<!-- MHonArc v2.4.4 -->
<!--X-Subject: [MUD-Dev] Re: A little help -->
<!--X-From-R13: "Brpx, [nggurj k96724p1" <k96724Nrkznvy.hfzn.nezl.zvy> -->
<!--X-Date: Tue, 29 Sep 1998 15:43:43 -0700 -->
<!--X-Message-Id: AF02FD48C411D211868400E0291AAB2C3DD174@EXMAIL10-1 -->
<!--X-Content-Type: text/plain -->
<!--X-Head-End-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<html>
<head>
<title>MUD-Dev message, [MUD-Dev] Re: A little help</title>
<!-- meta name="robots" content="noindex,nofollow" -->
<link rev="made" href="mailto:x96724#exmail,usma.army.mil">
</head>
<body background="/backgrounds/paperback.gif" bgcolor="#ffffff"
text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000">
<font size="+4" color="#804040">
<strong><em>MUD-Dev<br>mailing list archive</em></strong>
</font>
<br>
[ <a href="../">Other Periods</a>
| <a href="../../">Other mailing lists</a>
| <a href="/search.php3">Search</a>
]
<br clear=all><hr>
<!--X-Body-Begin-->
<!--X-User-Header-->
<!--X-User-Header-End-->
<!--X-TopPNI-->
Date:
[ <a href="msg01372.html">Previous</a>
| <a href="msg01374.html">Next</a>
]
Thread:
[ <a href="msg01370.html">Previous</a>
| <a href="msg01348.html">Next</a>
]
Index:
[ <A HREF="author.html#01373">Author</A>
| <A HREF="#01373">Date</A>
| <A HREF="thread.html#01373">Thread</A>
]
<!--X-TopPNI-End-->
<!--X-MsgBody-->
<!--X-Subject-Header-Begin-->
<H1>[MUD-Dev] Re: A little help</H1>
<HR>
<!--X-Subject-Header-End-->
<!--X-Head-of-Message-->
<UL>
<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: A little help</LI>
<LI><em>From</em>: "Peck, Matthew x96724c1" <<A HREF="mailto:x96724#exmail,usma.army.mil">x96724#exmail,usma.army.mil</A>></LI>
<LI><em>Date</em>: Tue, 29 Sep 1998 18:47:35 -0400</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
</UL>
<!--X-Head-of-Message-End-->
<!--X-Head-Body-Sep-Begin-->
<HR>
<!--X-Head-Body-Sep-End-->
<!--X-Body-of-Message-->
<PRE>
> [Marc Bowden]
> >
> > On Tue, 29 Sep 1998, Robert Woods wrote:
> >
> > I find this 'tried-and-tested' heirarchy ironic, given that most (large)
> > businesses strive for an open management style, as flat as is possible.
> > Bear in mind what management knowledge I know is from various lectures
> and
> > videos I've been forced to take in as opposed to first hand experience.
> >
> > One mud I visited admitted they used an internal numeric representation
> > for 'wiz levels', not because it is actually useful but so they can
> award
> > them to wizzes for actually doing something.
> >
> > I personally find this distasteful, I hope never to use anything like
> > this but deep down, I know this horrendous Victorian approach works.
> >
>
> Yeah, well.
> Your cast members are no different from the players in that they need to
> feel like they've achieved something, and need ways to benchmark those
> achievements. If they don't they drift lethargically away, or turn to
> more anti-social activities.
>
>
> I would have to say that most "staff" members tend to act this way. They
> feel the need for advancement, even if there is no logical reason why they
> should be advanced, regardless of the merit of the promotion. In most
> MUDs I have worked at, promotions tend to give more access to
> administrative commands, which can easily be abused. In addition,
> promoting immortals tends to make the hierarchy very top heavy. "If
> so-and-so immortal is level 80, why can't I be level 80?" It doesn't
> matter that they do more work than the higher level person, or perceive
> that they do (someone earlier in the thread stated that the initiates and
> lower creators do most of the "real" work or something like that). Though
> if they are an excellent builder, what recourse does one have?
>
> The hierarchy that I want to create will be a little different, in that
> there are no real ranks, only jobs. A person cannot be promoted from
> initiate to senior creator to elder, but instead, they have the job of
> "builder", where that is their main assignment. Specialized jobs will
> have different commands and such, but there is no way that you can be
> promoted unless you enter one of those jobs. Since there is a limited
> number of specialized jobs (quest master, guild master, etc), there is a
> more even hierarchy. I will, however, retain some measure of rewards.
> Not all builders, for example, will have the same authority. Builders who
> have been working for a while and have proven themselves will receive
> access to additional commands, which should serve as a reward for their
> labors.
>
> What are people finding is the life-cycle of the average immortal, etc?
