HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.mud.misc
Subject: Re: Death and its effects
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Tue, 24 Nov 1992 05:31:30 GMT
 E.92Nov23195007@kauri.vuw.ac.nz><Nov23.161946.44835@yuma.ACNS.ColoState.EDU><MJB.92Nov23212328@oak5.doc.ic.ac.uk>
Organization: /u/student/jamie/.organization

In article <MJB.92Nov23212328@oak5.doc.ic.ac.uk> mjb@doc.ic.ac.uk
(Matthew J Brown) writes:

   Of course, you can always create totally *lethally* tough monsters, which
   are so hard to kill that it can only be done with incredible ingenuity and
   luck; an example would be GrimneMUD's POWERMAD before it became totally
   unkillable. Then you make this monster carry stuff so good that high level
   characters are tempted to give it a go. The problem is, every time someone
   works out a way of beating it, you have to change the monster to close that
   loophole, without making it much tougher overall.

Well, if the monster is really lethal, and (presumably) intelligent,
it might not care much for sitting around waiting for ingenious,
powerful characters to kill it; if it likes treasure, it might decide
that it's quite profitable going out ank killing/looting. That's the
problem with making monsters really powerful - you have to explain why
they don't have everything that they want which they can take.

There is no reason to have the monster come back to life, minus one
"loophole"; nicer to have the killer proclaimed as the only warrior
strong enough to defeat that monster. Her peers will be awestruck, and
those coming after her will try to seek out even more difficult
challenges, to prove themselves her equal or superior.

With resets in place, nothing can change in the game world. Killing
monsters does nothing to alter the environment, except for a few
hours. Without resets, however, it would be possible to have an
ever-changing world. For example, after the defeat and final
destruction of the yeti that plagued a mountain range, it is now
possible for travel over the mountains by way of certain passes; this
opens up opportunities for colonization and contact with a previously
unknown civilization.

Or perhaps the regular culling of yeti numbers provides a source of
rare materials, since yeti fur is widely held to produce cloaks of the
greatest warmth. Suddenly, a new trade springs up, and what was
previously just a small village with monster trouble becomes a
bustling commercial centre, with a monopoly on a valuable commodity.
All this because a few adventurers have arrived and started killing on
a steady basis.

Alright, these aren't good examples, but that's the sort of thing that
can be opened up with a bit of work put in to making the environment
realistic and changeable, logically affected by what the characters
do.

Jamie

Newsgroups: rec.games.mud.misc
From: ludwigj@CS.ColoState.EDU (Vilkata (Joe Ludwig))
Subject: Re: Player killing ....
Date: Wed, 18 Nov 1992 16:18:30 GMT
Organization: Thealir Construction Company

In article <1992Nov18.145911.234@news.unomaha.edu> dburgdor@cwis.unomaha.edu (Darryl Burgdorf) writes:
>Two examples:
>
>1)  A high-powered mage makes himself invisible and sits outside the city
>gate, casting "instant death" spells on anyone who leaves the city.  (I should
>point out that on this particular MUD, levels and other such "game" rather 
>than "gameworld" information is not readily visible, so he could not see that
>I was only a first level character.  However, if he'd bothered to look at my
>equipment, it would have been fairly obvious that I was NOT very experienced.)
>
>2)  On another MUD, I was playing in what was specifically a newbie area.  I
>sat down to rest and recover a bit.  Another character came in and sat down.
>He looked at me (no doubt seeing both that I was wounded and that I was
>carrying nothing of significance).  I said "hello".  He stood up, swung at me
>and killed me.  No reason, no provocation.  As my ghost hovered there, unable
>to do or say anything, the jerk cackles gleefully and "thanks" me for the
>stuff he's now stealing.  (Which, incidentally, was worthless to him, as it
>was un-sellable "newbie" equipment.)
Can you say, "Asshole?"  I knew you could.

>
>Please understand that I am not whining about the above occurances.  I am just
>curious as to the mindset that prompts such activies.
Some people enjoy being pains in the ass.

>
>As I said before, I do NOT oppose the idea of pkilling, and in fact believe it
>to be necessary for truly "realistic" interaction.  However, with the ability
>to kill other players should come the responsibility to do so only with
>cause.  If the player is not mature enough to do so, then some sort of 
>"justice system" within the MUD should be available
There is.  You should get together a group of your friends and nuke the hell
out of these higher level characters.  Turnabout is fair play, and revenge is
sweet.



