HDTenEightyP/NetNews huggingface dataset:
From: dburgdor@cwis.unomaha.edu (Darryl Burgdorf)
Subject: Re: Ideas instead of 'wiz' level ??!
Organization: University of Nebraska at Omaha
Date: Tue, 10 Nov 1992 21:07:32 GMT


Svlad:

I will grant you that my use of the term "moronic" was ill-advised.

However, you seem to have missed or ignored the point of my post.

I neither said nor meant to imply that there was anything wrong or "mentally
deficient" with those who enjoy hack'n'slash over roleplay.

My point was to respond to a post that implied that there was something wrong
with the desire of "anonymous" to create a coherent world in which real 
roleplay would be possible, and perhaps even encouraged.

If all you want is to create a generic fighter or mage, hack at computer
monsters until you get enough experience to become a "wizard", and then build
your own additions to an already chaotic world, then more power to you.  I
don't enjoy the same sort of gaming, but I don't consider you to be "wrong".
And let's face it .... there are a whole lot more people who want to play your
way than mine.  And a whole lot more MUDs which encourage that style of play.

My point was not to knock the desire of some of us to do something more.

The post to which I was responding was quite beligerant, and clearly
considered "anonymous" to be an egotistical idiot for actually having the
audacity to want to create a real world.

I have no idea if he has the skills and imagination to pull it off.  But let's
give him a chance, OK?  I'll avoid the hack'n'slash boards, and, if you're not
interested, you can avoid the roleplay boards.

To each his own.

Darryl Burgdorf
From: gt9699a@prism.gatech.EDU (fromper)
Newsgroups: rec.games.mud.misc
Subject: Mud list?
Date: 6 Nov 92 11:40:26 GMT
Organization: Georgia Institute of Technology

Just wondering, why hasn't there been a mudlist posted to this group (or
rec.games.mud.announce) anytime recently? If someone could tell me where to
ftp to get the most recent copy of the list, I'd greatly appreciate it.

-- 
"This life is a test, it is only a test. Had this been an actual life, you
would have recieved further instructions on where to go and what to do."

Richard "blue ghost" "fromper" "E.B." Becker         gt9699a@prism.gatech.edu
From: trsnyder@mcs.Drexel.edu (Bob Snyder)
Newsgroups: rec.games.mud.misc
Subject: Re: MU*s and Mail
Date: 7 Nov 92 01:00:10 GMT
	<TRSNYDER.92Nov4221444@queen.mcs.Drexel.edu> <96234@netnews.upenn.edu>
Organization: Drexel University, Dept. of Math. and Comp. Sci.

>>>>> In article <96234@netnews.upenn.edu>, lwl@eniac.seas.upenn.edu
>>>>> (Lydia Leong) writes:

Amby> Most servers are quite large enough already, thanks.  :P
Amby> I shudder to think of adding POP or IMAP support to anything other than
Amby> _possibly_ an LP.

My point was to do a seperate process from the mud.  'Course, this would
probably be a lot more difficult with a mud that uses a single Database file
for both the mail and the mud....  :-) 

Plus running something like either IMAP or POP would require the mud to
be run as root, to gain access to the priviledged ports.  (Or at least a
root process to start it off, using something like what INN does to pass on
a privledged port....)  While muds generally aren't security risks, running
one as root is almost inviting trouble.....

Fordan, god, Dragon's Den LPmud (129.25.7.111 2222)
Newsgroups: rec.games.mud.misc
From: jdeutsch@gmuvax2.gmu.edu (Jeffrey Deutsch)
Subject: Re: This is a list of MU*
Followup-To: rec.games.mud.misc
Keywords: MUD, MUSH, MU*, newusers, help!, etc, Braise Bob!
Organization: George Mason University, Fairfax, Va.
Date: Wed, 11 Nov 1992 04:49:22 GMT

	A slight correction: Viking is actually at                     
bigblue.pvv(not pcc).unit.no 2001. It is not graphics based, by
the way.

	Jeff Deutsch
	Jeffrey@Mystic (now defunct) & Viking

-- 
"Any government that's big enough to give you anything you want
is big enough to take everything you have."
	-Barry Goldwater
Newsgroups: rec.games.mud.misc
From: mmcg@cs.monash.edu.au (Mike  Mc Gaughey)
Subject: Re: Ideas instead of 'wiz' level ??!
Organization: Computer Science, Monash University, Australia
Date: Mon, 9 Nov 1992 22:00:15 GMT

metta@coombs.anu.edu.au (Metta Moore) writes:

>*sigh* You guys argue too much... perhaps... making people 'buy' land etc
>would be fun... but I (and this is just an opinion) think that it would be 
>umm... (how to say it without offending) useless... to 'wiz' when even the 
>exits are designed by the God... may as well just play for ages... 

