April 2001
- Camelot Beta 3 Dave Rickey
- Camelot Beta 3 Daniel.Harman@barclayscapital.com
- Camelot Beta 3 Vincent Archer
- Camelot Beta 3 Derek Licciardi
- Camelot Beta 3 Darrin Hyrup
- Camelot Beta 3 Vincent Archer
- Camelot Beta 3 Dave Rickey
- Camelot Beta 3 Darrin Hyrup
- Camelot Beta 3 Auli
- Room Searching Jared
- Room Searching shren
- Room Searching Travis Casey
- Room Searching Eli Stevens
- Room Searching Derek Licciardi
- Room Searching Adam Martin
- Room Searching Hans-Henrik Staerfeldt
- Room Searching Daniel.Harman@barclayscapital.com
- Room Searching David Bennett
- Sims Online -- WAS: MUD-Dev digest, Vol 1 #301 - 15 msgs Zak Jarvis
- Mera '01 report Cassandra
- Mera '01 report Jake Song
- Mera '01 report J C Lawrence
- Mera '01 report Jake Song
- Mera '01 report J C Lawrence
- Mera '01 report Cassandra
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Brian 'Psychochild' Green
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) McQuaid, Brad
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Derek Licciardi
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Brian 'Psychochild' Green
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Daniel.Harman@barclayscapital.com
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Jim S
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Freeman, Jeff
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Daniel.Harman@barclayscapital.com
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Vincent Archer
- www.innbetweenworlds.com Klimon, Ian
- MERA '01 followup: Success critera Zak Jarvis
- MUD-Dev digest, Vol 1 #303 - 17 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #303 - 17 msgs Baron, Jonathan
- MUD-Dev digest, Vol 1 #303 - 17 msgs John Buehler
- MUD-Dev digest, Vol 1 #303 - 17 msgs Baron, Jonathan
- ADMIN: HTML email, the reasons against J C Lawrence
- Need for a departure from reality? Matt Mihaly
- Broken Economies (was Learning about MUDs) geoffrey@yorku.ca
- Broken Economies (was Learning about MUDs) Koster, Raph
- Broken Economies (was Learning about MUDs) Timothy Dang
- Broken Economies (was Learning about MUDs) Koster, Raph
- Broken Economies (was Learning about MUDs) Timothy Dang
- Broken Economies (was Learning about MUDs) Madman Across the Water
- Broken Economies (was Learning about MUDs) Derek Licciardi
- Broken Economies (was Learning about MUDs) Vincent Archer
- Broken Economies (was Learning about MUDs) Sellers, Michael
- Balancing Melee vs Ranged Combat in Games Which Model Space Daniel.Harman@barclayscapital.com
- Balancing Melee vs Ranged Combat in Games Which Model Space Zak Jarvis
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space Jerrith
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space Jerrith
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Mod el Space Daniel.Harman@barclayscapital.com
- Balancing Melee vs Ranged Combat in Games Which Model Space shren
- Balancing Melee vs Ranged Combat in Games Which Model Space shren
- Balancing Melee vs Ranged Combat in Games Which Model Space Philip
- Balancing Melee vs Ranged Combat in Games Which Model Space Hal Bonnin
- Balancing Melee vs Ranged Combat in Games Which Model Space Kwon Ekstrom
- Balancing Melee vs Ranged Combat in Games Which Model Space rayzam
- RE:The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Sellers, Michael
- Sv: Balancing Melee vs Ranged Combat in Games Which Model Space Nicolai Hansen
- ADMIN: Subject header maintenance (was: Broken currencies) J C Lawrence
- Broken currencies Matt Mihaly
- Broken currencies Jim S
- Broken currencies Koster, Raph
- Broken currencies Lars Duening
- Broken currencies Matt Mihaly
- Broken currencies Lars Duening
- Broken currencies Brian 'Psychochild' Green
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- Broken currencies Phillip Lenhardt
- Broken currencies Matt Mihaly
- Broken currencies Phillip Lenhardt
- Broken currencies John Buehler
- Broken currencies Derek Licciardi
- Broken currencies Ben Sizer
- Broken currencies Adam Martin
- Broken currencies Ben Sizer
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- Broken currencies Michael Dekker
- Broken currencies Miroslav Silovic
