>The main purpose of this is to provide a 'standardized' rating system for >CircleMUD's and their originality factor. That way, those that get good >ratings can advertise it, be proud of their rating, and have something to >back it up, while those that make wild claims without any way of backing >it up will end up having nothing to back up their words. > >Some feedback and discussion on this idea is welcome. I don't know about the rest of you, but I code CircleMUD's because I think it's fun, and I hope thats why most of us are here. Sure I like to hear people say they like my MUD, but so long as I am still having fun, I don't care what anyone thinks of it. I can personally vouch for the message before about the world making the MUD, as my last MUD (which no-longer exists) had a quite modified codebase with a dynamic map, along with a few other interesting things (not mentioning small things like spells/levels/etc.) But with almost no builders taking advantage of my special features, and not many not-stock zones, I almost never had more than 2 players on at any one time. <shrug>, though almost every player I had connect would probably say the MUD sucked (and it kinda did), it was fun making it, and I still refer to the code in it sometimes. ------------------------------------------------------------ G: "If we do happen to step on a mine, Sir, what do we do?" EB: "Normal procedure, Lieutenant, is to jump 200 feet in the air and scatter oneself over a wide area." -- Somewhere in No Man's Land, BA4 ------------------------------------------------------------ Rob Baumstark: shirak@connect.ab.ca cst0656@nait.ab.ca ------------------------------------------------------------ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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