Lots of people don't *want* to wiz :)

Mike.
--
Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au

"Head stompin', ass kickin', finger licking nastiness"
From: seibel@acsu.buffalo.edu (Philip A. Seibel)
Newsgroups: rec.games.mud.misc
Subject: Vax/VMS clients
Date: 13 Nov 92 17:09:14 GMT
Organization: UB


hi

does anyone have a list of vax/vms clients and the ftp sites at which I may
find them?

Thanks in advance,

Philip Seibel
seibel@cs.buffalo.edu
v065nhds@ubvmsb.cc.buffalo.edu
Newsgroups: rec.games.mud.misc
From: nwang@black.clarku.edu (The freak)
Subject: Re: Genocide Down???
Keywords: Can anyone tell me if the Genocide player killing mud is down or not?
Organization: Clark University (Worcester, MA)
Date:  9 Nov 92 00:46:28 GMT

betts@feldspar.egr.msu.edu (John Betts) writes:

>I have been trying to get in the last 2 days and have been getting strange 
>telnet mesgs, like unknown host **boggle**. I was playing pip.shsu.edu 2222 up to
>Friday but now can not get in.  I know there was a lot of lag there on Saturday but
>since then I can't get in.
>			SOMEONE PLEASE TELL ME IF IT IS GONE OR MOVED...
>						Thanks...
>							betts@egr.msu.edu

Yeah, me too

Andy.
nwang@black.clarku.edu

Newsgroups: rec.games.mud.misc
From: Petri.Virkkula@hut.fi (Petri Virkkula)
Subject: Re: MU*s and Mail
Organization: Helsinki University of Technology, Finland
	<1d993cINN4it@darkstar.UCSC.EDU>
Date: 5 Nov 92 23:44:35

On 4 Nov 92 19:42:36 GMT, beeman@cats.ucsc.edu (Adam Beeman) said:
Adam> NNTP-Posting-Host: am.ucsc.edu


Adam> Well, we wrote an intermud mail system for MudOS in LPC, that used TCP/IP 
Adam> sockets to send mail between muds... it was pretty cool.

>I'm not sure if it would be _difficult_, but it's _stupid_. Why the heck
>would you want to hack the capability to send email into your server?

Adam> Nah, don't hack something so limited in... Add full socket support, do it right.
Adam> With full sockets, you can connect to sendmail or just able anything else.

> [ good points deleted ]
>3. You've just created a _perfect_ way for people to anonymously send nasty
>   email messages to people. Congratulations.

Adam> A particularly good point.

	There is full socket support in BatMUD's driver. Currenly
	players can eg. read rec.games.mud.* groups from the mud.
	Interface to mudwho-server is also fully implemented with
	LPC.

	Use of sockets is restricted to objects in /secure which isn't
	even readable from the mud.

	I also wrote full mail-system with aliases file and internet
	mail support (aliases file has same format as /usr/lib/aliases
	in UNIX). When it was in test use sending mail directly to
	internet was restriction only from alias substitution
	(use of filters, mailing-lists etc was also restricted).

	I removed it from test use after I got complaints about editor
	builtin into the mailreading object (clone of ed, written in
	LPC). Too sad that I have currently time to finish the system
	and change/remove the editor as I have concentrate to my
	studies.


	Petri

	PS. Anipa's (BatMUD's god) motto is: "If we don't have it, a
	mud doesn't need it." :-)
--
   -----------------------------------------------------------------------
       Petri Virkkula             |    email : Petri.Virkkula@hut.fi
       J{mer{ntaival 11 H 168     |            pvirkkul@niksula.cs.hut.fi
       02150 Espoo                |            pvirkkul@nic.funet.fi
       FINLAND                    |    Phone : +358 0 455 1277
   -----------------------------------------------------------------------
Newsgroups: rec.games.mud.misc
From: ranger@titan.ucc.umass.edu (John C. Tennyson)
Subject: Re: Social Interaction in MUDs
Organization: University Computing Services
Date: Thu, 12 Nov 1992 16:50:18 GMT

In article <1992Nov12.003057.9334@sol.UVic.CA> mmcalees@cs16.UVic.CA (Michael McAleese) writes:
:     This is related to my earlier post, where I asked about a MUD system
:   with good combat and good social interaction aspects. (Thanks to all the
:   responders, by the way, most helpful!) A few people expressed doubt,
:   both in email and on the net, about the appeal of such an idea to the 
:   heavy social interaction MUSHs, like Pern.
:     Maybe it's just me, but without the added element of combat and the 
:   related environmental effects of damage, a *lot* of the potential drama
:   in role-playing goes out the window for me.  If a mud is simply a chat
:   area for people to socialize while in costume (so to speak), combat is,
:   of course, unneccessary. Certainly any mud that professes to involve 
:   role-playing has to run up against the problem that ultimately, that 
:   element of risk is not there. It's not just the ability to chastise new
:   obnoxious players - though that has a certain appeal - it's the spice 
:   that's missing from many a tinyplot.
:     In my opinion, of course. Your dramatic kilometerage may vary...