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- [DGN] Balancing Melee vs Ranged Combat in Games Which Model Space Ananda Dawnsinger
- Broken currencies Matt Mihaly
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Sellers, Michael
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Dave Rickey
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) F. Randall Farmer
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Lee Sheldon
- The Monad (was: Broken Economies) shren
- The Monad (was: Broken Economies) Matt Mihaly
- The Monad (was: Broken Economies) John Buehler
- The Monad (was: Broken Economies) Matt Mihaly
- A User's Guide to TCP Windows J C Lawrence
- Balance J C Lawrence
- Economic & Derek Licciardi
- Economic & Matt Mihaly
- Economic & Timothy Dang
- Money supply in game economies (formerly Broken economies) Matt Mihaly
- Money supply in game economies (formerly Brokeneconomies) geoffrey@yorku.ca
- Money supply in game economies (formerly Broken eco nomies) Koster, Raph
- Money supply in game economies (formerly Broken economies) Timothy Dang
- [DGN] Balancing Melee/Ranged Combat Kwon Ekstrom
- Room Searching - how about doors? Gavin Doughtie
- Tracking Hulbert, Leland
- Online Games get an overview Koster, Raph
- [DGN] Money supply in game economies (formerly Brok en economies) Daniel.Harman@barclayscapital.com
- [DSG] Concrete idea behind currency (was: The Monad and Broken Economies) Paul Schwanz
- Majestic (was The Sims Online) Matt Mihaly
- Majestic (was The Sims Online) Baron, Jonathan
- Majestic (was The Sims Online) Matt Mihaly
- Majestic (was The Sims Online) Baron, Jonathan
- Majestic (was The Sims Online) Sellers, Michael
- Majestic (was The Sims Online) Matt Mihaly
- Majestic (was The Sims Online) Matt Mihaly
- Identity and Economies [was Money supply in game economies (formerly Broken eco nomies) ] Joe Andrieu
- Virtual Suicide (Was: Money supply in game economies) Dave Rickey
- Virtual Suicide (Was: Money supply in game economie s) Daniel.Harman@barclayscapital.com
- Virtual Suicide (Was: Money supply in game economies) Dave Rickey
- Virtual Suicide (Was: Money supply in game economie s) Daniel.Harman@barclayscapital.com
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- Distributed Muds Jim Craig
- [DSG] Money supply in game economies (was: Broken Economies) Paul Schwanz
- TECH DGN: (was Broken currencies) Nathan F.Yospe
- [DESIGN] Economic & Marian Griffith
- [DESIGN] Economic & Derek Licciardi
- [DESIGN] Economic & Marian Griffith
- [DESIGN] Economic & John Buehler
- [DESIGN] Economic & Travis Nixon
- [DESIGN] Economic & Travis Casey
- [DESIGN] Economic & Matt Mihaly
- [DESIGN] Economic & Travis Nixon
- [DESIGN] Economic & Matt Mihaly
- Author Unknown (was: Money supply in game economies) Emil Eifrém
- TECH: Distributed Muds Emil Eifrém
- TECH: Distributed Muds Jim Craig
- TECH: Distributed Muds Frank Crowell
- TECH: Distributed Muds Colin Coghill
- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Bruce
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds Adam Martin
- Shattered World's economy John W Pierce
- Shattered World's economy Erik Jarvi
- [BIZ] Advertising sprawl (yahoo) J C Lawrence
- [BIZ] Advertising sprawl (yahoo) Frank Crowell
- [BIZ] Advertising sprawl (yahoo) Lars Duening
- [BIZ] Advertising sprawl (yahoo) Vincent Archer
- [BIZ] Advertising sprawl (yahoo) Dave Rickey
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Vincent Archer
- [BIZ] Advertising sprawl (yahoo) shren
- [BIZ] Advertising sprawl (yahoo) John Buehler
- [BIZ] Advertising sprawl (yahoo) Ian Macintosh
- [BIZ] Advertising sprawl (yahoo) Daniel.Harman@barclayscapital.com
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Caliban Tiresias Darklock
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) J C Lawrence
- [BIZ] Advertising sprawl (yahoo) Travis Casey
- [BIZ] Advertising sprawl (yahoo) Daniel.Harman@barclayscapital.com
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Vincent Archer
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- RG Interview Cassandra
- NEWS DGN Wired News article about EQ Zak Jarvis
- [DESIGN] Economy goals (was: Broken currencies) Vincent Archer
- [DESIGN] Economy goals (was: Broken currencies) shren
- [DESIGN] Economy goals (was: Broken currencies) Freeman, Jeff
