January 2000
- JavaWorld: Build an object database J C Lawrence
- Muq update Cynbe ru Taren
- New link support J C Lawrence
- OS Inspiration Phillip Lenhardt
- OS Inspiration Greg Miller
- Chomsky's recursive theory of grammar J C Lawrence
- concerning tokenization, compilation, performance, and other fun stuff. Nate Cain
- concerning tokenization, compilation, performance, and other fun stuff. cg@ami-cg.GraySage.Edmonton.AB.CA
- concerning tokenization, compilation, performance, and other fun stuff. Joel Dillon
- concerning tokenization, compilation, performance, and other fun stuff. Ola Fosheim Grøstad
- Library submission notification and updates J C Lawrence
- EQ packet sniffer J C Lawrence
- Catalog of Compiler Construction Tools J C Lawrence
- Microthreads for Python J C Lawrence
- For those interested in parsers and compilers J C Lawrence
- EQ packet analyzer is gone? Sellers, Michael
- EQ packet analyzer is gone? J C Lawrence
- EQ packet analyzer is gone? J C Lawrence
- RFC: Worldforge project Scott Clitheroe
- ScryMUD 2.0.9 released (compiles on Windows (cygwin)) Ben Greear
- Clay Shirky's "Playfulness in 3-D Spaces" J C Lawrence
- Clay Shirky's "Playfulness in 3-D Spaces" Raph & Kristen Koster
- Clay Shirky's "Playfulness in 3-D Spaces" Sellers, Michael
- Clay Shirky's "Playfulness in 3-D Spaces" Nick Shaffner
- Clay Shirky's "Playfulness in 3-D Spaces" Sellers, Michael
- Clay Shirky's "Playfulness in 3-D Spaces" Jeremy Music "Sterling"
- Clay Shirky's "Playfulness in 3-D Spaces" msew
- ShowEQ Ashran
- Hello! F. Randall Farmer
- Hello! Cynbe ru Taren
- Y2K archives J C Lawrence
- An introduction... Geoffrey A. MacDougall
- An introduction... Lovecraft
- Laws website moves Raph & Kristen Koster
- Ok, got some brand new core dumps. J C Lawrence
- player politics (was An introduction...) Sellers, Michael
- player politics (was An introduction...) Ola Fosheim Grøstad
- player politics (was An introduction...) Sellers, Michael
- player politics (was An introduction...) Ola Fosheim Grøstad
- player politics (was An introduction...) J C Lawrence
- player politics (was An introduction...) Sellers, Michael
- A quick business question... Geoffrey A. MacDougall
- A quick business question... Matthew Mihaly
- A quick business question... Darrin Hyrup
- Question about multithreaded servers Fabian Lemke
- Question about multithreaded servers AR Schleicher
- Question about multithreaded servers Nick Shaffner
- Question about multithreaded servers Ola Fosheim Grøstad
- Question about multithreaded servers Fabian
- Question about multithreaded servers Jon A. Lambert
- Question about multithreaded servers J C Lawrence
- Question about multithreaded servers Greg Underwood
- Question about multithreaded servers cg@ami-cg.GraySage.Edmonton.AB.CA
- Question about multithreaded servers J C Lawrence
- Question about multithreaded servers Greg Underwood
- Question about multithreaded servers J C Lawrence
- Question about multithreaded servers Emil Eifrém
- Question about multithreaded servers J C Lawrence
- Community Relations Dundee
- Community Relations Christopher Allen
- Community Relations Matthew Mihaly
- Community Relations Greg Miller
- Community Relations Darrin Hyrup
- Community Relations Dundee
- Community Relations Ola Fosheim Grøstad
- Community Relations Dundee
- Community Relations Ola Fosheim Grøstad
- Community Relations Dundee
- Community Relations Marian Griffith
- Community Relations Koster, Raph
- Community Relations Jon A. Lambert
- Community Relations Matthew Mihaly
- Community Relations Ola Fosheim Grøstad
- Community Relations Matthew Mihaly
- Community Relations Ola Fosheim Grøstad
- Community Relations Matthew Mihaly
- Community Relations Marc Bowden
- Community Relations Eli Stevens {Grey}
- Community Relations Matthew Mihaly
- Community Relations Raph & Kristen Koster
- Community Relations Matthew Mihaly
- Community Relations Koster, Raph
- Community Relations Travis Casey
- Community Relations Ola Fosheim Grøstad
- Community Relations Travis Casey
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- Community Relations Matthew Mihaly
- Community Relations Rahul Sinha
- Community Relations Matthew Mihaly
- Community Relations Matthew Mihaly
- Community Relations Ola Fosheim Grøstad
- Community Relations Koster, Raph
- Community Relations Matthew Mihaly
- Community Relations Geoffrey A. MacDougall
- Community Relations Jon A. Lambert
- Community Relations Matthew Mihaly
- Community Relations Ola Fosheim Grøstad
- Community Relations Travis S. Casey
- Community Relations Douglas Couch
- Community Relations Dundee
- Community Relations Marian Griffith
- Community Relations Jon A. Lambert
- Community Relations Matthew Mihaly
- Community Relations Jon A. Lambert
- Community Relations Matthew Mihaly
- Community Relations Geoffrey A. MacDougall
- Community Relations Matthew Mihaly
- Community Relations Lovecraft
- Community Relations Geoffrey A. MacDougall
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Re: Lovecraft's last posting:
Hi, read your links, have some questions...