I agree for a short while last year, I was on Time Traveler, and it was fun
finding programs, talking to people, roleplaying and building, but after a 
while it got redundant and I moved to dikus and lps.... I still wish i could 
build on one tho....

-- Ranger (aka Loras)

--
.-----------------------------------------------------------------------.
| All that is gold does not glitter,  | John C. Tennyson                |
|  Not all those who wander are lost. | Ranger@TITAN.ucc.umass.edu      |
| -- JRR Tolkien, "Lord of the Rings" |                                 |
`-----------------------------------------------------------------------'
From: percival@qut.edu.au
Newsgroups: rec.games.mud.misc
Subject: Star Trek Muds
Date: 13 Nov 92 16:59:17 EST
Organization: Queensland University of Technology

	Howdy MUDers,
	I was wondering if someone could to me a favour...I'm looking
for a mud with a Star Trek (tm) theme to it. I've seen 'the unoffical
mudlist' but it doesn't seem to help.
	Any advice on such a mud would be much appreciated.

	Email me at percival@qut.edu.au
	Thanks muchly, Andrew Percival
From: v115maec@ubvmsb.cc.buffalo.edu (Michael L. Kohan)
Newsgroups: rec.games.mud.misc
Subject: Carnage Back Up!
Date: 9 Nov 92 21:43:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

As of Monday 9am Carnage went back up. It appears to be ok, so come on back
all you Carnage-heads!

128.227.116.14 4000

Mike
(Budweiser)
Newsgroups: rec.games.mud.misc
From: mmcalees@cs16.UVic.CA (Michael McAleese)
Subject: Social Interaction in MUDs
Organization: Those Dudes
Date: Thu, 12 Nov 92 00:30:57 GMT

  This is related to my earlier post, where I asked about a MUD system
with good combat and good social interaction aspects. (Thanks to all the
responders, by the way, most helpful!) A few people expressed doubt,
both in email and on the net, about the appeal of such an idea to the 
heavy social interaction MUSHs, like Pern.
  Maybe it's just me, but without the added element of combat and the 
related environmental effects of damage, a *lot* of the potential drama
in role-playing goes out the window for me.  If a mud is simply a chat
area for people to socialize while in costume (so to speak), combat is,
of course, unneccessary. Certainly any mud that professes to involve 
role-playing has to run up against the problem that ultimately, that 
element of risk is not there. It's not just the ability to chastise new
obnoxious players - though that has a certain appeal - it's the spice 
that's missing from many a tinyplot.
  In my opinion, of course. Your dramatic kilometerage may vary...

-- 
*     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: basestu@bmerh691.bnr.ca (Jean Giblin)
Subject: Re: The fate of TWILIGHT
Keywords: mush, twilight, dorian
Organization: Bell-Northern Research, Ottawa, Canada
Date: Fri, 06 Nov 92 16:08:26 GMT

Well, the most recent copy of the mudlist didn't have it.  The
topic hasn't been buried, I've been watching for it.

In other words, Dorian, What Gives?

    


                  





PS To Socrates:

Um, sorry, I have no TELNET ability where I am right now, so that's
why you haven't seen me there (I was waiting for the next mudlist to
make sure that it was missing, before I posted).

Trouble is, I also have no Email and I (*blush*) lost yer phone number...

I'll see what I can do about Email, but if not, I guess I'll have to
see you in two months..


nok
From: iav@po.CWRU.Edu (Ian A. Verschuren)
Newsgroups: rec.games.mud.misc
Subject: Covertmud
Date: 11 Nov 1992 08:26:10 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: iav@po.CWRU.Edu (Ian A. Verschuren)
NNTP-Posting-Host: thor.ins.cwru.edu


