> > > > If you want to make life REALLY easy on yourself: > > 1) Don't let immorts do anything > > 2) Only promote people you really trust past immort level > > 3) Have a no-reimbursement policy > > > > > > Makes life really easy. > > -Jeff > > I like parts 2 and 3 of the policy, and I felt I would put my two cents > in on part one. > > I look at immortals as valuable sources of input. They put a lot of time > into the game, and I listen closely to what they have to say. I don't > let them do anything to the code or areas, nor let them run quests or do > anything that requires them to load objects or other god-like functions. I agree completely (sp?). > > The way immortality is set up in the stock code makes it kind of > pointless. I prefer to allow immortals to continue adventuring. There > are a bunch of ways to do this. My favorite is to seperate the MUD into > level mortals. And from time to time they can ascend down to the mortal > plane and get involved in things. Never thought the thing that way. It's a great idea. Besides, it'll give the immortals something to do that in't annoy or over-help the mortals. > > Giving immortals roles as guild leaders, runners of automated quests, > etc. is also a good idea. The point I think Jeff was trying to make is > this: Immortals are just experinced players. Giving them power over the > game is risky because _ANYONE_ can become an immortal. Leave it to the > gods to run the game. Something I whole heartedly agree with. My immortals don't have access to the code. They can make areas, but I implement them. Although I agree with the immortal planes, I think that I'll have to make some changes in the code I don't want to implement now (not with the 3.0 about to be released). Perhaps the better way to deal with it would be just immort the people I really trust.
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