- [DESIGN] Economy goals (was: Broken currencies) Derek Licciardi
- [DESIGN] Economy goals (was: Broken currencies) Vincent Archer
- [DESIGN] Economy goals (was: Broken currencies) Freeman, Jeff
- [DESIGN] Economy goals (was: Broken currencies) Adam Martin
- Curtailing the 'Super-Rich Effect' Bob McFakename
- Curtailing the 'Super-Rich Effect' Lynx
- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Bob McFakename
- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Phillip Lenhardt
- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Travis Casey
- Curtailing the 'Super-Rich Effect' Mordengaard
- Curtailing the 'Super-Rich Effect' Michael Tresca
- Curtailing the 'Super-Rich Effect' Trump
- Curtailing the 'Super-Rich Effect' Daniel.Harman@barclayscapital.com
- Curtailing the 'Super-Rich Effect' Dave Rickey
- Curtailing the 'Super-Rich Effect' Michael Tresca
- Movie grosses Matt Mihaly
- Movie grosses Brian 'Psychochild' Green
- Movie grosses Koster, Raph
- Movie grosses Matt Mihaly
- Movie grosses Myschyf
- Movie grosses Matt Mihaly
- StarPeace (was Money supply in game economies) Michael Dekker
- TECH: Distributed Muds Bobby Martin
- TECH: Distributed Muds Adam Martin
- TECH: Distributed Muds Bruce
- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds Chris Gray
- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds Nick Walker
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds shren
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds J C Lawrence
On Thu, 26 Apr 2001 22:24:38 -0400
Derek Snider <derek@idirect.com> wrote:
> From J C Lawrence on April 26, 2001 9:52 PM:
> If you design your system so that it expects that only 25% of the
> zones are going to need to be in memory at once, and that it will
> page out vacant zones, and page in zones about to become active,
> what is going to happen when your million players get adventurous
> and spread out all over the place causing 75-90% of the zones to
> be required?
Why design your model so that the incremental unit in the working
set definition is so large as a zone? What if the bas (world)
incremental unit was smaller, perhaps even at the individual object
level?
> Will the system break? Do you want the players to be able to
> break things by simply moving around too much?
If the distribution of players across the space of world-objects
approaches uniform (the pessimal working set case), you're in
trouble (not accounting for dynamic and transient object cases).
The most interesting question is what sort of trouble you are in and
how that trouble can be managed. If your basic data set unit is
defined as a zone of some bazillion objects and related working
sets, then you're in deep trouble as your basic paging activity is
going to be in units of that million page space which is going to
kill your IO system. If your data set space is defined in units of
individual objects, then your management overhead and complexity is
larger (?), but you can (potentially) distribute and fine-grain your
page swaps be predictive look-ahead and pre-swap to take some of the
sting out. Of course you can do something of the same thing with
the zone model, it just gets a lot more invasive of your data flow
scheduling and working set intersection model.
Neither situation is easy or pretty. I like the fine grained model
better as it lends itself more easily to simple approximation
approaches, as well as providing the primitives for a cleaner
distribution model (at the cost of predictive working set
computation (what do you wake up about the players?))..
> If you want to have hundreds of gigabytes of world data where only
> 10% of it is expected to be explored per year, or some such
> thing... then maybe you should have dynamic data that gets
> generated on demand. Otherwise it seems to me that a lot of
> creative effort is being wasted, or you've auto-generated huge
> continents that do little more than waste space.
At this point I'm assuming that everyone is going to be using fixed
seed generated worlds ("drop magic number into algorithm, see fully
populated alien world type 5 pop out!"). The data set size
implications of that are inherently containable. Where the pain
comes in is in representing history and persistent changes.
