HDTenEightyP/NetNews huggingface dataset:
From: jblonon@essex.ecn.uoknor.edu (Jason B Lonon)
Subject: Re: Player killing ....
Date: Fri, 20 Nov 1992 18:08:12 GMT
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK, USA


On any mud worth playing, you'll have higher level characters who 'defend'
against nameless player killers. This is the situation on Moral Decay,
where simply no player killer ever gets to high enough level to be
of any nuisance.
*Grin*

Newsgroups: rec.games.mud.misc
From: rparker@eagle.csc.calpoly.edu (Earendil)
Newsgroups: rec.games.mud.misc
Subject: Re: Looking for MAC MUDLIBS
Date: 17 Nov 92 18:29:14 GMT
Organization: California Polytechnic State University, San Luis Obispo


I was able to grab the 2.4.5 mudlib from ftp.cd.chalmer.se, and so far looks
like it is going to work no problem.  I just now got to get all of the
MacTCP working. BTW, this is on an SE w/4 megs... just to try out new ideas.

Earendil

-- 
rparker@blackbird.calpoly.edu                 ||    
Earendil @ Flesh & Blood                      ||   
Earendil @ TMI
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
From: nakazawa@eniac.seas.upenn.edu (The Mangled Dog)
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
Subject: Re: Player killing ....
Date: 23 Nov 92 08:24:46 GMT
Followup-To: rec.games.mud.misc
Organization: University of Pennsylvania

I had a particularly nasty death on Abacus Nuclear War.
There was this 20th level character who asked me if he would be an a group
with myself. Now I was the leader, and the way the team option worked on this
mud was that the followers automatically follow the leader no matter where 
he/she/it goes. Well, I was giving a friend of mine a tour of the mud
when this charcter started to attack me. I was naked and unarmed, and he had 
kickass weapons. No provocation. The sad part was that no matter where I went,
the guy was there, pelting me with blows. Well, I died, and was pissed about
it. 
	The end result was that I regained my lost stats and he was demoted and
banned form the mud. I still have kind of a large grudge against the character.

	If he had challenged me and let me arm myself, on the other hand.....
I would have accepted the challenge and kicked his butt! <I think>

8-)
Newsgroups: rec.games.mud.misc
From: claebaur@shell.portal.com (Tony S Annese)
Subject: Re: CarnageMud
Organization: Portal Communications Company -- 408/973-9111 (voice) 408/973-8091 (data)
Date: Wed, 18 Nov 1992 15:47:02 GMT

In article <37655@uflorida.cis.ufl.edu> bla@reef.cis.ufl.edu (Basilius Arvanitis) writes:
>               /      \                    /  \
>               \  /\  /                   |
>                \/  \/  O R L D S   O F    \__/ A R N A G E
>
>		  A fantasy world of travail and triumph!
>
>		   bigguy.eng.ufl.edu	128.227.116.14

What port?

--
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Tony Annese                                           claebaur@shell.portal.com
We are all masters of our own destiny. Blessed Be.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Organization: Freshman, H&SS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mud.misc
Date: Thu, 19 Nov 1992 12:14:31 -0500 
From: Adam Darby <ad2n+@andrew.cmu.edu>
Subject: Re: MUDS should be banned.

lonely wolf...sounds like he was abandoned for a mud :-)
j/k

i think if we banned muds, then we might as well ban all other fun
activities that people occasionally go overboard on (reading is my
personal vice).

_______________________________________________________________________________
_
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...
-------------------------------------------------------------------------
------
From: feinstei@vax.sonoma.edu
Newsgroups: rec.games.mud.misc
Subject: Adventure
Date: 18 Nov 92 05:04:51 GMT
Organization: Sonoma State University

Does anyone know if there's a Mud based on
the original Adventure game? You know, the
one that has the part that says, "You are in
a maze of twisty passages, all alike." 

Hoping,

Josh
Newsgroups: rec.games.mud.misc
From: quirk@pioneer.unm.edu (Gym Z. Quirk)
Subject: Re: Recent Article in the "Chronicle of Higher Education"
Date: Sat, 21 Nov 92 03:31:02 GMT
Organization: Nit-Pickers for a Better Tomorow Afternoon

In article <1992Nov19.235439.18003@fcom.cc.utah.edu> holmbeck@cs.weber.edu (Holmbeck) writes:
>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...

Having not read the article in question, I can only wonder how closely
it parallels the hysteria about role-playing games (e.g. D&D)...

