February 2000
- datagram protocol design theory? (Question about multithreaded servers) Ola Fosheim Grøstad
- Library error J C Lawrence
- Semi-OT: Linux support in commercial MUDs? Ola Fosheim Grøstad
- From the Apache Referrer logs J C Lawrence
- From the Apache Referrer logs Kris Van Hees
- good muds for ai programming? Robert Zubek
- good muds for ai programming? J C Lawrence
- Event Scheduling Phillip Lenhardt
- Event Scheduling J C Lawrence
- Event Scheduling cg@ami-cg.GraySage.Edmonton.AB.CA
- Event Scheduling J C Lawrence
- Event Scheduling Phillip Lenhardt
- Event Scheduling J C Lawrence
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Miroslav Silovic
- Event Scheduling Jp Calderone
- Event Scheduling Ola Fosheim Grøstad
- Event Scheduling Miroslav Silovic
- Event Scheduling J C Lawrence
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- IO Speed Suggestions Christopher Kohnert
- IO Speed Suggestions J C Lawrence
- Couple of articles Koster, Raph
- Couple of articles Dr Richard A. Bartle
- OT: Soliciting advice from Canadians Alex Oren
- MUD Specific Building pages MichelleThompson
- MUD Specific Building pages J C Lawrence
- Embedding Python icecube@ihug.co.nz
- Embedding Python icecube@ihug.co.nz
- Embedding Python J C Lawrence
- Embedding Python Todd McKimmey
- Embedding Python Oliver Jowett
- Embedding Python Todd McKimmey
- ADMIN: List post rejections J C Lawrence
- distributed objects Kevin Littlejohn
- distributed objects Vijay Weasel Prabhakar
- distributed objects Brandon J. Rickman
- distributed objects J C Lawrence
- distributed objects Koster, Raph
- distributed objects Vijay Weasel Prabhakar
- distributed objects David Bennett
- distributed objects Phillip Lenhardt
- distributed objects cjones@one.net
- distributed objects F. Randall Farmer
- distributed objects Ola Fosheim Grøstad
- distributed objects Kevin Littlejohn
- distributed objects J C Lawrence
- distributed objects Gary Whitten
- distributed objects Balthazaar
- distributed objects J C Lawrence
- distributed objects Ola Fosheim Grøstad
- distributed objects Eli Stevens {Grey}
- distributed objects Jon A. Lambert
- distributed objects Charles Hughes
- distributed objects Caliban Tiresias Darklock
- distributed objects Charles Hughes
- distributed objects J C Lawrence
- distributed objects J C Lawrence
- distributed objects Charles Hughes
- distributed objects Charles Hughes
- distributed objects Laurent Bossavit
- distributed objects Kevin Littlejohn
- distributed objects markm@caplet.com
- distributed objects KevinL
- Distributed Objects Justin Rogers
- Security J C Lawrence
- commercial muds and cable TV (was code base inquiry ) Sellers, Michael
- commercial muds and cable TV (was code base inquiry ) Matthew Mihaly
- commercial muds and cable TV (was code base inq uiry ) Sellers, Michael
- commercial muds and cable TV (was code base inq uiry ) Matthew Mihaly
- business models Matthew Mihaly
- business models Daniel.Harman@barclayscapital.com
- business models Vincent Archer
- business models Dave Rickey
- a shrinking pool of players? Johan J Ingles-le Nobel
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? Bryce Harrington
- a shrinking pool of players? Travis S. Casey
- a shrinking pool of players? PartyG2816@aol.com
- a shrinking pool of players? J C Lawrence
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? PartyG2816@aol.com
- a shrinking pool of players? Ryan P.
- a shrinking pool of players? J C Lawrence
- a shrinking pool of players? Koster, Raph
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Koster, Raph
- a shrinking pool of players? Chris Turner
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Chris Turner
- a shrinking pool of players? Draymoor
- a shrinking pool of players? Koster, Raph
- The Endeavour Map and MUD Applications Michael Hohensee
- The Endeavour Map and MUD Applications Ted Milker
- The Endeavour Map and MUD Applications David Bennett
- The Endeavour Map and MUD Applications Ted Milker
- The Endeavour Map and MUD Applications John Bertoglio
- The Endeavour Map and MUD Applications Justin Rogers
- The Endeavour Map and MUD Applications Eli Stevens {Grey}
- The Endeavour Map and MUD Applications John Bertoglio
- The Endeavour Map and MUD Applications Koster, Raph
- The Endeavour Map and MUD Applications Lo, Kam
- The Endeavour Map and MUD Applications Justin Rogers
- The Endeavour Map and MUD Applications Joel Dillon
- The Endeavour Map and MUD Applications Justin Rogers
- Next gen MUD wishlist Bryce Harrington
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist Bryce Harrington
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist J C Lawrence
- Next gen MUD wishlist Chris Jones
- Next gen MUD wishlist adam@treyarch.com
- Next gen MUD wishlist Sellers, Michael
- Next gen MUD wishlist adam@treyarch.com
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist Bryce Harrington
- Codebase Ideas punitac@prodigy.net
- Codebase Ideas Bryce Harrington
- Codebase Ideas Aaron Mitchell
- OT: Money as motivator (was code base inquiry ) J C Lawrence
- OT: Money as motivator (was code base inquiry ) Matthew Mihaly
- Guide Applicant : Player Ratio Geoffrey A. MacDougall
- Guide Applicant : Player Ratio Matthew Mihaly
- MUD-Dev digest, Vol 1 #286 - 13 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #286 - 13 msgs Caliban Tiresias Darklock
- MUD-Dev digest, Vol 1 #286 - 13 msgs Koster, Raph
- voice vs. text Matthew Mihaly
- voice vs. text Justin Rogers
- voice vs. text John Bertoglio
- voice vs. text Lovecraft
- voice vs. text Lo, Kam
- voice vs. text Hans-Henrik Staerfeldt
