided 
yet.
&gt; This IMO pertty accurately models real people as well as having the
&gt; practical effects we want.  People are quick to collect the bad info 
on
&gt; others and tend to forget the good (aren't we an awful species??)
&gt;
&gt; Our goal here is primarily to control overt nasty behavior.  You can 
still
&gt; be nasty, but you need to hide it if you want to remain accepted by
&gt; society and to have access to all that brings. Again, we feel a 
reasonable
&gt; if over simplified model of a society.

Ok enough lurking for me. =)

I'm curious as to how you plan to implement the actual parsing more 
than the actual character attribute ramifications (I took those as a 
given).

Won't players just come up with new code words to say the same things 
as fast as they're deemed "nasty"?

Instead of saying "I killed 3 newbies last night" once they figure out 
the game penalizes (or rewards them as some people will surely see it 
as a badge of honor to have that low an imfamy) won't they just say 
something like "Hehheh, I squished 3 ants last night".

How does the game tell the difference? Does it? Does it need to?
How do you plan to handle all the possible variations easily and 
efficiently?

-Kristen Koster
(And yep, I'm related to Raph, I'm his wife. I'm also co-implementor 
of LegendMUD, and also a designer on Ultima Online.)


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<li><strong><A NAME="00419" HREF="msg00419.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00408" HREF="msg00408.html">Re: [MUD-Dev]	PirateMUD and CSL</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 06 Aug 1997, 13:05 GMT
<UL>
<LI><strong><A NAME="00504" HREF="msg00504.html">Re: [MUD-Dev] PirateMUD and CSL</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 23:47 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00402" HREF="msg00402.html">[MUD-Dev] Reputation, was butthead features</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 02:16 GMT
<UL>
<LI><strong><A NAME="00407" HREF="msg00407.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 06 Aug 1997, 09:41 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00411" HREF="msg00411.html">RE: [MUD-Dev] Reputation, was butthead features</A></strong>, 
Koster, Kristen <a href="mailto:kkoster#origin,ea.com">kkoster#origin,ea.com</a>, Wed 06 Aug 1997, 21:30 GMT
<UL>
<LI><strong><A NAME="00419" HREF="msg00419.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 07 Aug 1997, 00:43 GMT
<UL>
<LI><strong><A NAME="00431" HREF="msg00431.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Fri 08 Aug 1997, 17:15 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00401" HREF="msg00401.html">[MUD-Dev] Ultima Online/Generalized AI</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 02:13 GMT
<LI><strong><A NAME="00400" HREF="msg00400.html">RE: [MUD-Dev] Graphic MUDS/perspectives</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 01:58 GMT
</LI>
</UL></BLOCKQUOTE>

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