-- 
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...
Newsgroups: rec.games.mud.misc
From: u912078@daimi.aau.dk (S|ren Erland Vest|)
Subject: TEST
Keywords: TEST (sorry)
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Thu, 19 Nov 92 22:37:10 GMT

This is a test.

Newsgroups: rec.games.mud.misc,rec.games.mud.lp
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
Subject: Re: address servers
Date: 19 Nov 92 23:51:51 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


In article <1992Nov19.175326.3413@leland.Stanford.EDU> whale@leland.Stanford.EDU (Stephen Schmidt) writes:
>In article <1992Nov19.114244.20627@lut.ac.uk> N.J.G.Robertson@lut.ac.uk (NJR) writes:
>>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??

>Well, given that the driver has only been out for a week, I doubt that its
>going to sound naive to anyone :)

 [ Mobydick's great example of the intermud communication features deleted ]

Um, Mobydick doesn't really do stuff with the driver at all, so I think his
answer was a little misguided... I guess I should clarify this, since the
addr_server does something completely different than what he described.

With most LPs, there is a process that runs alongside the driver called hname.
Hname does IP name lookups for the mud, so that you can convert IP numbers to
names whenever the query_ip_name() function is used.  For example, if there
is no address server running, then if you type "finger" on TMI it might show
me as being logged in from 128.114.129.26, instead of am.ucsc.edu.  In some
cases, there is not enough time for the lookup to be completed, or there is no
IP name available for the number being translated, in which case it uses the 
number.

In MudOS development, it was realized that this process is mostly idle.  And,
if there's another mud nearby, there would be an hname running for every
driver process, even if there are several muds on one machine.  This is sort of
a waste, so instead, the addr_server was written, and it listens on a socket
for requests to do the IP name translation.  This allows several muds to share
this process, reducing overhead.  For example, TMI and Legends are sharing
the same addr_server.  If you're running a MudOS and someone else you know on
the same local network is also, you can share the same addr_server process.
The addr_server address and port number is settable in the runtime config file.
Then, to invoke the address server, just do:

  addr_server <port number> &


Hope this helps.

Buddha@TMI-2 


>Mobydick@TMI
>Steve Schmidt			<><		   whale@leland.stanford.edu

BTW, Mobydick's plug of our intermud stuff is all true.


-- 
-------------------------------------------------------------------------------
 From the Mind of Adam Beeman       || Flames:      root@localhost
 #include <std/disclaimer.h>        || other stuff: beeman@cats.ucsc.edu
-------------------------------------------------------------------------------
 Yeah, I'm into MUDs, UNIX, philosophy, art, networking, and saving the earth,
         the Information Age is here and my head is too small...
-------------------------------------------------------------------------------
Newsgroups: rec.games.mud.misc
From: rtang@sunee.uwaterloo.ca (The One Your Mother Warned You About!)
Subject: setup problems - sockets
Keywords: info needed
Organization: University of Waterloo
Date: Fri, 20 Nov 1992 05:25:20 GMT

|>Hi,
|> 
|> I am playing around with setting up a mud,
|> I downloaded: Lpmud-CD.01.57.tar.Z, Mudlib-CD.00.25.tar.Z 
|> 
|> from Chalmers. and compiled everything
|> as is to see what happens.  Now the problem
|> is when I run it I get this:
|> 
|> secure/simul_efun.c loaded: 25 functions
|> Retrieving master data.
|> /syslog/KEEPERSAVE nonexistant. Using defaults.
|> /d/Standard/preload.c (Standard)
|>         Preloading: /std/living.c
|>         Preloading: /cmd/wiz_cmd_apprentice.c
|>         Preloading: /cmd/wiz_cmd_pilgrim.c
|>         Preloading: /cmd/wiz_cmd_normal.c
|>         Preloading: /cmd/wiz_cmd_mage.c
|>         Preloading: /cmd/wiz_cmd_lord.c
|>         Preloading: /cmd/wiz_cmd_arch.c
|>         Preloading: /cmd/wiz_cmd_keeper.c
|>         Preloading: /cmd/std/misc_cmd.c
|>         Preloading: /cmd/std/soul_cmd.c
|>         Preloading: /cmd/std/tracer_tool.c
|>         Preloading: /d/Standard/login/bodies.c
|> /d/Standard/start/church.c (Standard)
|> Setting up ipc.
|> ioctl socket FIONBIO: Operation not supported on socket
|> 
|> [1]    Abort                driver (core dumped)
|> prompt>
|> 
|> Any ideas what I am doing wrong.
|> I am running on a Sparc2 using SunOS 4.1.1, if that
|> makes any difference.
|> 
|> Ray
|>
>For a short time a had the same problem on my mud...
>YOU have all right, the "error" is, that you don't have any rights on the defined
>socket. My solution were that I talked to our SU and he gives me a socket.


