August 2004
- What is an MMOG? ceo
- MEDIA: .hack//SIGN Japanise animated series Mike Rozak
- MEDIA: .hack//SIGN Japanise animated series
- MEDIA: .hack//SIGN Japanise animated series Otis Viles
- MEDIA: .hack//SIGN Japanise animated series Richard A. Bartle
- MEDIA: .hack//SIGN Japanise animated series Scott Tengelin
- MEDIA: .hack//SIGN Japanise animated series Dana V. Baldwin
- MEDIA: .hack//SIGN Japanise animated series David Kennerly
- MEDIA: .hack//SIGN Japanise animated series Ghilardi Filippo
- MEDIA: .hack//SIGN Japanise animated series Ola Fosheim Grøstad
- MEDIA: .hack//SIGN Japanise animated series zgj22@drexel.edu
- Books on Virtual Worlds Matt Cruikshank
- DGN: Requesting feedback on a "concept document" (somewhat related to Better Combat) Craig Huber
- The Casual-Player Killer: Time? (was MMO Communities) Will Jennings
- The Casual-Player Killer: Time? (was MMO Communities) Amanda Walker
- The Casual-Player Killer: Time? (was MMO Communities) Michael Sellers
- [BIZ] CoH subscribers numbers Ghilardi Filippo
- [DGN] Socialization against the fun [was: MMO Communities] HRose
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Fwd: Cognitively Interesting Combat (was Better Combat) kennerly@finegamedesign.com
- Time debt Stephen McDonald
- Fwd: Cognitively Interesting Combat (was Better Combat) kennerly@finegamedesign.com
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Cognitively Interesting Combat (was Better Combat) David Kennerly
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Cognitively Interesting Combat (was Better Combat) David Kennerly
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Cognitively Interesting Combat (was Better Combat) David Kennerly
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Cognitively Interesting Combat (was Better Combat) Paul Schwanz
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Cognitively Interesting Combat (was Better Combat) Paolo Piselli
- Cognitively Interesting Combat (was Better Combat) cruise
- Cognitively Interesting Combat (was Better Combat) ceo
- Cognitively Interesting Combat (was Better Combat) ceo
- Cognitively Interesting Combat (was Better Combat) cruise
- Cognitively Interesting Combat (was Better Combat) ceo
- Cognitively Interesting Combat (was Better Combat) cruise
- Cognitively Interesting Combat (was Better Combat) Paul Schwanz
- Cognitively Interesting Combat (was Better Combat) KaVir@t-online.de (Richard Woolcock)
- Cognitively Interesting Combat Derek Larson
- Cognitively Interesting Combat (keyword: archetypes) Eric Random
- Cognitively Interesting Combat (keyword: archetypes) Paolo Piselli
- ADMIN: Effective progress methods for MUD-Dev (was Better Combat (long)) J C Lawrence
- FW: Deriving Self Esteem from one's MMORPGavatar[was:Long-Term Rewards] vladimir cole
- Asynchronous Event Execution & Localizing Brian Lindahl
- database design Lazarus
- database design Hans-Henrik Staerfeldt
- database design Lazarus
- database design
- [DGN] database design Steven King
- database design Erik Bethke
- database design Sean Kelly
- database design Hans-Henrik Staerfeldt
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death Artur Biesiadowski
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death Vladimir Cole
- PVP and perma-death Vladimir Cole
- PVP and perma-death Artur Biesiadowski
- PVP and perma-death Steven King
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death Steven King
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death Douglas Goodall
- PVP and perma-death HRose
- PVP and perma-death [NEW THEME] After Deployment Tiago Carita
- PVP and perma-death Paul Schwanz
- PVP and perma-death J C Lawrence
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death HRose
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death HRose
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death HRose
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death HRose
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death Koster, Raph
- PVP and perma-death HRose
- PVP and perma-death ceo
- PVP and perma-death Michael Sellers
- PVP and perma-death Matt Mihaly
- PVP and perma-death Douglas Goodall
- PVP and perma-death HRose
- PVP and perma-death Derek Licciardi
- PVP and perma-death HRose
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death J C Lawrence
- PVP and perma-death Ola Fosheim Grøstad
- PVP and perma-death HRose
- PVP and perma-death Michael Sellers
- PVP and perma-death Byron Ellacott
- PVP and perma-death J C Lawrence
- PVP and perma-death Ola Fosheim Grøstad
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] William Leader
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Stephen McDonald
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] David Kennerly
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] J C Lawrence
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] David Kennerly
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Koster, Raph
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] J C Lawrence
- ADMIN: Effective progress methods for MUD-Dev Jim Purbrick
- The Great Scam J C Lawrence
- [MEDIA] Finding an Interesting Middle Path in the RPG J C Lawrence
- [MEDIA] Finding an Interesting Middle Path in the RPG Koster, Raph
- [MEDIA] Finding an Interesting Middle Path in the RPG Douglas Goodall
- [MEDIA] Finding an Interesting Middle Path in the RPG J C Lawrence
- [MEDIA] Finding an Interesting Middle Path in the RPG David Kennerly
- [MEDIA] Finding an Interesting Middle Path in the RPG Megan Fox
- SOC DGN - Spawn locations Matthew Rick
- SOC DGN - Spawn locations Brian Hook
- SOC DGN - Spawn locations ceo
- SOC DGN - Spawn locations Sean Middleditch
- SOC DGN - Spawn locations Paul Schwanz
- SOC DGN - Spawn locations Jason Lai
- SOC DGN - Spawn locations J C Lawrence
- SOC DGN - Spawn locations HRose
- SOC DGN - Spawn locations J C Lawrence
- SOC DGN - Spawn locations Megan Fox