Yes, there was a mountain there, but then Bubba missed with his
SuperBlastoVorpal torpedo in the last space battle and now there's
just a 60km diameter lava lake there.
Yeah, this used to be a river until it was dammed by Tiamat's
corpse after Boffo killed him.
Well, the road moved after the fire when Bernie built a new shack
for the Shop of Slightly Annoying Smells after the last one got a
bad fungus attack and tried to eat the customers.
This used to be a flat plain, but the player's kept knocking out
the pillars in the catacombs below with their fireballs during orc
fights until finally the whole thing collapsed down.
There was a town until Tiamat burnt it down. They rebuilt over
by the river until the river flooded around Tiamat's corpse and
submerged the town in the new lake. They've relocated the city in
what used to be the impenetrable forest (which they felled in its
entirety), until Tiamat's corpse got eaten, and the lake drained
leaving them with no ource of food or water, So they had the
relocate the town again down by the new bed of the river, which
basically means that the river has building fragments sticking up
out of it, there are several new lake fragments scattered about,
and in general the place is now covered generously in ruins.
The normal approach to the problems of history and persistence are
that players can't make any really noticable changes to the world,
or if they can, they are extremely well controlled and predicted
changes to the world. Further, at the finer grainings, which is
where the real pain happens, changes are limited to a pre-determined
catalog and involve the transition of objects along a path of well
known and defined state changes, with no objects leaving an
permanent trace after their effective/useful life:
You clear some forest.
You build a castle.
You don't maintain the castle.
The castle starts to look a bit shabby.
A wall falls down.
More things fall down.
The castle becomes a ruin.
A forest starts growing.
No trace of the castle, or the clearing is left.
ie a zero sum steady state with only minor tolerated pertubations.
I happen to think that's also a generally uninteresting problem
space.
This is one of the reasons I'm so keen on the whole ur-object
concept as a method of trash collection at the data space level as
it has the promise of allowing a half-way house between full fined
grained persistance/decay transitions and raving SysAdm terror.
So you implelement real history and persistance, and the above
examples of Tiamat's corpse and the city relocations and the fungus
shack etc all happen, so that yes, while you do start out with a
nice fixed seed generated value accounting for perhaps 80% of your
world definition, by the end of the first year the world doesn't
look anything like what it used to and your dataset is not only 30%
generated and in fact you are spending 60% of the time you thought
you gained back through algorithmic generation in hadlihandling the
overlays and delta's that occured over time...
I have a pet world that I've been playign with for a while at a
conceptual level. At its core its the intersection of several of
the worlds I've used in various SF short stories and MUD-Dev
scenarios I written, and various SF pieves I've liked. One of its
nicer characteristics is that it happens to exacerbate this
particular problem space while remaining fairly staid in its
internal behaviour (ie simple mechanics):
Basic world:
Alien, un-earth-like, you are not human (entirely).
The world itself is a very low density oblate sphere rotating at
high speed (~4 hour "day"), which is sitting in one of the
lagrange (?) points in the middle of a trinary star system
(standard hot dwarf, cold dwarf, partially collapsed red giant).
The planet has few significant features and is almost dry and
almost uniformly flat.
Exception: There is a single chasm which runs roughly from pole
to pole along a distance of many thousands of km, along a very
tortured and jagged route, which is averages between 20 and 30
miles deep. There are a few other minor chasms about the world,
but they are comparitively small and shallow. The main chasm was
caused by a cosmic impact the remains of which are still visible
on the opposite side of the planet (ie big crater and scattered
mountains of ejecta etc).
The world is hot. Very. Usually (think about orbital
transitions). Its also prone to oscillating extremes. The
surface is not survivable except by expensively equipped
expeditions or short very well timed dashed in lulls between the
normal cataclysmic storms/events (ie life occurs in the chasm(s)).
The two dwarves are constantly sucking stellar material from the
red giant, and a large portion of that material is being trapped
in the gravitational well of the planet, and is being deposited on
the world.
Due to the periodicity of the stellar orbits etc, the material
tends to be depositied in clearly distinguishable layers of
varying density (ie clear stratification).