*sigh*  damn... my luck is just shit isn't it... I play two muds
on which I have high level char.. 22/21/21 on judy and 28/27/21 on covert
mud and guess what... covert went down... oh about two weeks ago, and
Judy i just found out has also gone down.... Does ANYBODY
have any info as to what the fuck is going on????  I would really
like to know what is causing all of this..
thanks!
saviour/ionic/xelan/blind
cleric/warrior/thief/mage
-- 
************************************************************************
*(place your own favorite cute sig file here and pretend its mine)     *
*Ian.                                                                  *
************************************************************************
From: lwl@eniac.seas.upenn.edu (Lydia Leong)
Newsgroups: rec.games.mud.misc
Subject: Re: MU*s and Mail
Date: 5 Nov 92 05:19:53 GMT
Organization: Evil Geniuses for a Better Tomorrow

In article <TRSNYDER.92Nov4221444@queen.mcs.Drexel.edu> trsnyder@mcs.Drexel.edu (Bob Snyder) writes:
>So hack together a POP or IMAP server for your Mud.  This would be much nicer
>than being able to send mail from a mud...

Most servers are quite large enough already, thanks.  :P
I shudder to think of adding POP or IMAP support to anything other than
_possibly_ an LP.

Now, where did that GefreebleNotzMitBlinkenLights go...
Newsgroups: rec.games.mud.misc
From: v108pxu3@ubvmsb.cc.buffalo.edu (SOUTH-SIDE)
Newsgroups: rec.games.mud.misc
Subject: "practical" muds
Date: 6 Nov 92 20:53:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41



I'm not exactly sure if this is the right place to post this, but if you
guys don't know, than no one will.  

I'm looking for programs/games on the internet similliar to MUDs, but with a
more realistic and practical themes.  I definately wan't interaction between
defferent poeple at the same time.  Themes i'm looking for are economics,
factory design, product engineering, etc.

If these real-time simulators exist, can anyone please tell me where to find
or get them.  If not, are there any Wizards out there with ideas as to where to
begin writing one?

Please email your responses, and thanks in advance.

					-SS
Newsgroups: rec.games.mud.misc
From: danic@sciborg.uwaterloo.ca (Steve)
Subject: Skill System
Summary: Automatic Skill Increases
Keywords: skills
Organization: University of Waterloo
Date: Thu, 5 Nov 1992 23:57:24 GMT

My favorite muds ever were Gateway for it's fluid stat system, where stat
points increased automatically based on usage, and Kingdoms because it has
lots of cool skills which any player can get.

My idea was: why not combine the two systems so players have skills which
improve automatically based on usage.  It seems easy to do.  Just give
each newbie player 5% in every inherent skill.  Then, each time the skill
is attempted, it improves very very slightly, about .01 or .005%.  This
way players develop their characters based on play style instead of
"purchasing" skills with generic experience.  This could remove the need
for levels and guilds.  Or guilds could serve only to improve the rate of
learning of certain skills.  (A guild would charge a union fee to members)

For this system to work there has to be a maximum amount of total skill
points for each player, so you can't get 100% of everything.  Also, skills
should decline over time.  The rate of improvement is much greater than
the rate of decline, so you have players getting better at skills they
use, and worse at skills they don't use.

One problem i see with this system is cheating.  A player logs on a second
character and picks their pocket until the pick pocket skill reaches 100%.
You could either implement a penalty for the sucker or you could make the
increase in skill dependant on the difficulty of the task (ie: the level
of the victim).

This system would provide a truly fluid base for character development and
characters would have to practice the skills they want to improve. 
Characters could also develop whatever degree of "multiclassing" as they
desire, which seems realistic.  Of course, a highly generalized character
would have fewer excellent skills while a more specific character would
have one or two excellent skills but no diversity.

If a player wanted to change the skills of the character, the player would
just change his playing style and watch as the old skills slowly declined
and the new skills got better.  Even a maxed out character could change
his skills because they're all declining slowly to allow room for
development of whatever skills he/she wants.

...Steve



Organization: Software Engineering Institute, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mud.misc
Date: Fri,  6 Nov 1992 13:18:23 -0500 
From: "Peter O. Hill" <pohill+@CMU.EDU>
Subject: Graphical MUDS


A little while ago someone posted an article asking if there were any
graphics based MUDS.

Commodore 64 and 128 users qho subscribed to the online service Quantum-
Link qill probably remeber a service they had.  It was basically a cartoon
world populated by cartoon people controled by users from all over
the country.  It could get kind of slow at times, but it was still pretty
neat.  If you talked to someone a cartoon balloon would pop up, and you
could see their responses as well.  The world was pretty big, it had bars,
homes, even hotubs you could get into.  I think it even allowed you to
decide what your character would look like.  I don't remember all the
details it must be about 3 years since I last logged on, but I find it
interesting that users of machines like the C64 and C128 had one of the
first shots at a graphical MU* type enviorment.

Has anyone else out there used Q-Link and kow what I'm talking about?