I have super user status but I dont have any info on how to do this.
Can anyone offer any info?

Thanks

Ray
Newsgroups: rec.games.mud.misc
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Subject: Re: Player killing ....
Organization: /u/student/jamie/.organization
Date: Wed, 18 Nov 1992 22:34:35 GMT

In article <1992Nov18.145911.234@news.unomaha.edu> dburgdor@cwis.unomaha.edu (Darryl Burgdorf) writes:

[Two examples of senseless player killing deleted.]

Well, I don't have a real problem with senseless killing as you
described, if (and it's a big if) the other players are sufficiently
perceptive to realise what a threat someone who goes around randomly
killing for no reason is to *them*. As you pointed out, there aren't
many people who do that thing in RL; most people who would are
deterred by the fact that if they do behave that way, they're not
going to have a very nice life (if one at all) when they get caught.
And they will get caught. That's the key.

In a MUD, such a person is a threat both to characters, and to the
enjoyment of the players. Therefore, it seems only logical that the
players, once they found out about this killer, would decide to all
lay into him/her.

Another option, but one which could not be done in most MUDs, is to
have the players ostracise the killer. That is, if the players owned
shops etc (rare or perhaps even unheard of in MUDs) they could simply
refuse to serve this character. How long would someone last without
normal MUD facilities? Especially if food and water were essential,
and could only be bought at player-owned stores.

The solution, then, is in the hands of the players and their
characters. If they deem it a sufficient problem, they'll band
together and do something about it. That's all the law you need.

Jamie

Newsgroups: rec.games.mud.misc
From: ferret@paradox.engin.umich.edu (kenneth r lipka)
Subject: Re: Player killing ....
Date: Fri, 20 Nov 92 10:02:22 EST
Organization: University of Michigan Engineering, Ann Arbor
Originator: ferret@paradox.engin.umich.edu


In article <BxzH48.2J9@news.cso.uiuc.edu>, brumleve@gauss (Dan Brumleve) writes:
> However innocent-sounding this system may be, it does _not_ work.  New
> players usually don't get killed unless they annoy someone who's higher
> level (in which case they should get killed).

	Just what is your definition of "annoying" someone?  Is it asking the standard question "I'm new. Can you help me?"  Is it someone who is playing the MUD because they have a neat idea for a character and want to role-play it for live people (i.e. someone who always speaks in rhyme, talks with an outrageous accent, always hugs whoemever they meet, etc)?  Or is it someone who asks if they can pick up one of the numerous objects that are lying at the feet of the higher level character (all of which are usele


ss to that higher)?

	Of course, if this "annoying" takes the form of trying to kill the higher, then the higher should be a gentleman (i.e. like Count Ruegan in The Princess Bride) and let the lower try again when he is more of a challange.  Besides, new players often "annoy" the higher by simply passing through the room.  Let's let common sense and a communtive sense of cooperation for fun and profit rule the MUDs.

	With my opinion,
	Ken Lipka
	ferret@engin.umich.edu
From: pfritsch@skid.ps.uci.edu (Paul Fritschle)
Newsgroups: rec.games.mud.misc
Subject: Re: MUDS should be banned.
Keywords: MUD
Date: 19 Nov 92 01:07:31 GMT
Distribution: usa
Organization: Miskatonic University Department of Computer Science

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?
Newsgroups: rec.games.mud.misc
From: rene@hamel.uucp (Rene Mueller)
Subject: Re: Player killing ....
Organization: Free University of Berlin, Germany
Date: Wed, 18 Nov 1992 18:07:12 GMT

In article <1992Nov18.145911.234@news.unomaha.edu>, dburgdor@cwis.unomaha.edu (Darryl Burgdorf) writes:
|>
|> To begin with, let me point out that I am NOT opposed to allowing pkilling on
|> MUDs; in fact, I think it's necessary to encourage REAL roleplaying and
|> character interaction.  Those who steal from or annoy other players should
|> have to do so with the knowledge that their victims may well retaliate with
|> fatal force; likewise, those who take a strong stance in the gameworld for
|> either good or ill should realize that those who have taken the opposite
|> stance can and will be gunning for them!
|>
Thats a fine idea, but it has one disadvantage:
What does a lowlevel player when there are a lot of players online, who wants to
kill other players and few (perhaps NO) players which will not?
I think the lowlevel player will leave the mud soon :(

|> 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.)
|>
That's the point.. Who looks? I'm plying in a lot of muds (TUBMud [wiz],
VikingMud [wiz], RealmsMud [when I found the newlocation lvl 10], TappMud [lvl 15])
and one thing I found everywhere:
there are just a hand full of players looking all around. Most of them kills first
and ask then (but few corpses answer)...