-- 
+--------------------------+-------------------------------------------------+
| Vilkata, the Dark King   | "It's better to rule in hell, than serve in     |
| ludwigj@cs.colostate.edu |  Heaven."  -- Paridise Lost??                   |
| Vilkata@Most MUCKs       | "Maybe she sat on something sharp." -- Piper    |
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
From: N.J.G.Robertson@lut.ac.uk
Subject: address servers
Reply-To: N.J.G.Robertson@lut.ac.uk (NJR)
Organization: Loughborough University, UK.
Date: Thu, 19 Nov 92 11:42:44 GMT

I know this is going to sound a rather naive question to all the
old hackers out there - but what the hell does the address server that
comes with MudOS actually do??

Neil Robertson
From: shill@emcnext.tamu.edu (Steven Hill)
Newsgroups: rec.games.mud.misc
Subject: Re: TAMU
Date: 23 Nov 1992 19:28:01 GMT
Organization: Texas A&M University, College Station, TX
Distribution: usa
NNTP-Posting-Host: emcnext.tamu.edu
Keywords: network tamu

In article <23NOV199202412000@zeus.tamu.edu> rrb3919@zeus.tamu.edu (BARRON,  
RANDY R) writes:
> In article <1992Nov19.080220.7326@netcom.com>, edan@netcom.com (Edan Shalev)  
writes...
> >does anyone know when TAMU will be open to the public?
> > 
> 	I have no idea, but I doubt it shall be anytime soon according
> to some things I've heard.  
> 
> 				MASKE

     Basically, outside access is allowed to only certain machines on campus.   
For machines not accessible from the outside, the administrator of the  
particular machine needs to contact the Computer Services Center to get their  
machine added to the list of accessible machines.  The procedure includes  
running some sort of security program from CSC cleanly on the machine.  As far  
as I know, the program is currently only available for certain flavors of Suns,  
though ports to other platforms are being done.  So, access to a particular  
machine is possible (or will be) if/when the administrator decides to allow it.

--
Steven Hill                 | There must be silence before and after
shill@emcnext.tamu.edu      | the word. - Le Guin in _The Farthest Shore_
Electron Microscopy Center  | Now a line of blank space in memory
Texas A & M University      | of Isaac Asimov.

Every person at TAMU will fight to the death in support of my opinions.  Not.
From: wolle@uni-paderborn.de (Wolfgang)
Newsgroups: rec.games.mud.misc
Subject: MUD-CLIENT FOR EMACS WANTED!
Date: 20 Nov 1992 11:19:34 GMT
Organization: Uni-GH Paderborn, Germany
Distribution: world
NNTP-Posting-Host: menorca.uni-paderborn.de
Keywords: mud client emacs

        Hi !

I am looking for a new mud-client for gnu-emacs. Until now I use lpmud.el. 
Does anyone know a better client and where to get it ?



              Wolfgang.


                   ```
                  (o o)
**************oOO**(_)**OOo**********************************************
* Email:                      * "There is a theory saying the universe  *
* wolle@uni-paderborn.de      *  will explode and instantly be replaced *
* You can also reach me as    *  by something even more bizzare and un- *
* Ged@PaderMud                *  explainable at the very moment someone *
* (Lord of Dragonland)        *  should find out what it is there for   *
* The world of PaderMud is at *  and why it exits.                      *
* telnet 131.234.2.32 3000 or *  - There is also another theory saying  *
*        192.26.174.1 3000    *  that this has already happened."       *
*  "Don't dream it - be it !" *  ( Hitchhiker's Guide To The Galaxy )   *
*************************************************************************

Newsgroups: rec.games.mud.misc
From: mmcalees@cs16.UVic.CA (Michael McAleese)
Subject: Re: Death and its effects
Organization: Those Dudes
Date: Mon, 23 Nov 92 00:08:12 GMT

In article <JAMIE.92Nov21201046@kauri.vuw.ac.nz> jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:
>This is a subject that usually seems cut and dried for most MU*s. In
>MUSH/MUCK games, it has the effect of sending you home and losing your
>equipment. In LPs and Dikus, you lose experience points, and
>consequently levels and hp. For the latter, this seems a waste of a
>great opportunity. It simply provokes the hack-n-slash,
>persistence-is-all-I-need mentality, and adds nothing to either the gaming
>environment or the character. On the other hand, permanent death could
>be a little frustrating for some, and tragic for others.