A side effect of this is that variously weird/wonderous/valuable
crystals tend to grow in odd places (the basis of the main
economic/trade system). Mostly crystals grow on the surface
(slowly and transiently -- they tend to be destroyed by the
elements more rapidly than they form).
The root story behind the official economy is that said crystals
have become the default hard currency (as versus digital/virtual)
for the rest of the space faring universe.
The native life of the world tends toward large, strong,
omniverous, nomadic and hungry. The main interesting life form
are the basilisks.
Adult basilisks make D&D Tiamat look wimpy. Basilisks don't
bother people in the same way that people don't generally bother
ants.
People are not basilisk food in the same way that insects are
generally not human food.
Basilisk young are about the size of cows, have a run-away
metabolism, and have the basic characteristics of an over
intelligent rabid scorpion with an eating disorder.
People are acceptable but not preferred young basilisk food.
The rest of the native animal life is less subtle.
People tend to herd and farm minotaurs (think Paul Bunyan bred
with babe, just bigger) as a food and slave source.
Basilisks like living in the same places that people do (which are
protected from the various deadly elements).
Basilisks like eating minotaurs.
Basilisks arrive and smart people leave. Basilisks tend to arrive
at most places people like sooner rather than later.
Did I mention that Basilisks are nomadic?
Lotsa caves in the cavern walls dug/formed between/through
stratification layers.
There is rain. Only in the chasm. It tends towards the
deluge/flash flood variety, especially in the smaller chasms which
fork off the big one.
Some rain is acid in the sense of concentrated sulphuric acid.
Some rain is purely virtual (ie you can see it but its not there)
-- except that the flood waters exert real forces.
Some rain looks like water and is really formed of native insects.
Insects tend to be hungry and indiscriminate.
A side effect of living there through more than one layer of
stellar deposition is that you then can't leave the planet. Ever.
Landings of new colonists are carefully timed to occur
immediately before stellar fall.
Its also a high magic world. Sorta. This is a particle based
economy with magic flowing in heavily packetised streams along
generally unpredictable paths (watch rain drops rolling down your
windshield). If you're in the right spot at the right time, you
intercept a mana packet and are a God on almost incalculable
power.
Most of the time there's no mana, or you hoarde and scrounge mana
in the same way teenagers collect questionable magazines
(collected mana tends to attract other mana and so grow the
collection, with repeated viewing/page turning increasing the
collection rate).
Luck is also a particle economy, tho a more diffuse and more
heisenberg one. However luck is a tangible, seekable, and
borderline measurable quantity. Luck also tends to flow in stream
like patterns which are mostly influenced by the application of
luck in the environment.
Due to the EM characteristics of the system, electronics doesn't
work. Lasers and other optical equipment occassionally works, but
is unreliable. The intersection of collated or high intensity
photons and mana has bizarre effects.
Translation: Manual labour and devices rule. The basic energy
systems are chemical/muscle based (thus slavery).
Life doesn't tend to be long. Long life implies surviving many
stellar falls, which tends to infer unusual mana
characteristics/mechanics/behaviours as well as a tendency to be
haunted by hungry basilisks who just seem to want to hang around.
Adult basilisks are low grade mana producers.
Young basilisks are low grade mana attractors.
One of the base atractions of this set is that historical context is
actually all-important to the mechanics and player ability to have
reasonable predict on what is happening and what will happen.
The intent is to fract the player base into three distinct
populations, a shallow short lived Quake pool at the bottom, normal
semi-RP MUD player in the middle with a fairly rich internal
structure, and an almost straight strategy play at the top (it turns
out that Basilisks are actually evolved players, tho I'm not clear
on the mechanics of this yet).
So what do we have from a data set vantage?
-- Fixed seed world generate works for the gross features.
-- Occassional cataclysmic events allow sections of the world to
be redefined back to an almost raw/unevolved state which can be
internally represented by injecting a new fixed seed for that
region and then layering it with a patina of trashed history.
-- Naturally concentrated player populations
-- Smart players travel in groups, thus preserving working set
size via intersections.