First, however, IMHO, well done. Remarkable insight for someone who claims
that their "understanding of political science continually needs upgrading."
:)
A few of your statements concerning how to/how not to politic were obviously
born of some trying experiences. One that particularly drew my attention
was "It is very uncouth to yell out 'Has everyone given support?'" This
leads me to believe that you've had some problems with players who didn't
really care about representing the interests of their fellow Aislings, but
were simply concerned with obtaining extra powers - i.e., another form of
levelling. And, based upon the assumption that people wouldn't repeatedly
send out such inquiries unless they were, to a certain degree, successful -
that some players throw away their "votes" without the due care and
attention you're system tries to foster. I realize there is always going to
be the bad with the good, et al. that... but I was wondering if reducing the
frequency of voting, thereby increasing the value of each decision, would
lead people to treat the process with greater respect?
Lovecraft wrote:
> What is an example system that is less corrupt than the tyranny of the
> majority?
An incorruptable and authoritarian AI hooked up to an everlasting power
supply that is programmed to listen to and evaluate every possible point of
view on every possible issue, and make decisions that maximize the
well-being of every person alive by ensuring that equal distibution of both
goods and security is balanced with unheralded levels of social and
scientific progress, all the while maintaining the prime directive that all
forms of life are to be protected and cherished at both the individual and
collective levels. :)
> I agree with Matthew's statement about the advantage of competing
> hierarchies. Dark Ages has two hierarchies. There are two villages.
> Village officials only have jurisdiction over the village.
> The greatest
> threat is exile, which means the criminal cannot enter the village's
> territory. As the community grows, the other villages will
> be given to
> player control.
Do you provide each village with an initial slant, i.e., "you guys are the
evil ones", or is every village free to start from scratch? If the latter,
do the villages eventually pursue vastly distinctive political philosophies,
or do they all start to resemble one another?
> Corruption, like a weed, lives. Since I am a developer and
> the only level
> editor/writer/operator/scripter, I don't directly administer. When I
> receive a report of a crime, I refer it to a player Guard or Demagogue
> (legislator). When I receive a report of Guard or Demagogue
> corruption or
> neglect, I investigate. When necessary I remove the corrupt official.
Do, and if so, how do people rebel against these "dictatorial" acts? Also,
have you ever gone back on a decision when faced with a huge outcry? Do you
ever put your opinion as to what "should" happen above that of the players?
Forgive me if these issues were addressed prior to my joning the list...
Cheers,
G.
