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<H1>Re: [MUD-Dev] "Social control", was butthead features</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] "Social control", was butthead features</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Wed, 03 Sep 97 18:39:51 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In <<A HREF="msg00783.html">c=US%a=_%p=EA%l=MOLACH-970827233734Z-77296#molach,origin.ea.com</A>>,
on 08/27/97
at 04:38 PM, "Koster, Raph" <rkoster#origin,ea.com> said:
>In the context of this list, though, I was more curious about general
> design flaws or loopholes, rather than specifics like the above
>(which I'd just call a bug). For example, we found a problem related
>to "social control" measures like reputation systems in that remote
>regions such as farms or villages are unprotected to the extent that
>towns are, tend to predictably have a supply of fresh victims to
>butcher, and offer enough sustenance to make players not need towns
>at all. So players were able to live quite comfortably with the
>negative infamy without feeling any repercussions.
>To an extent this is desirable in that you want lawlessness to take
>control of the wilderness--I think both UO and DSOII have that as a
>goal--yet you don't want the utter scum to have free run of the place
> and suffering *no* ill-effects from their standing, and on top of
>that, more powerful than everyone else simply because they are
>willing to exploit the (as designed) system. There needed to be some
>downside to that situation--either periodic guard raids, or
>something that makes them need to risk their neck, etc. At the very
>least a downside needed to exist to provide continued risk (read
>"challenge and fun") to the folks who figured out this trick.
First thought:
The majors from the local area glom (lord of the manor, earl, duke
whatever), periodically launch or commission surveys of their lands
(tax gathering?). If such a survey happens on an overly troubled area
they will either detach a contingent to watch over the area (guard)
for a while, or send a runner back to town for a contingent to occupy
it for a while.
Increased trouble in that area then leads to a simplistic calculation
between tax revenue and importance of area against cost of outpost.
This can of course be weigthed with human-determined stategic scores
(on the road to major city == high weight, middle of nowhere == low or
negative weight, etc). More trouble then either leads to a greater
population of guards etc in the outpost, or an abandonment of the area
to lawlessness.
Most interestingly perhaps for what I understand of your system (Or
was that Chatterly?) is that this could also be extended to the
concept of borders between nations/city states etc. Thus border forts
would semi-naturally spring up or decline as the unrest along a border
varied.
Underlay the whole thing with resource economies and it could get
really cute.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
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<li><strong><A NAME="01087" HREF="msg01087.html">Re: [MUD-Dev] "Social control", was butthead features</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman <jeffk#tenetwork,com></li></ul>
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<LI><STRONG><A NAME="00783" HREF="msg00783.html">[MUD-Dev] "Social control", was butthead features</A></STRONG>
<UL><LI><EM>From:</EM> "Koster, Raph" <rkoster#origin,ea.com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Rape Threads</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00834" HREF="msg00834.html">Re: [MUD-Dev] Rape Threads</A></strong>,
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 29 Aug 1997, 01:57 GMT
<UL>
<LI><strong><A NAME="00842" HREF="msg00842.html">Re: [MUD-Dev] Rape Threads</A></strong>,
Robin Carey <a href="mailto:r.carey#dcs,napier.ac.uk">r.carey#dcs,napier.ac.uk</a>, Fri 29 Aug 1997, 14:56 GMT
</LI>
</UL>
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</ul>
</ul>
</LI>
<LI><strong><A NAME="00783" HREF="msg00783.html">[MUD-Dev] "Social control", was butthead features</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 27 Aug 1997, 23:38 GMT
<UL>
<LI><strong><A NAME="00784" HREF="msg00784.html">Re: [MUD-Dev] "Social control", was butthead features</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 28 Aug 1997, 00:12 GMT
</LI>
<LI><strong><A NAME="01066" HREF="msg01066.html">Re: [MUD-Dev] "Social control", was butthead features</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 04 Sep 1997, 01:50 GMT
<UL>
<LI><strong><A NAME="01087" HREF="msg01087.html">Re: [MUD-Dev] "Social control", was butthead features</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 04 Sep 1997, 19:15 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00775" HREF="msg00775.html">KaVir</A></strong>,
Nathaniel Blundell <a href="mailto:Nat#tepic,demon.co.uk">Nat#tepic,demon.co.uk</a>, Wed 27 Aug 1997, 21:29 GMT
<LI><strong><A NAME="00764" HREF="msg00764.html">Free DB list</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 27 Aug 1997, 15:18 GMT
<LI><strong><A NAME="00746" HREF="msg00746.html">Re: [MUD-Dev] Alignment & Introductions</A></strong>,
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 26 Aug 1997, 23:00 GMT
</LI>
</UL></BLOCKQUOTE>
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