July 2002
- It's About Time Dep... Food Anderson, David
- Player count threshholds (was: Text Muds vs Graphical Muds) Christopher Allen
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Daniel.Harman@barclayscapital.com
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Sasha Hart
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Valerio Santinelli
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Dave Trump
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Valerio Santinelli
- The importance of graphics Zach Collins {Siege}
- The importance of graphics brian hook
- The importance of graphics Ted L. Chen
- The importance of graphics eric
- The importance of graphics Edward Glowacki
- The importance of graphics Matthew D. Fuller
- The importance of graphics Daniel.Harman@barclayscapital.com
- The importance of graphics Damion Schubert
- The importance of graphics Kwon Ekstrom
- The importance of graphics jolon@kungfudesign.com
- The importance of graphics Matt Mihaly
- The importance of graphics Marc Bowden
- The importance of graphics Koster, Raph
- The importance of graphics VdA
- The importance of graphics Marc Bowden
- The importance of graphics jolon@kungfudesign.com
- The importance of graphics caduvall@glue.umd.edu
- The importance of graphics Matt Mihaly
- The importance of graphics Michael R. Estepp
- Completed Article Series at Skotos Shannon Appelcline
- NWN upping the ante? Or is that too much to ask? Azeraab
- NWN upping the ante? Or is that too much to ask? Matt Chatterley
- Crafting/Creation systems Paul Boyle
- Crafting/Creation systems eric
- Crafting/Creation systems cooper
- Crafting/Creation systems cheesecrow@mail.ru
- Crafting/Creation systems Matt Mihaly
- Crafting/Creation systems Aaron "the mad man" Weeks
- Crafting/Creation systems Peter Tyson
- Crafting/Creation systems Paul Boyle
- Crafting/Creation systems lynx@lynx.purrsia.com
- Crafting/Creation systems John Buehler
- Crafting/Creation systems shren
- Crafting/Creation systems Jeff Lindsey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Ron Gabbard
From: "John Buehler" <johnbue@msn.com>
> Ron Gabbard writes:
>> From: "John Buehler" <johnbue@msn.com>
>>> Paul Boyle writes:
>> Make is such that the items created are useless? That's the
>> situation with most MMOGs. Mob-dropped items are almost always
>> superior to player-crafted. I agree with the 'explorer' argument
>> with regards to crafting. One thing I've tried to put into the
>> trades system I've been toying with is a sense of discovery and
>> ownership of that discovery... as well as random events that get
>> the heart racing.
<snip>
> My suggestion was to provide a test for designers coming up with
> crafting systems to determine if their crafting system was
> entertaining. If they only packaged up the crafting system and
> tried to sell it as a game on its own merits, would anyone play
> it? In truth, I'd apply that test to the combat systems as well.
> I've gotta believe that people play these games primarily for
> social reasons. The raw entertainment really isn't there.
I agree with you that people play these games primarily for social
reasons whether it's conflict with other players, banding together
to achieve commons goals, hanging out with friends, etc. This isn't
a bad thing. It's a market dynamic that sets certain expectations
in the customer's head. Players who pursue crafting in a
multi-player world expect that the output from their work will have
value to and be demanded by the player base... be meaningful. Yes,
most trade skill systems are mind-numbingly dull. However, this is
truly a secondary problem (that DOES need to get fixed). The
primary issue is that the output is typically meaningless to the
in-game society which gets back to the 'social reasons' for which
the players play the game in the first place.
<snip description>
> I have an aversion to long hours of boredom punctuated by moments
> of entertainment. My most fundamental tenet to crafting is that
> the boring part has to be entertaining. If it can't be done, then
> don't have players do that part. Have NPCs do it and have the
> players manage them. I could easily imagine that harvesting could
> be made entertaining, at least for a while, but it's not by
> hearing the same chopping and cutting sounds and seeing the same
> animation on the exact same tree graphic over and over again.
> Every activity in a game that a player is invited to engage in
> must be more entertaining than current combat systems. And that
> includes combat and forestry.