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<TITLE>RE: [MUD-Dev] Community Relations</TITLE>
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<P><FONT SIZE=2>Re: Lovecraft's last posting:</FONT>
</P>
<P><FONT SIZE=2>Hi, read your links, have some questions...</FONT>
</P>
<P><FONT SIZE=2>First, however, IMHO, well done. Remarkable insight for someone who claims that their "understanding of political science continually needs upgrading." :)</FONT></P>
<P><FONT SIZE=2>A few of your statements concerning how to/how not to politic were obviously born of some trying experiences. One that particularly drew my attention was "It is very uncouth to yell out 'Has everyone given support?'" This leads me to believe that you've had some problems with players who didn't really care about representing the interests of their fellow Aislings, but were simply concerned with obtaining extra powers - i.e., another form of levelling. And, based upon the assumption that people wouldn't repeatedly send out such inquiries unless they were, to a certain degree, successful - that some players throw away their "votes" without the due care and attention you're system tries to foster. I realize there is always going to be the bad with the good, et al. that... but I was wondering if reducing the frequency of voting, thereby increasing the value of each decision, would lead people to treat the process with greater respect?</FONT></P>
<P><FONT SIZE=2>Lovecraft wrote: </FONT>
<BR><FONT SIZE=2>> What is an example system that is less corrupt than the tyranny of the</FONT>
<BR><FONT SIZE=2>> majority?</FONT>
</P>
<P><FONT SIZE=2>An incorruptable and authoritarian AI hooked up to an everlasting power supply that is programmed to listen to and evaluate every possible point of view on every possible issue, and make decisions that maximize the well-being of every person alive by ensuring that equal distibution of both goods and security is balanced with unheralded levels of social and scientific progress, all the while maintaining the prime directive that all forms of life are to be protected and cherished at both the individual and collective levels. :) </FONT></P>
<P><FONT SIZE=2>> I agree with Matthew's statement about the advantage of competing</FONT>
<BR><FONT SIZE=2>> hierarchies. Dark Ages has two hierarchies. There are two villages.</FONT>
<BR><FONT SIZE=2>> Village officials only have jurisdiction over the village. </FONT>
<BR><FONT SIZE=2>> The greatest</FONT>
<BR><FONT SIZE=2>> threat is exile, which means the criminal cannot enter the village's</FONT>
<BR><FONT SIZE=2>> territory. As the community grows, the other villages will </FONT>
<BR><FONT SIZE=2>> be given to</FONT>
<BR><FONT SIZE=2>> player control.</FONT>
</P>
<P><FONT SIZE=2>Do you provide each village with an initial slant, i.e., "you guys are the evil ones", or is every village free to start from scratch? If the latter, do the villages eventually pursue vastly distinctive political philosophies, or do they all start to resemble one another?</FONT></P>
<P><FONT SIZE=2> </FONT>
</P>
<P><FONT SIZE=2>> Corruption, like a weed, lives. Since I am a developer and </FONT>
<BR><FONT SIZE=2>> the only level</FONT>
<BR><FONT SIZE=2>> editor/writer/operator/scripter, I don't directly administer. When I</FONT>
<BR><FONT SIZE=2>> receive a report of a crime, I refer it to a player Guard or Demagogue</FONT>
<BR><FONT SIZE=2>> (legislator). When I receive a report of Guard or Demagogue </FONT>
<BR><FONT SIZE=2>> corruption or</FONT>
<BR><FONT SIZE=2>> neglect, I investigate. When necessary I remove the corrupt official.</FONT>
</P>
<P><FONT SIZE=2>Do, and if so, how do people rebel against these "dictatorial" acts? Also, have you ever gone back on a decision when faced with a huge outcry? Do you ever put your opinion as to what "should" happen above that of the players?</FONT></P>
<P><FONT SIZE=2>Forgive me if these issues were addressed prior to my joning the list...</FONT>
</P>
<BR>
<P><FONT SIZE=2>Cheers,</FONT>
</P>
<P><FONT SIZE=2>G. </FONT>
</P>
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------_=_NextPart_001_01BF6946.8B142610-- - Community Relations Lovecraft
- Community Relations Marian Griffith