  What about simply making it that "death is death". Depending on the level
of seriousness in a monster's attitude/trap's lethality they might stop at
wounding you into incapacitation (providing the combat system allowed this)
but if you are killed that character is gone. Dead. History.
  It would sure make you more careful.  Appropriate for some themes, not
for others.

-- 
*     mmcalees@csr.uvic.ca (Michael McAleese) : I speak only for me...       *
  "Man can believe the impossible, but never the improbable." - Oscar Wilde
  (For snooping governments: heroin, cocaine, FBI, CSIS, CIA, albatross...)
Newsgroups: rec.games.mud.misc
From: vengeanc@uxa.cso.uiuc.edu ()
Subject: Re: MUDS should be banned.
Organization: University of Illinois at Urbana
Distribution: usa
Date: Sat, 21 Nov 1992 17:39:04 GMT
Keywords: MUD

pfritsch@skid.ps.uci.edu (Paul Fritschle) writes:

>jbroda@ux4.cso.uiuc.edu (Lonely Wolf) writes:


>>	In my sole opinion all mud games should be banned. There are people     	that almost completely give up their social lives for playing a MUD.
>>	They spend up to twelve hours sitting before a terminal, neglecting
>>	their obligations to the real wolrd. Gradually, they come to consider
>>	the MUD as their reality and one that is more fun than the actual world.


>>							Humbly,
>>								Lone Wolf.

>Before you suggest someone get a life, make sure they can... Not
>everyone is capable of interacting face to face with people...

>Not a flame--just a thought...
>--

>Paul Fritschle                                         pfritsch@skid.PS.UCI.EDU
>                 Have you hugged YOUR shoggoth today?


I've got to point out the hidden message in this post... 'not everyone is 
capable of interacting face to face with people'.  Sounds like a pretty poor
rationalization of why people mud first of all, and second it ignores the
fact that many people mud to relax.  Why is mudding more destructive than 
any other hobby? People go skydiving every day, and 20 get killed every year.
How many people have you heard of die from mudding?  How can mudding be any
less worthy than those social parasites who go drinking every spare hour of
their life, 'cause they're in college and its cool now.'

People in many other hobbies treat each other and their hobby with great 
seriousness.  Look at stamp collectors, should that be outlawed to?  I mean,
as far as I'm concerned those people are all just loser nerds who should be
forced to go out in the real world and party with the pretty people * sarcasm *.

I have no doubt Mr. Broda (Lone Wolf) posted his message just to get a rise
out of people.  Why not just let people do whatever they want as long as
no one gets hurt?


No sig cause I never post anything anyways.








Organization: Freshman, H&SS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mud.misc
Date: Thu, 19 Nov 1992 03:18:42 -0500 
From: Adam Darby <ad2n+@andrew.cmu.edu>
Subject: muddweller help

does anyone know if there is a new version of muddweller that completely works?
the one i have is from rudolf.ethz.ch...i have used all of the versions
there, and none of them allow me to load previously saved mud
files...that's the only thing wrong with them.

    
_______________________________________________________________________________
_
with love to lead the way,                     |Score|
i've found more clouds of grey,                |90.4%|
than any russian play could guarantee...       -------
___________________________________________    |adam darby              
if you like harry connick, jr.                 |purest being on earth
you are cool...                                |(and sick of it)
___________________________________________     _______________
ratio in effect!                                                       
                                                        
----------------------------------------| 
  the lines have no significance, they are beyond my control...
-------------------------------------------------------------------------
------                          
Newsgroups: rec.games.mud.misc
From: jbarrera@lonestar.utsa.edu (Javier T. Barrera)
Subject: looking for a.....
Organization: University of Texas at San Antonio
Date: Thu, 19 Nov 1992 09:51:27 GMT

    Hello can you help me? I'm looking for a MUD (or what ever), that is
    based around the BattleTech gaming series. Are there any out there?
    Do you know? Please E-Mial me if you do or post it.


                                        Thank you,

                                        Javi
                                        jbarrera@lonestar.utsa.edu

Newsgroups: rec.games.mud.misc
From: holmbeck@cs.weber.edu (Holmbeck)
Subject: Recent Article in the "Chronicle of Higher Education"
Organization: University of Utah Computer Center
Date: Thu, 19 Nov 92 23:54:39 GMT

You might want to check out the latest, this week's, issue
of The Chronicle of Higher Education... It's got an anti-MUD
article in it. 

Would be most humorous if alot of people responded to their
editor that MUDs aren't evil incarnate...