'Long hours of boredom punctuated by moments of entertainment' is
the main reason that I never got into writing code. For some
people, writing code is a fun and exciting process and I respect
those people who can sit down for hours and turn functional
requirements into working code. It's just not my cup of tea... it's
boring A multi-player game, like the real world, is made up of all
types of people with all types of personalities and all types of
real-life constraints on their play time. What I tried to shoot for
with my trades system is a distribution of required involvement and
interpersonal interaction such that every type of player has a craft
that fits their personality and RL constraints. (Picture a graph
where Involvement is the X-axis and Interaction is the Y-axis both
going from low to high.) Each trade has a range of involvement and
interpersonal interactions required such that each quadrant is
represented. Not every game experience can be so intense and
involved that players can't deal with RL issues that arise
(telephone ringing, bathroom breaks, dinner burning in the oven,
kids starting a fire in the living room) without being penalized by
the game.
> Note that I don't believe that harvesting raw materials *by
> players* has anything at all to do with a balanced,
> inflation-proof economy.
Ack! This is an entirely different thread. I'm just going to list
the economic laws I used to derive that statement and people can
draw their own conclusion. 'Inflation-proof' and 'balanced' are
technical terms within the science of economics so this is coming
straight from the 'textbook' (Microeconomics 8th edition by Edwin
Mansfield and Macroeconomics 6th edition by Dornbusch and Fischer,
to be exact) as opposed to my opinion.
Macroeconomics -- The only significant costs of inflation are
associated with those wages and prices that are fixed and unable to
adjust to inflation (unanticipated inflation).
By definition, any game with hard-coded wages and/or prices and an
open economy with an ever-increasing money supply is not
inflation-proof. Note: Wages and prices include obvious instances
like the prices at which NPC vendors buy/sell items but also include
not-so-obvious instances like mobs that drop currency as loot and
the Transmutation skill in AC2 where players themselves convert
items into coin (or visa versa).
Microeconomics -- A balanced economy is one where the supply of
goods equals demand for those goods and the resulting price is
determined by the value the market places on those goods in relation
to competing goods. This is also called equilibrium... the point
where there is no tendency for change holding other factors
constant.
Thus, to have an inflation-proof, balanced economy you need: 1a. A
closed market with a fixed money supply, or 1b. An open economy with
no hard-coded prices or wages and a system by which prices can
adjust to inflation. 2. A system by which the supply of goods is
able to equal the demand for those goods.
If a game designer can create a system where the available supply of
raw materials equals the player-driven demand for raw materials
without the players providing the supply and where the price for
those raw materials can adjust to inflation and are market-driven,
more power to them.
>> The second stage crafters are the component makers... the
>> alchemists and metallurgists. I went with an attribute-based
>> system instead of a recipe-based system. [snip details] > >
>> Doesn't that just delay the onset of a recipe system? Same
>> comment > for 'final stage crafters'.
It depends on the other game systems. Being a 'master craftsperson'
in the system I put together has little to do with a character's
"skill level" and more to do with the player's ability to take input
variables and determine the optimal product for that customer given
the situation in which they are planning to use the item, (like
silver weapons versus undead in UO). If the combat system is set up
such that any 'fighter' character can use any weapon and differences
in effectiveness for a single weapon across all opponents is
insignificant, then the result will be a recipe system with
templates that are posted on Stratics within a week (if not
shorter).
In short, the crafting system can be no more complex than the system
into which it's selling/supporting. The exception to this is the
aesthetic or prestige angle where having an item with a
cool/unique/rare graphic adds value to the product even though it's
statistically similar.
<[snip and snips]>
>> Secondly, one of the biggest downfalls to most crafter
>> communities stems from the oversupply of crafters. Rich players
>> will log on their trade mule and powerskill their trade mule
>> character while at work or otherwise occupied where they can't
>> play a 'real' character. It's that low of involvement. The end
>> result is that the trade mule has the same skill set as the
>> character who spends their entire life in a city hawking their
>> wares and really 'playing' the crafter role. Increase the
>> involvement of the crafting process and you have given the 'core
>> crafters' a much-needed competitive edge over the trade mules.
<snip example>
> Short form: being a crafter is a commitment by the player to
> pursue a certain avenue of entertainment in the game. If I want
> to be a master tailor, I have to choose that over other avenues of
> entertainment.