- Community Relations Matthew Mihaly
- Community Relations Sellers, Michael
- Community Relations Lovecraft
- Community Relations J C Lawrence
- Community Relations Lovecraft
- Community Relations J C Lawrence
- Community Relations Koster, Raph
- Community Relations Jon A. Lambert
- Community Relations Ola Fosheim Grøstad
- Community Relations Lovecraft
- Community Relations Jon A. Lambert
- Community Relations Lovecraft
- Community Relations Jon A. Lambert
- Community Relations Geoffrey A. MacDougall
- Community Relations Jon A. Lambert
- Community Relations J C Lawrence
- Community Relations Wes Connell
- Community Relations Marc Bowden
- Community Relations Dundee
- Community Relations J C Lawrence
- Community Relations J C Lawrence
- Community Relations F. Randall Farmer
- Community Relations Dr. Cat
- Community Relations J C Lawrence
- Community Relations Koster, Raph
- Community Relations Geoffrey A. MacDougall
- Community Relations Matthew Mihaly
- Commercial-use Restrictions on Code Bases (was: help me find 100% fre (fwd) J C Lawrence
- Commercial-use Restrictions on Code Bases (was: help me find 100% fre (fwd) J C Lawrence
- Databases (was Commercial-use Restrictions on Code Bases) Charles Hughes
- Databases (was Commercial-use Restrictions on Code Bases) cg@ami-cg.GraySage.Edmonton.AB.CA
- Databases (was Commercial-use Restrictions on Code Bases) Jon A. Lambert
- Databases (was Commercial-use Restrictions on Code Bases) Jon A. Lambert
- Databases (was Commercial-use Restrictions on Code Bases) J C Lawrence
- Mud-Dev FAQ part I Marian Griffith
- Mud-Dev FAQ part II Marian Griffith
- META: List goals (was OS Inspiration) J C Lawrence
- Valhalla license? CFrancy@aol.com
- Valhalla license? Matthew Mihaly
- Valhalla license? Richard Woolcock
- Planet/Solar System Generation Wes Connell
- Planet/Solar System Generation icecube@ihug.co.nz
- Planet/Solar System Generation Christopher Allen
- Planet/Solar System Generation J C Lawrence
- Planet/Solar System Generation Nolan Darilek
- Planet/Solar System Generation Wes Connell
- Planet/Solar System Generation Richard Woolcock
- How to handle/display partial language skill Joe Kingry
- How to handle/display partial language skill Greg Underwood
- How to handle/display partial language skill Wes Connell
- How to handle/display partial language skill Matt Chatterley
- Signing off... IronWolf
- Simulated Populations phlUID
- Simulated Populations Charles Hughes
- Simulated Populations Vladimir Prelovac
- Simulated Populations phlUID
- Simulated Populations Dundee
- Simulated Populations Wes Connell
- Simulated Populations Nicolai Hansen
- Simulated Populations J C Lawrence
- Simulated Populations J C Lawrence
- Business Licenses CFrancy@aol.com
- Business Licenses Bruce
- Business Licenses J C Lawrence
- [adv-mud] What good is a hero when nobody knows? (fwd) J C Lawrence
- [adv-mud] What good is a hero when nobody knows? (fwd) Matthew Mihaly
- [adv-mud] What good is a hero when nobody knows? (fwd) Wes Connell
- [adv-mud] What good is a hero when nobody knows? (fwd) Matthew Mihaly
- [adv-mud] What good is a hero when nobody knows? (fwd) Erik Jarvi
- Multiply oriented interactive worlds... Justin Rogers
- [adv-mud] What good is a hero when nobody knows? J C Lawrence
- [adv-mud] Topic list repost (fwd) J C Lawrence
- [adv-mud] Spellbound Hierarchy and Keys (fwd) J C Lawrence
- [adv-mud] Spellbound Hierarchy and Keys (fwd) J C Lawrence
- [adv-mud] Better Grammer Detection J C Lawrence
- [adv-mud] MUD-Dev vs. adv-mud J C Lawrence
- MUD-Dev vs. adv-mud phlUID
- [adv-mud] What good is a hero when nobody knows? phlUID
- (fwd) Avatarism and Role-Playing Game Design claw@kanga.nu
- Starlane test Joel Kelso
- hoho Matthew Mihaly
- Current Status of Middle Earth Online Geoffrey A. MacDougall
- ScryMUD 2.0.10 released. Ben Greear
- [adv-mud] What good is a hero when nobody knows? J C Lawrence
- [adv-mud] What good is a hero when nobody knows? Ben Greear
- [adv-mud] What good is a hero when nobody knows? J C Lawrence
- [adv-mud] What good is a hero when nobody knows? Wes Connell
- [adv-mud] What good is a hero when nobody knows? J C Lawrence
- Some new Library references J C Lawrence