> Over the last ten years, my perception of it has dropped from 18 months to
> closer to 6; why work your way up somewhere when you can start your own?
>
>
> I have also found that jobs don't last very long anymore. On the first
> mud I was immortalized on, there was an average turnover of about 5 months
> for a given staff member, and they also tended to run in groups (that is,
> about 4 or so would leave at once) and also be replaced in groups.
>
> One thing I have been wondering is the hiring of immortals. On the MUDs
> I've been at, we tend to hire immortals from within the ranks of
> established players, instead of from outside sources (such as adds on
> Mudconnector). Is this the exception or the rule? I'm sure there are
> advantages and disadvantages to each method, and I'd like to hear what
> some of the more experienced members have seen.
>
>
> Matthew Peck
> No ICQ
> No Homepage to speak of
> x96724#exmail,usma.edu or
> valatar#mb2,mudservices.com
>
</PRE>
<!--X-Body-of-Message-End-->
<!--X-MsgBody-End-->
<!--X-Follow-Ups-->
<HR>
<!--X-Follow-Ups-End-->
<!--X-References-->
<!--X-References-End-->
<!--X-BotPNI-->
<UL>
<LI>Prev by Date:
<STRONG><A HREF="msg01372.html">[MUD-Dev] Re: Simulation (Was Re: Room descriptions)</A></STRONG>
</LI>
<LI>Next by Date:
<STRONG><A HREF="msg01374.html">[MUD-Dev] Re: A little help</A></STRONG>
</LI>
<LI>Prev by thread:
<STRONG><A HREF="msg01370.html">[MUD-Dev] Re: A little help</A></STRONG>
</LI>
<LI>Next by thread:
<STRONG><A HREF="msg01348.html">[MUD-Dev] [CUSTOM] ScryMUD is opening for Beta on Oct 1!</A></STRONG>
</LI>
<LI>Index(es):
<UL>
<LI><A HREF="index.html#01373"><STRONG>Date</STRONG></A></LI>
<LI><A HREF="thread.html#01373"><STRONG>Thread</STRONG></A></LI>
</UL>
</LI>
</UL>
<!--X-BotPNI-End-->
<!--X-User-Footer-->
<!--X-User-Footer-End-->
<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: A little help</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01368" HREF="msg01368.html">[MUD-Dev] Re: A little help</A></strong>,
Marc Bowden <a href="mailto:ryumo#merit,edu">ryumo#merit,edu</a>, Tue 29 Sep 1998, 20:12 GMT
</LI>
</ul>
<LI><strong><A NAME="01374" HREF="msg01374.html">[MUD-Dev] Re: A little help</A></strong>,
T. Alexander Popiel <a href="mailto:popiel#snugharbor,com">popiel#snugharbor,com</a>, Wed 30 Sep 1998, 01:04 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="01367" HREF="msg01367.html">[MUD-Dev] Re: A little help</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 29 Sep 1998, 19:41 GMT
</LI>
<LI><strong><A NAME="01370" HREF="msg01370.html">[MUD-Dev] Re: A little help</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 29 Sep 1998, 21:29 GMT
</LI>
<LI><strong><A NAME="01373" HREF="msg01373.html">[MUD-Dev] Re: A little help</A></strong>,
Peck, Matthew x96724c1 <a href="mailto:x96724#exmail,usma.army.mil">x96724#exmail,usma.army.mil</a>, Tue 29 Sep 1998, 22:43 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01348" HREF="msg01348.html">[MUD-Dev] [CUSTOM] ScryMUD is opening for Beta on Oct 1!</A></strong>,
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Tue 29 Sep 1998, 05:07 GMT
<UL>
<LI><strong><A NAME="01358" HREF="msg01358.html">[MUD-Dev] Mud adverts, was: ScryMUD is opening for Beta on Oct 1!</A></strong>,
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Tue 29 Sep 1998, 17:46 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01347" HREF="msg01347.html">[MUD-Dev] A little help</A></strong>,
Dale Hoffman <a href="mailto:edaleh#igg-tx,net">edaleh#igg-tx,net</a>, Tue 29 Sep 1998, 03:09 GMT
<LI><strong><A NAME="01326" HREF="msg01326.html">[MUD-Dev] Autogenerated room descriptions</A></strong>,
T. Alexander Popiel <a href="mailto:popiel#snugharbor,com">popiel#snugharbor,com</a>, Mon 28 Sep 1998, 03:24 GMT
</LI>
</UL></BLOCKQUOTE>
</ul>
<hr>
<center>
[ <a href="../">Other Periods</a>
| <a href="../../">Other mailing lists</a>
| <a href="/search.php3">Search</a>
]
</center>
<hr>
</body>
</html>