I agree depending on what is meant by 'master'. (That term is so
over-used in games.) To be the best of the best should require a
huge commitment but should also have a huge reward. This ties back
to crafting being supported by other game systems but also ties back
to the concept of a balanced, inflation-proof economy. Support from
other game systems is obvious in that the items created by 'master'
craftspeople must be significantly superior to those produced by
journeyman crafters to justify the investment the master
craftsperson is asked to make. Support from the economy is not so
obvious...
In most games currently available, becoming a master craftsperson is
a matter of player time and in-game currency invested into a trade.
The problem is that 'advanced' players amass huge amounts of money
which inflation has made virtually worthless and they typically play
more hours such that the 'real' cost of one hour of game time for
the 25-hour/week player is significantly less than one hour of game
time for the 5-hour/week player. If the trade system is set up
'PvE' such that becoming a 'master' requires X coins and Y hours,
those players who have 'extra' money and time will build trade mule
'masters' at very little cost as both the coin and time had little
incremental value to them.
Kill inflation and create a 'PvP' economy where the advanced players
are bidding against each other for scarce resources and there is no
longer such a thing as 'extra' time and money. Investing that time
and money into a trade mule automatically means that the player is
less competitive in bidding for items or on the battlefield against
their peers (people that play the same amount of time) -- they will
have lower quality gear, a less 'prestigious' house, etc. Thus, the
trade-off mentioned.
I agree that making the process of crafting more exciting and
enjoyable is important. However, making the crafter's activity
meaningful and protecting the crafter's investment in time is even
more important. A player that invests 30 played days into
developing a 'master' combat character will have a character that
always has value because there are limitless mobs/respawning players
to kill out there. A player that invests 30 played days into
developing a 'master' craftsperson will have a character of value
only as long as there is a market for their product that is large
enough to justify their initial investment and provide rewarding
on-going crafting experiences on a regular basis. If there is no
market for the crafter's goods and what they are making has no
meaning in the game world, it would be more fun and honest to the
player to have the game kick over to a game of 'Gems' when they
craft and just deduct X coins from their account every couple
minutes and after they play Gems for 1000 hours give them the title
Master Craftsperson.
Cynical? Yeah... sorry. It's just that UO has been out for what,
5+ years? MMPs released since then are actually going backwards
with regards to designing integrated systems that will efficiently
support thousands of concurrent players... particularly in the area
of crafting and economics. What's up with that?
Cheers,
Ron - Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Vincent Archer
- Crafting/Creation systems Matt Mihaly
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Brandon J. Van Every
- Crafting/Creation systems amanda@alfar.com
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Kwon Ekstrom
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Damion Schubert
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Damion Schubert
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s Ted L. Chen
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Vincent Archer
- Mass customization in MM***s John Buehler
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s lynx@lynx.purrsia.com
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s lynx@lynx.purrsia.com
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Zach Collins {Siege}
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s Travis Casey
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Amanda Walker
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s Amanda Walker
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Paul E. Schwanz, II
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Madrona Tree
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Paul Boyle
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Michael Tresca
- Mass customization in MM***s Brandon J. Van Every
- Mass customization in MM***s P.David
- NLP tools? Robert Zubek
- Importance of graphic in different stages of gaming Edward Glowacki
- Importance of graphic in different stages of gaming Koster, Raph
- Importance of graphic in different stages of gaming Jeff Lindsey
- Importance of graphic in different stages of gaming Damion Schubert
- Game Convention Development Survey Casbaria
- Are gratification-based (online) societies doomed to being immatu re? Koster, Raph
- Are gratification-based (online) societies doomed to being immatu re? Derek Licciardi
- Are gratification-based (online) societies doomed to being immatu re? shren
- Are gratification-based (online) societies doomed to being immatu re? Matt Mihaly
- Are gratification-based (online) societies doomed to being immatu re? Marian Griffith
- Are gratification-based (online) societies doomed to being immature? Paul Schwanz
- Are gratification-based (online) societies doomed to being immatu re? Marc LaFleur
- Salon article: "Showdown in cyberspace: Star Wars vs. The Sims" Robert Zubek
- Are gratifiction-based (online) societies doomed to being immature? Jay C.