-- Easy (ab)use of native life/weather to cull small outlying
wanderers/populations (data set starts fracting too much, just
ur-breed a bunch of basilisk young near any wanderers until the
population distribution is back within the model).
-- World definition in highly/long popluated areas is entirely
one-off custom. Unfortunately this means that the pessimal crowd
case (high IPC rates) is also the pessimal data density case.
-- Semi-natural segmentation lines between the surface and the
chasms, and between chasm systems. However the main chasms are
going to naturally tend to be the most attractive to players and
the hardest to segment.
Oops, have to go home.
--
J C Lawrence claw@kanga.nu
---------(*) http://www.kanga.nu/~claw/
--=| A man is as sane as he is dangerous to his environment |=-- - TECH: Distributed Muds shren
- TECH: Distributed Muds Eli Stevens
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- TECH: Distributed Muds Neil Brown
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Caliban Tiresias Darklock
- TECH: Distributed Muds J C Lawrence
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- TECH: Distributed Muds Derek Snider
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- TECH: Distributed Muds shren
- TECH: Distributed Muds John Buehler
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- TECH: Distributed Muds Daniel.Harman@barclayscapital.com
- TECH: Distributed Muds Chris Gray
- TECH: Distributed Muds Daniel.Harman@barclayscapital.com
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Caliban Tiresias Darklock
- TECH: Distributed Muds Christopher Kohnert
- TECH: Distributed Muds J C Lawrence
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- TECH: Distributed Muds Chris Gray
- TECH: Distributed Muds Kwon Ekstrom
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- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds Brad Roberts
- TECH: Distributed Muds Vincent Archer
- [DESIGN] Economic & Currency Solutions Phillip Lenhardt
- Curtailing the 'Super-Rich' Effect Bob McFakename
- Curtailing the 'Super-Rich' Effect Daniel.Harman@barclayscapital.com
- TECH: Flash Crowds and overflow control Gavin Doughtie
- TECH: Flash Crowds and overflow control Marc Bowden
- TECH: Flash Crowds and overflow control Vincent Archer
- TECH: Flash Crowds and overflow control Koster, Raph
- TECH: Flash Crowds and overflow control J C Lawrence
- TECH: Flash Crowds and overflow control Marc Bowden
- TECH: Flash Crowds and overflow control Justin Rogers
- BUSINESS: I need Online Gaming Revenue Projections. F. Randall Farmer
- [DESIGN] Economic & Currency Solutions Vincent Archer
- [DESIGN] Economic & Currency Solutions Timothy Dang
- [DESIGN] Economic & Currency Solutions Taylor Daynes
- [DESIGN] Economic & Currency Solutions Vincent Archer
- ADMIN: Moving... J C Lawrence
- UO and eBay figures Koster, Raph
- MUD for sale Chris Gray
- MUD for sale Caliban Tiresias Darklock
- MUD for sale Dave Rickey
- MUD for sale Bruce
- MUD for sale Chris Gray
- MUD for sale Kevin Littlejohn
- ADMIN: The move and current status J C Lawrence
- Virtual Suicide (Was: Money supply in game economies) Martin Burke
- TECH: Java ARMI Bobby Martin
- TECH: AmigaMud DB questions Bruce
- TECH: AmigaMud DB questions Chris Gray
- TECH: AmigaMud DB questions Bruce
- TECH: AmigaMud DB questions Chris Gray
- TECH: AmigaMud DB questions Jon Lambert
- Kuro5hin: What can games teach us about human-computer interaction? J C Lawrence
- Review of Galactic Emperor: Succession in LumTheMad's Forums Christopher Allen
- [BIZ] New EQ Expansion Daniel.Harman@barclayscapital.com
- Twisted Python J C Lawrence
- [TECH] Distributed MUD Kwon Ekstrom
- [TECH] Distributed MUD Jeremy Noetzelman
- [TECH] Distributed MUD Kwon Ekstrom
- [TECH] Distributed MUD J C Lawrence
- EQ: what makes a zone interesting? Frank Crowell
- EQ: what makes a zone interesting? J C Lawrence