- SOC DGN - Spawn locations J C Lawrence
- SOC DGN - Spawn locations Ola Fosheim Grøstad
- SOC DGN - Spawn locations HRose
- SOC DGN - Spawn locations Brian Miller
- SOC DGN - Spawn locations Michael Sellers
- SOC DGN - Spawn locations Michael Hartman
- SOC DGN - Spawn locations Brian Miller
- SOC DGN - Spawn locations Chris Duesing
- SOC DGN - Spawn locations Douglas Goodall
- SOC DGN - Spawn locations J C Lawrence
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] William Leader
- On balance and reality Ola Fosheim Grøstad
- On balance and reality William Leader
- On balance and reality Koster, Raph
- On balance and reality Ola Fosheim Grøstad
- On balance and reality HRose
- On balance and reality Ola Fosheim Grøstad
- On balance and reality Vladimir Cole
- On balance and reality William Leader
- On balance and reality William Leader
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Koster, Raph
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Gedanken
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Koster, Raph
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] HRose
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Koster, Raph
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Matthew Dobervich
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Mike Rozak
- text based MUD Codebases, which one to pick? mirjam.eladhari@interactiveinstitute.se
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Douglas Goodall
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Steven King
- Casual Crowd vs.Time Rich Crowd [was: Time Debt] Michael Hartman
- Complexity and Accessibility (was: Better Combat (long)) Will Jennings
- SOC DGN: AC like alligiance system Matthew Rick
- SOC DGN: AC like alligiance system Hans-Henrik Staerfeldt
- SOC DGN: AC like alligiance system cruise
- SOC DGN: AC like alligiance system Artur Biesiadowski
- SOC DGN: AC like alligiance system HRose
- "a nicer species" (from today's Chronicle) (fwd) J C Lawrence
- Distributed State Systems Michael Tindal
- Distributed State Systems Davion Kalhen
- Distributed State Systems Michael Tindal
- Distributed State Systems Alex Arnon
- Distributed State Systems Davion Kalhen
- Distributed State Systems Michael Tindal
- Distributed State Systems Alex Arnon
- Distributed State Systems Alex Arnon
- Distributed State Systems Michael Tindal
- Distributed State Systems Bruce Mitchener
- Distributed State Systems Michael Hartman
- Distributed State Systems Michael Tindal
- Distributed State Systems Thomas Tomiczek
- Distributed State Systems Brian Lindahl
- Complexity and Accessibility Ola Fosheim Grøstad
- wherefor in-game artists? Paolo Piselli
- wherefor in-game artists? Richard A. Bartle
- wherefor in-game artists? Sean Howard
- wherefor in-game artists? David Kennerly
- wherefor in-game artists? ceo
- wherefor in-game artists? David Kennerly
- wherefor in-game artists? Richard A. Bartle
- wherefor in-game artists? Paolo Piselli
- wherefor in-game artists? Richard A. Bartle
- wherefor in-game artists? Ola Fosheim Grøstad
- wherefor in-game artists? Richard A. Bartle
- wherefor in-game artists? Ola Fosheim Grøstad
- wherefor in-game artists? Robert Zubek
- wherefor in-game artists? Matt Mihaly
- wherefor in-game artists? Christopher Allen
- wherefor in-game artists? Matt Mihaly
- wherefor in-game artists? Christopher Allen
- wherefor in-game artists? Ola Fosheim Grøstad
- wherefor in-game artists? Douglas Goodall
- wherefor in-game artists? Christopher Allen
- wherefor in-game artists? Ola Fosheim Grøstad
- wherefor in-game artists? Christopher Allen
- wherefor in-game artists? Ola Fosheim Grøstad
- wherefor in-game artists? Koster, Raph
Ola Fosheim Grøstad wrote:
> "Christopher Allen" <ChristopherA@skotos.net> writes:
>> There may be no silver numbers, but there are some interesting
>> statistics. Take a look at the UO numbers that Raph provided me
>> that are printed in my blog entry
>> http://www.lifewithalacrity.com/2004/03/the_dunbar_numb.html --
>> in it you will see that a definite point of diminishing returns
>> at around 150; however, you will also see that most groups are
>> around 60 large.
> Players or characters, all active or both inactive and active? All
> guilds, or a selection? The graph states "veteran members", not
> sure what that means. It would also be interesting to know how
> many years the system had been running when it was measured.
The measurement is based on characters, nor players. Veteran members
is defined on the website thusly:
"A Veteran Member is one who has reached a maximum level of overall
skill proficiency."
In UO's case, I understand that this can now be achieved in a matter
of days. UO does not use a traditional level-based system; rather,
it is a skill-based system whereby you have a chance of improving on
a percentile scale every time you use a skill. Players can have no
more than 700 percentage points allocated across all their
skills. There are 40-odd skills.
This was measured on December 23rd, 2002; UO launched in late
September, 1997. Call it a bit over five years.
> Anyway, I am not saying that there are no limits or bottlenecks. I
> argue that there are no magic constants. So rather than looking
> for a constant you need to look for functions, unfortunately the
> number of parameters seem to be quite large when one starts to
> look into it.
It is undeniably a function, and one which we do not understand all
the variables to. In the case of online worlds in general, and UO
guilds in particular, I would expect most statistics to be inflated
because of alts and multiple account holders. It appears to be very
common for multiple accounts to all belong to the same guild, rather
than be in multiple guilds--which in itself may be support for
Dunbar's number.
-Raph - wherefor in-game artists? Ola Fosheim Grøstad
- wherefor in-game artists? Koster, Raph
- wherefor in-game artists? Koster, Raph
- wherefor in-game artists? Douglas Goodall