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Vladimir Cole
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK eric
- A Question on PvP and PK Paul Boyle
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Vincent Archer
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK Koster, Raph
- A Question on PvP and PK Derek Licciardi
- A Question on PvP and PK Lars Duening
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK shren
- A Question on PvP and PK Dave Rickey
- A Question on PvP and PK Daniel James
- A Question on PvP and PK Sean Kelly
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Sean Kelly
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK Lars Duening
- A Question on PvP and PK Koster, Raph
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Zach Collins {Siege}
- A Question on PvP and PK Kwon Ekstrom
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK John Buehler
- A Question on PvP and PK Eli Stevens
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Paul Schwanz
- A Question on PvP and PK Amanda Walker
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Amanda Walker
- A Question on PvP and PK Sasha Hart
- A Question on PvP and PK apollyon .
- A Question on PvP and PK Sasha Hart
- A Question on PvP and PK ghovs
- A Question on PvP and PK Dave Trump
- A Question on PvP and PK Paul Boyle
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK Moonvine
- Réf. : Mass customization in MM*** s Yannick.Jean@csst.qc.ca
- Réf. : Mass cus tomization in MM*** s Daniel.Harman@barclayscapital.com
- Réf. : Mass customization in MM*** s John Buehler
- Réf. : Mass cus tomization in MM*** s Jeff Lindsey
- Réf. : Mass customization in MM*** s John Buehler
- Réf. : Mass customization in MM*** s Damion Schubert
- Réf. : Mass cus tomization in MM*** s Jeff Lindsey
- Boring Combat (was:Mass customization in MM***s) shren
- Boring Combat (was:Mass customization in MM***s) Daniel.Harman@barclayscapital.com
- Boring Combat (was:Mass customization in MM***s) shren
- Boring Combat (was:Mass customization in MM***s) Daniel.Harman@barclayscapital.com
- Boring Combat (was:Mass customization in MM***s) Acius
- Gamasutra plans to feature MMOGs Lars Duening
- About Fencing (was: mass customisation) Marian Griffith
- About Fencing (was: mass customisation) Greg Titus
- About Fencing (was: mass customisation) Sean Kelly
- About Fencing (was: mass customisation) Greg Titus
- About Fencing (was: mass customisation) shren
- About Fencing (was: mass customisation) Dave Shepherd
- About Fencing (was: mass customisation) John Buehler
- About Fencing (was: mass customisation) Daniel.Harman@barclayscapital.com
- About Fencing (was: mass customisation) Travis Casey
- About Fencing (was: mass customisation) Jessica Mulligan
- About Fencing (was: mass customisation) Damion Schubert
- About Fencing (was: mass customisation) Koster, Raph
- About Fencing (was: mass customisation) Christopher Allen
- About Fencing (was: mass customisation) John Bertoglio
- Crafting Systems - preventing recipe decomposition? Adam
- Crafting Systems - preventing recipe decomposition? Sie Ming
- Crafting Systems - preventing recipe decomposition? Jeff Cole
- Crafting Systems - preventing recipe decomposition? Damion Schubert
- Crafting Systems - preventing recipe decomposit ion? Anderson, David
- Gratification-based MUDs luke@rocketship.com
- Rif. : Mass customization in MM*** s Daniel.Harman@barclayscapital.com
- EQ in mainstream news again... Daniel.Harman@barclayscapital.com
- TECH: Britt A. Green
- Preventing recipe decomposition (why?) Sean Kelly
- Preventing recipe decomposition (why?) Anderson, David
- Preventing recipe decomposition (why?) John Buehler
- Preventing recipe decomposition (why?) Sie Ming
- Preventing recipe decomposition (why?) Derek Licciardi
- Gossip, fiction and tactical lore Damion Schubert
- Gossip, fiction and tactical lore Sara Jensen
- Gossip, fiction and tactical lore John Buehler
- Gossip, fiction and tactical lore Matt Mihaly
- Gossip, fiction and tactical lore John Buehler