|> In neither case did the other player stand to gain anything -- money or
|> experience -- from his actions.  In neither case was there any provocation
|> for the action:  I had done nothing to annoy them, I had not stolen from them,
|> I had not in any way aligned myself with an "opposing faction" in the game
|> world, and had no item which they wanted and had to kill me to get.
|>
And after those experiences your not opposed to allowing playerkilling?
Just curious...

|> 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
|>
Realy hard to control for a computer...
But if you have a solution please mail/post it...

	Shea Ohmsford, the flying Wizzard
	    (rene@math.fu-berlin.de)
Newsgroups: rec.games.mud.misc,rec.games.mud.lp
From: stanton@athena.cs.uga.edu (Catherine Stanton)
Subject: Re: Player killing ....
Organization: University of Georgia, Athens
Date: Wed, 18 Nov 1992 23:26:58 GMT

In article <BxxoIy.70M@news.cso.uiuc.edu> brumleve@gauss (Dan Brumleve) writes:
>1) People who kill other players for an ego boost or because they don't
>like "nerds who play MUDs".  In short, assholes.

Yeah these are the ones I enjoy the most...  I'm interested in what prompts
such people to get up in the morning, eat their Post Toasties and then log
on to try to mess with other players.

On the MUD I play we had a playerkiller on last night who did this lovely,
amazingly cowardly feat:

He logged on and gossipped that he wanted to get a small group together, go
"kill some things".  Another player, I am assuming equal to his level came
up to him and said "Sure."  He grouped the other player and then led him out
towards Arachnos.  There is a particular deathtrap around the entrance to
Arachnos which he took him next to.  Then he said (Oh this is precious) "Can
you go one west and retrieve my stuff from my corpse?"  Talk about COWARDLY!

Well I was snooping the asshole because I know him to be just that...an ass-
hole, and fixed the problem.  Oh, and for future reference to any newbie
mudders, don't fall for this crap.  Sure some guy will say that he'll help
you... but you have to be careful.

Cat

-- 
_______________________________________________________________________________
    Cat Stanton
    stanton@athena.cs.uga.edu
_______________________________________________________________________________
From: jolson@sdcc13.ucsd.edu
Newsgroups: rec.games.mud.misc
Subject: Overdrive
Date: 17 Nov 92 17:06:09 GMT
Organization: University of California, San Diego

Is there a current address for Overdrive of is OD down?  
Thanks,
Jonathan
Newsgroups: rec.games.mud.misc
Subject: Re: Player killing ....
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Thu, 19 Nov 1992 22:09:35 GMT
Organization: /u/student/jamie/.organization

In article <1992Nov18.230333.5767@u.washington.edu> tclark@carson.u.washington.edu (Tomas Clark) writes:

[Lots of stuff about making rules to protect newbies from pk, etc.]

It certainly is possible to code in protection for certain groups
(such as newbies) from player killing. However, IMHO this is a klugey
way of doing it. Realism and enjoyment can go together well; in this
case it just needs a slight readjustment of combat.

Some people have pointed out that if a player killer is high enough
level, then even 15 low level characters won't be able to do anything.
This just shows how wacky levels and increasing hit points are. Why do
hit points increase? Surely they should represent some function of
body size, health etc.? If so, then they shouldn't change just because
you've killed a few monsters. This would make combat far more deadly
(I advocate that one or two decent blows with a three foot long piece
of steel should kill most humans) and ensure that people didn't enter
it lightly, unless they had an overwhelming advantage, such as good
armor, brilliant skill or whatever.

This would stop most player killing dead in its tracks (so to speak),
since even a newbie can get in a lucky blow and seriously damage the
attacker. Of course, the downside is that the MUD would have to
include other activities for the players to do, and all of the
monsters would need to be scaled down. But, IMHO again, that would
only lead to a better MUD.

Jamie
Newsgroups: rec.games.mud.misc
Subject: Re: MUDS should be banned.
From: emiddlec@mora.gac.edu (Eric Middlecamp)
Date: 19 Nov 92 23:44:26 -0600

In article <BxxrpH.8r3@news.cso.uiuc.edu>  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.

I think he is saying this because he has spent too much time on muds.
Newsgroups: rec.games.mud.misc