-- Laura / Tygress / Maori / ad nauseum

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"You're perfect, yes it's true. But without me you're only you"
 -- "Midlife Crisis", Faith No More
 holmbeck@csulx.weber.edu / laura@glia.biostr.washington.edu
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: address servers
Organization: DSG, Stanford University, CA 94305, USA
Date: Fri, 20 Nov 92 18:19:20 GMT

   There are two objects being discussed here. One of them, the one I
described, is the name_server. It is a mudlib object which does more or
less what I described, although not exactly as I described it (I had to
fix a bug in ours last night, so I'm learning fast :) ).
   The object Buddha and Jacques and Michael are discussing is the
addr_server, which is some heavy piece of driver wizardry, which as
Buddha pointed out, I am ignorant of by conscious design.
   The original poster asked about an "address server" and it does seem
to me that it's probably the addr_server being asked about, but not
certainly so.
   Anyway, I wanted to try to clear up a small part of the confusion I
seem to have spawned :)

Mobydick@TMI-2
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.misc
From: claebaur@shell.portal.com (Tony S Annese)
Subject: Re: Player killing ....
Summary:  PK'in guidelines
Organization: Portal Communications Company -- 408/973-9111 (voice) 408/973-8091 (data)
Date: Thu, 19 Nov 1992 05:36:23 GMT

In article <1992Nov18.145911.234@news.unomaha.edu> dburgdor@cwis.unomaha.edu (Darryl Burgdorf) writes:
>
>1)  A high-powered mage makes himself invisible and sits outside the city
[..]
>I was only a first level character.  However, if he'd bothered to look at my
[..]
>2)  On another MUD, I was playing in what was specifically a newbie area.  I
[..]
>carrying nothing of significance).  I said "hello".  He stood up, swung at me
>and killed me.  No reason, no provocation.  As my ghost hovered there, unable


There are a couple of things that the wizards of one of the MUDS I play on do to combat this type of behavior. First they implemented a "Protection From The Gods" for players of level 1 to 5. Second they implemented a failsafe where that a player can only kill someone 3 levels above and below their level. This way there is no high level wizard killing newbies or even other newbies killing newbies. Then the newbie areas are also there to protect the newbies. Newbie specific areas have level limits which won

t allow high level characters in. One are wont let anyone in higher than 3'd level another wont let higher than 5'th level in. Talk to the wizards and see how they feel about these types of failsafes to make the MUD more enjoyable for everyone. This makes character's who PK have to work for the kills and experience points. 

--
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Tony Annese                                           claebaur@shell.portal.com
We are all masters of our own destiny. Blessed Be.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From: iav@po.CWRU.Edu (Ian A. Verschuren)
Newsgroups: rec.games.mud.misc
Subject: addition to the next thing..
Date: 17 Nov 1992 16:18:52 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
  Oh heh heh,
Reply-To: iav@po.CWRU.Edu (Ian A. Verschuren)
NNTP-Posting-Host: slc12.ins.cwru.edu

in addition to the last post, I did forget to mention that it was a dikumud
oops forgot about that!
-- 
************************************************************************
*(place your own favorite cute sig file here and pretend its mine)     *
*Ian.                                                                  *
************************************************************************
From: mjb@doc.ic.ac.uk (Matthew J Brown)
Newsgroups: rec.games.mud.misc
Subject: Re: Death and its effects
Date: 23 Nov 92 21:23:28
Organization: Department Of Computing, Imperial College, London.
	<JAMIE.92Nov23195007@kauri.vuw.ac.nz>
	<Nov23.161946.44835@yuma.ACNS.ColoState.EDU>
NNTP-Posting-Host: oak5.doc.ic.ac.uk
In-reply-to: ludwigj@CS.ColoState.EDU's message of Mon, 23 Nov 1992 16:19:46 GMT

In article <Nov23.161946.44835@yuma.ACNS.ColoState.EDU> ludwigj@CS.ColoState.EDU (Vilkata (Joe Ludwig)) writes:
[among other things]
>One problem with trying to implement this on many current MUDs is that someone
>kills the dragon and finds the holy grail at least a few times a week.

Of course, you can always create totally *lethally* tough monsters, which
are so hard to kill that it can only be done with incredible ingenuity and
luck; an example would be GrimneMUD's POWERMAD before it became totally
unkillable. Then you make this monster carry stuff so good that high level
characters are tempted to give it a go. The problem is, every time someone
works out a way of beating it, you have to change the monster to close that
loophole, without making it much tougher overall.