- Gossip, fiction and tactical lore Sasha Hart
- Gossip, fiction and tactical lore John Buehler
- java clients Matt Mihaly
- java clients Valerio Santinelli
- java clients Jo Dillon
- java clients Zach Collins {Siege}
- java clients Kwon Ekstrom
- java clients Daniel James
- java clients Jo Dillon
- java clients Colin Coghill
- java clients Brandon J. Van Every
- java clients Matt Mihaly
- java clients Brandon J. Van Every
- java clients Philippe Lalande
- java clients justice@softhome.net
- java clients Matt Mihaly
- java clients Daniel.Harman@barclayscapital.com
- java clients Jo Dillon
- java clients David Love
- java clients Jon A. Lambert
- java clients fred@clift.org
- java clients Lars Duening
- java clients Jon A. Lambert
- java clients justice@softhome.net
- java clients David Love
- java clients Travis Casey
- java clients bruce@cubik.org
- java clients Fred Clift
- java clients Jo Dillon
- java clients Karl Bastiman
- java clients David Yazel
- java clients Christopher Kohnert
- java clients ceo
- java clients Christopher Kohnert
- java clients ceo
- java clients Christopher Kohnert
- java clients Daniel James
- java clients ceo
- java clients Matt Mihaly
- java clients ceo
- Alternative Hit Point Systems? Jack Britt
- Alternative Hit Point Systems? Ammon Lauritzen
- Alternative Hit Point Systems? Sasha Hart
- Alternative Hit Point Systems? Trickey, Rob
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Anderson, David
- Alternative Hit Point Systems? Zach Collins {Siege}
- Alternative Hit Point Systems? shren
- Alternative Hit Point Systems? Daniel.Harman@barclayscapital.com
- Alternative Hit Point Systems? Mathieu Castelli
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Peter Harkins
- Alternative Hit Point Systems? Jack Britt
- Alternative Hit Point Systems? Sasha Hart
- Alternative Hit Point Systems? Jo Dillon
- Alternative Hit Point Systems? Bruce Mitchener
- Alternative Hit Point Systems? Sie Ming
- Alternative Hit Point Systems? Michelle Elbert
- Alternative Hit Point Systems? Paul E. Schwanz, II
- Alternative Hit Point Systems? Sean Kelly
- Alternative Hit Point Systems? Christopher Allen
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Sage
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Michael Tresca
- Creative guy seeking a MUD Brandon J. Van Every
- Creative guy seeking a MUD Frank Crowell
- Creative guy seeking a MUD Sasha Hart
- Creative guy seeking a MUD c_andreev@fmi.uni-sofia.bg
- Creative guy seeking a MUD Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Koster, Raph
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling Tools Ron Gabbard
- "The Artisan's Hands" - Storytelling Tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- "The Artisan's Hands" - Storytelling tools Miroslav Silovic
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- Hangul (was Réf. : Mass customization in MM***s) Travis Casey
- remote 56K editing, especially for lpmud? Brandon J. Van Every
- remote 56K editing, especially for lpmud? Lars Duening
- remote 56K editing, especially for lpmud? Marc Bowden
- remote 56K editing, especially for lpmud? Valerio Santinelli
- A question of PvP and PK Adam
- web-based MUD editing tools? Brandon J. Van Every
- web-based MUD editing tools? Kwon Ekstrom
- web-based MUD editing tools? Christopher Allen
- web-based MUD editing tools? Sanvean
- web-based MUD editing tools? John Bertoglio
- web-based MUD editing tools? zifnab@islandsofmyth.org
- Hangul (was Réf. : Mass customization in MM***s) Sean Kelly
- ADMIN: List configuration changes J C Lawrence
- Hangul (was Ref. : Mass customization in MM***s) Jake Song
- Hangul (was Réf. : Mass customization in MM***s) David Kennerly
- Phonetic and Ideographic languages (was Hangul) Nathan F. Yospe
- portable ftpd daemon for lpmud? Brandon J. Van Every
- portable ftpd daemon for lpmud? Lars Duening
- portable ftpd daemon for lpmud? Malcolm Tester
- portable ftpd daemon for lpmud? Brandon J. Van Every
- current portable lpmud code libraries? Brandon J. Van Every
- current portable lpmud code libraries? David Bennett