[long message snipped] About the pfiles...Personally, I really don't care whether the player files take up more space because they are ascii or less space because they are binary. I remember a debate on the list about ascii pfiles and the topic of security was discussed. From what I have heard, a lot of imps don't have root access (or acceess to anything besides the MUD on their server). That means that someone else can access the player files. I realize that if someone does tamper with the pfiles you probably shouldn't be using that server anymore but I like to have a secure MUD. I can't open up my pfile with a text editor and change things but I can use set to do a lot of it and when I find something I can't do with set I will just write a command (or make some additions to set). I don't use ascii pfiles. I'm probably not the only one. My suggestion is to add another line in config.c I guess since I've already thrown in about 3 cents of input here I might as well continue... I don't use mobprogs (Haven't found a real need to yet and I know almost nothing about it) I don't use olc (two reasons. Because it seems to have more bugs than I want to sort through and I think it promotes laziness in builders. When I see a poorly written near descriptionless zone I spit it back at the builder and make him/her redo it.) I don't use races (It doesn't fit with the story of my MUD and the plot is just as important as the world itself. And there is a races.doc file on the circle ftp site (unless I am mistaken...which is possible since I don't have races and probably never will.) so if someone want to add races it is pretty easy to do) I don't have clans (I don't use them now because on average my MUD has zero players...It is also siteless...strange coincidence or conspiracy? But in the future I might choose to add clans because it can give a player a feeling of important and keep the players from doing nothing but killing the same mob over and over again until they become immortal...) For clans I think they should be coded and just not have any clans. Make the code easy to read and well organize, maybe right a .doc on making new clans or editing the clan system. The very first MUD I played was basically stock with a different name (Everyone takes a little piece of their first favorite MUD and puts it into their own. From them I got a way to handle quests that envolves more RP (its not "Go find this and I give you gold")). I loved to play it because at that time it was the only one I could access. Over a couple of months I started to organize some players together in my own little clan. Being a member really didn't get them anything (after all, it was just stock circle) but I got a lot of people to join. I think people generally like to be part of a group (see post on american teens and gangs). So how about sticking in the code for clans and then just leave all the clan creation to the imps? I'm sure your all sick of me by now so I will leave you to attempt to interpret my scribbling (and my excessive use of parenthesis) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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