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Koster, Raph
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Justin Rogers
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Koster, Raph
- Client side prediction Ola Fosheim Grøstad
- Dynamic help files, was code base inquiry Richard Woolcock
- OpenSource licenses for game rules? J C Lawrence
- To all the devoted! (fwd) J C Lawrence
- Newbies Johan J Ingles-le Nobel
- MUD-Dev digest, Vol 1 #288 - 9 msgs Dr. Cat
- (fwd) Commercial-use Restrictions on Code Bases (was: help me find 100% free graphical mud) J C Lawrence
- (fwd) ADMIN: "A Classification Of Muds" [was 'In defence of stock muds...'] J C Lawrence
- Distribution Geir Harald Hansen
- player persistence Matthew Mihaly
- [Off-topic] GDC-2000 Derek Snider
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 Justin Lockshaw
- [Off-topic] GDC-2000 Christopher Allen
- [Off-topic] GDC-2000 Matthew Mihaly
- [Off-topic] GDC-2000 Joe Andrieu
- [Off-topic] GDC-2000 Kristen L. Koster
- [Off-topic] GDC-2000 Richard A. Bartle
- [Off-topic] GDC-2000 Bruce
- [Off-topic] GDC-2000 David Bennett
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] AAAI symposium (was: GDC-2000) Robert Zubek
- MSP Richard Ross
- Privateer-style mu*? Bobby Bailey
- Minimum community sizes Dan Root
- Minimum community sizes Koster, Raph
- Minimum community sizes Dan Root
- Minimum community sizes adam@treyarch.com
- Minimum community sizes Matthew Mihaly
On Mon, 28 Feb 2000 adam@treyarch.com wrote:
> On Mon, 28 Feb 2000, Dan Root wrote:
> > At what point do you cease to have a real community and revert to a couple
> > of people who are friends or acquaintences governed by multiplepersonal
> > interactions, rather than an group entity governed by social dynamics?
>
> As has already been mentioned, social dynamics come into play for any number
> of people greater than one. As a player and as an admin, however, I
> generally think of there being about four sizes for a mud's playerbase.
>
> The first is new muds which have so few players that everyone knows everyone
> else. There is rarely any bickering or PvP action, as there is plenty of
> resources to go around for everyone. In fact, at this level, you'll rarely
> get players selling or trading items, or doing other things that you would
> normally expect. Global channels, if they exist, tend to be quite chatty, more
> like a grouptell where the entire mud is a single group (even if they aren't
> currently cooperating).
How much PvP there is depends on the type of mud though too. We had lots
of PvP (mainly combat) action while small. Spot on with the global
channels.
> Actually attaching numbers to these levels is difficult. I would say
> that they go around 5-20, 21-60, 61-250, and then 250+ (as in, total size
> of active playerbase). However, I should note that it varies wildly depending
> on when the players play, and for how long. For example, I know many muds
> in the second category have one group of people that all know each other
> from the daytime, and another that play at night. There is little to no
> overlap between the groups; they may not even know of each others' existance.
>
> As an admin of a fledgling mud who has struggled in both the first and
> second categories, I also know that sometimes a decently-sized playerbase
> may not assure a category two effect. At one point I had about 20 regular
> players. I noticed looking through the access logs that, through some
> strange stroke of luck, they all managed to play at different times. One
> fellow would log on at 8am and be off by 9; another would log on at 9:30,
> but always be gone by 11. Around noon three different people came on,
> however all but one of them would be off by two, at which point two other
> players logged on...and so forth. It was like this with clockwork regularity
> for several weeks. I think at least one of the people quit playing because
> "No one else plays this mud!" :)
Yes, now that's always a somewhat puzzling problem to deal with in terms
of things like running game-wide plots. I'm not actually sure how big our
active player base is (upwards of 400 I'd say, given that we peak at about
130 online simultaneously currently), but there is definitely two groups
of players. They aren't completely discrete, but a lot of players from one
never see players from the other. You get the American and european group,
who tend to be active from about 5 pm GMT to about 8 am GMT. Around 9 am
GMT, the HK and Aussie players start filtering in (5 pm their time). The
world feels very different during the daytime, GMT, due to a much smaller
population (maybe 30 online or so). There's a lot of bleeding over the
edges though, as you get some Americans or Europeans staying up until
god-awful hours, or the odd Aussie doing the same. We tend to run the big
events of our game wide plots between about 8 pm GMT and 6 am GMT (thus
mainly for European and American) so the poor HKers and koala-huggers miss
out. They can participate in them between the big events (for instance, in
a recent plot, the evil players were defending Death's Heart, while the
good players were attacking it. Went on for a couple weeks), but they
always miss the big finish. Not sure what to do about that though, because
the players can't focus on two massive game-enveloping plots at once, and
there can really only be one finale.
--matt - Minimum community sizes David Bennett
- Minimum community sizes Matthew Mihaly
- Minimum community sizes Matthew Mihaly
- Pike codebase Daniel Podlejski
- chil@gate.net Joel Kelso