-Morven
--
| Matthew J. Brown  | Dept. of Computing | If God intended for us to go to   |
| mjb@doc.ic.ac.uk  | Imperial College,  | lectures He wouldn't have created |
| mjb02@cc.ic.ac.uk | 180 Queen's Gate   | double-sided photocopiers.        |
| Morven on Lambda  | LONDON SW7 2AZ     |          -IC RagMag 1991/92       |
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
From: quirk@pioneer.unm.edu (Gym Z. Quirk)
Subject: Re: Player killing ....
Date: Sun, 22 Nov 92 06:17:18 GMT
Organization: Nit-Pickers for a Better Tomorow Afternoon

In article <JAMIE.92Nov22145154@kauri.vuw.ac.nz> jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:
>Given the right environment, I support player killing unequivocally.

What's wrong with this picture? ;-) ;-)
-- 
Capt. Gym Z. Quirk  (Known to some as Taki Kogoma)  quirk@pioneer.unm.edu
 I'll get a life when someone demonstrates that it would be superior to
                          what I have now...
From: parvin1@husc11.harvard.edu (Douglas Parvin)
Newsgroups: rec.games.mud.misc
Subject: Re: CarnageMud
Date: 19 Nov 92 06:37:39 GMT
Article-I.D.: husc11.parvin1.722155059

d_spence@oz.plymouth.edu (David P. Spencer) writes:

>carnage mud's port number is 4000
>beware though, several players just immortaled, and enjoy playing around

Note that Carnage has about the strictest non-intervention policy I've
seen on any mud.  (Immortality is only really to assist in zone-building).
Players settle their own disputes.  So by playing around, you must mean
just switching into mobs and taunting. That's all I've seen them do (And
really all they're allowed to do).

On Carnage, high-level mortals have greatest influence in worldly matters.
The immorts just code, build, watch, and chuckle...


-- 
===========================================================================
Douglas Parvin
parvin1@husc.harvard.edu
From: sadkins@bigbird.cs.ohiou.edu (Scott W. Adkins)
Newsgroups: rec.games.mud.misc
Subject: Re: Searching for a DikuMUD
Date: 18 Nov 92 02:51:34 GMT
Organization: Ohio University CS Dept., Athens

In article <Yf2F2j600Vp044Hkcy@andrew.cmu.edu> punisher+@CMU.EDU (Eric Thomas Pronko) writes:
>try perilous realms...140.211.111.23 2150 but i think soon to be moving
>elsewhere.
>
>eric

When we move to another machine, the address will hardly be different...
Besides, we will post a sign up on the current machine to point the way!

Zucan
-- 
Don't forget to have a good day!  Some people never remember this.              -------------------------------------------------------------------------------      Scott W. Adkins                   Internet: sadkins@ohiou.edu             
     ~~~~~~~~~~~~~~~                             ak323@cleveland.freenet.edu     (Flame me, not the net!)                Bitnet: adkins@ouaccvma.bitnet         -------------------------------------------------------------------------------
                           Ohio University of Athens                                                    Home of the Great Hocking River
Newsgroups: rec.games.mud.misc
Subject: Re: Where can I read rumours and quest transcripts?
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Mon, 23 Nov 1992 07:40:33 GMT
Organization: /u/student/jamie/.organization

In article <egl.722471539@sune.stacken.kth.se> egl@stacken.kth.se
(Gunnar Lindberg) writes:

   BUT ... all i read is postings about which mud's are new and up and
   which mud that are down and deepsixed. Where can I read the interesting
   stuff? I wanna hear about interesting quests that been on. I wanna hear
   rumours and legends about great players and famous gods. I wanna hear
   stories about areas/zones that I myself yet havent found.             

Well, this is really something that you will have to do on the MUD you
play. You could try asking some of the older characters about areas.
Chances are though, that they're too busy. In this case, try asking a
wizard to set up a players' bulletin board (if you don't have one
already) so that you can ask questions there. Alternatively, ask
wizards to do their own advertising, either through notes stuck on
walls or through the mouths of NPCs.

   Or have I misunderstood this whole thing about muds totally? Please
   let me know what U think about this.

One of the good things about MU*s is that, given a little effort, they
can incorporate almost anything you like into them. Therefore your
request is not unreasonable. However, it may take some searching
before you find a particular MU* that provides what you like.

Jamie