- EQ: what makes a zone interesting? shren
- EQ: what makes a zone interesting? J C Lawrence
- EQ: what makes a zone interesting? Elia Morling
- Imaginary Realities - April 2001 David Bennett
- [BIZ][TECH] worlds.com gets patent bruce@puremagic.com
- [BIZ][TECH] worlds.com gets patent Jessica Mulligan
- [BIZ][TECH] worlds.com gets patent Bruce
- [BIZ][TECH] worlds.com gets patent Frank Crowell
- [BIZ][TECH] worlds.com gets patent Kwon Ekstrom
- [BIZ][TECH] worlds.com gets patent John Robert Arras
- [BIZ][TECH] worlds.com gets patent Jon Lambert
- [BIZ][TECH] worlds.com gets patent John Buehler
- [BIZ][TECH] worlds.com gets patent Frank Crowell
- [BIZ][TECH] worlds.com gets patent Travis Nixon
- [BIZ][TECH] worlds.com gets patent Marian Griffith
- [BIZ][TECH] worlds.com gets patent John Buehler
- [BIZ][TECH] worlds.com gets patent Dave Rickey
- [BIZ][TECH] worlds.com gets patent Derek Licciardi
- called shots Josh Rollyson
- called shots Matt Mihaly
- called shots Mordengaard
- called shots Ling Lo
- called shots shren
- called shots John Buehler
- called shots Kwon Ekstrom
- called shots Travis Casey
- called shots Travis Casey
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Brad Roberts
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Dominic J. Eidson
- TECH: reliablity (was: Distributed Muds) Bruce
- TECH: reliablity (was: Distributed Muds) Derek Snider
- TECH: reliablity (was: Distributed Muds) Bruce
- TECH: reliablity (was: Distributed Muds) Derek Snider
- TECH: reliablity (was: Distributed Muds) Alex
- TECH: reliablity (was: Distributed Muds) shren
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) Derek Snider
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) John Buehler
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) John Buehler
- TECH: reliablity (was: Distributed Muds) Kwon Ekstrom
- TECH: reliablity (was: Distributed Muds) Derek Licciardi
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) John Buehler
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) John Buehler
- TECH: reliablity (was: Distributed Muds) Kwon Ekstrom
- TECH: prefetching/madvise (was: Distributed Muds) Bruce
- TECH: prefetching/madvise (was: Distributed Muds) Matthew D. Fuller
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Scion Altera
- Re:called shots Eric Lamy
- Where are we now? Greg Munt
- Where are we now? Ronan Farrell
- Where are we now? Matt Mihaly
- Where are we now? Greg Munt
- Where are we now? Ronan Farrell
- Where are we now? Adam Martin
- Where are we now? Bryce Harrington
- Where are we now? Deidril
- Where are we now? Bryce Harrington
- Where are we now? Elia Morling
- Where are we now? Matt Mihaly
- Where are we now? McManus, Susan
- Where are we now? Matt Mihaly
- Where are we now? Kwon Ekstrom
- Where are we now? Brian Hook
- Where are we now? Kwon Ekstrom
- Where are we now? Michael Tresca
- Where are we now? S. Patrick Gallaty
- Where are we now? Greg Munt
- Where are we now? S. Patrick Gallaty
- Where are we now? Matt Mihaly
- Where are we now? Koster, Raph
- Where are we now? Greg Munt
- Where are we now? Matt Mihaly
- Where are we now? Greg Munt
- Where are we now? Matt Mihaly
- Where are we now? Bruce
- Where are we now? Ola Fosheim Grøstad
- Where are we now? Koster, Raph
- Where are we now? Richard A. Bartle
- Where are we now? Ola Fosheim Grøstad
- Where are we now? Bruce
- Where are we now? Greg Munt
- Where are we now? Koster, Raph
- Where are we now? rayzam
- Where are we now? Madman Across the Water
- Where are we now? Bryce Harrington
- Where are we now? Madman Across the Water
- Where are we now? Freeman, Jeff
- TECH: DBM vs BDB speeds (was: AmigaMud DB questions) Bruce
- fault tolerance and character files Steven Fleischaker
- fault tolerance and character files Kwon Ekstrom
- fault tolerance and character files Bruce
- fault tolerance and character files Kwon Ekstrom
- fault tolerance and character files Vincent Archer