Peter Hill (pohill@cmu.edu)
Newsgroups: rec.games.mud.misc,misc.misc
From: jfurr@nyx.cs.du.edu (Joel Furr)
Subject: Re: "practical" muds
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Sat, 7 Nov 92 01:44:15 GMT

In article <BxBBD4.4HH@acsu.buffalo.edu> v108pxu3@ubvmsb.cc.buffalo.edu (SOUTH-SIDE) writes:
>
>
>I'm not exactly sure if this is the right place to post this, but if you
>guys don't know, than no one will.  
>
>I'm looking for programs/games on the internet similliar to MUDs, but with a
>more realistic and practical themes.  I definately wan't interaction between
>defferent poeple at the same time.  Themes i'm looking for are economics,
>factory design, product engineering, etc.
>
>If these real-time simulators exist, can anyone please tell me where to find
>or get them.  If not, are there any Wizards out there with ideas as to where to
>begin writing one?
>

Such systems DO exist.  They're called "muds."  What I mean is that the
basic software can be used to sex up a system of combat, or social
interaction, or "furries" tinyboinking each other and thinking it's really
cool... OR economics, engineering, etc.  The latter is just harder and
hence no one's made a big go of it.

If someone wanted to make up a programming language for a MUD to allow
workflow simulation, I'd advise them to get a hold of Alan Pritsker's SLAM
II simulation system.  Frankly, with this in hand, I can't see what you'd
need the Internet environment for, but the two might make an interesting
synthesis... if you can get Pritsker's permission.
From: austin@cs.wisc.edu (Todd Austin)
Newsgroups: rec.games.mud.misc
Subject: Re: info needed
Keywords: info needed
Date: 12 Nov 92 01:02:28 GMT
Article-I.D.: daffy.1992Nov12.010228.28734
Organization: U of Wisconsin CS Dept

In article <1992Nov11.223624.21390@dragon.acadiau.ca>, 890554h@dragon.acadiau.ca (Andrew Hoogerwerf) writes:
|> I was wondering if there is anyway you can telnet without anyone else
|> on the network knowing that you are doing it. It must be obscure to
|> EVERYBODY
|> -- 
|> ----------------------------------------------------------------------
|> Andrew Hoogerwerf               890554@dragon.acadiau.ca
|> 196 Skyway apt 10
|> 542-5339

Virtually impossible, this thread comes up again and again...  Another
person can log into the machine you are running telnet on and: 1) do a "ps"
and see you are running telnet, well, -- so you rename the executable, then
that person can 2) execute "netstat" and see exactly what connections are
in the net kernel tables, and what user created them, telnet to a couple and
see what services they are providing, -- so you boot your sysadmin off your
machine for good, well s/he can just run "tcpdump" and make a vivid copy of all
ethernet transmissions to and from you machine.  The only way to hide
information on the internet is to encrypt at the transmission end, and decrypt
at the receiving end, and even then you have to ensure that no one can get
at the encryption keys.  Take a look at the BSD 4.3 telnet/telnetd, is supports
DES encryption on telnet channels.

Todd Austin, Klaas @ { UD, LPSwat }
Newsgroups: rec.games.mud.misc
From: jfurr@nyx.cs.du.edu (Mr. Furr)
Subject: SPACE MADNESS!  (Was: Re: Social Interaction in MUDs)
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Thu, 12 Nov 92 18:18:58 GMT

In article <1992Nov12.003057.9334@sol.UVic.CA> mmcalees@cs16.UVic.CA (Michael McAleese) writes:
>  This is related to my earlier post, where I asked about a MUD system
>with good combat and good social interaction aspects. (Thanks to all the
>responders, by the way, most helpful!) A few people expressed doubt,
>both in email and on the net, about the appeal of such an idea to the 
>heavy social interaction MUSHs, like Pern.
>  Maybe it's just me, but without the added element of combat and the 
>related environmental effects of damage, a *lot* of the potential drama
>in role-playing goes out the window for me.  If a mud is simply a chat
>area for people to socialize while in costume (so to speak), combat is,
>of course, unneccessary. Certainly any mud that professes to involve 
>role-playing has to run up against the problem that ultimately, that 
>element of risk is not there. It's not just the ability to chastise new
>obnoxious players - though that has a certain appeal - it's the spice 
>that's missing from many a tinyplot.

Michael, you need to visit Space Madness at riemann.math.okstate.edu 6250.
It's a "social" type MUSH, all right, but there's also a complex web of
intrigues, battles, and most of all wanton killings in public places for
no reason at all.  Not only that, but after they kill you, they reconnect
your client to ChargenMUD and they tattoo "TOADS RULE IN EXILE" on both
your butt cheeks.  Spicy enough for you?