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%META:TOPICINFO{author="PumaN" date="1042874580" format="1.0" version="1.1"}%
%META:TOPICPARENT{name="NewFeatures"}%
I. Logging
a. I think perhaps that quests, instead of being logged to one large file, should be logged to individual files so reviewing the dates quests are done (and which quests) is less arduous. Grepping has the same effect, I suppose, but with the potential for a large number of entries it's also possible that the in-MUD version of grep would not be able to accommodate the large number of results or specifics regarding them. If the quest logs are monitored adequately, it could prove patterns in some evidences of quest cheating. (I recall a while back seeing that people who use "cybercafes" would solve quests in one or two day intervals to keep from being caught.) Particularly large or time-consuming quests should log benchmarks in the quest's completion and when said benchmarks are reached so a reader may determine when the party completed the quest, and how long it took them to do so.
b. Another idea I had was to add something that would notify wizards (prince+, in accordance with the quest answer securities, etc.) when players finish quests, or in some instances... certain parts of quests (if they're particularly large or involving ones).
II. "Active" (dynamic) quests
a. "Active quests" are in-MUD activities proposed and established by wizards in which players participate in events to make gold or experience points. Active quests can range from simple to complex events. One benefit of active quests is that it simply puts gold in the hands of players when it seems that finding gold is, while not wholly difficult, time-consuming nonetheless.
Sample Proposal for an Active Quest
Tel'aran'rhiod: The Dream World
Objective: To find the end of a randomly generated maze in an allotted amount of time, while not remaining in one room long enough to allow thoughts to stray and cause one to awaken.
Reward: 50,000 to 200,000 coins.
Note: At this point the submitting wizard may wish to include what it is they wish to write and/or append. For the sake of poorly written examples everywhere, I will just use this note as a substitute.
End
III. Modification of frequently done quests
a. Every two months or so quests should be reviewed for the amount of times they've been solved. If a quest has been done frequently, a review may be in order to invest modifications to the quest to keep its answer from becoming "set in stone", thereby protecting the value of the quest points allocated to it and at the same time allowing the quest to remain a challenge. Simple quests requiring only one step and worth only one point (ie, "Bare Headed") may/will be exempt. Ideas for changes to be made will be included in a future proposal.
IV. Law reforms in regards to quests
a. Every player should be required to register within five to ten days of creation or be eliminated. This will enable us to keep track of who owns which players.
b. Instead of allowing one char per IP per boot, no two chars should be allowed to log on at the same time. (While this eliminates home networks and cybercafes, I really can't say that's any more of a disruption than being only allowed one char per boot... and it's surely more enforceable.)
c. Parties suspected of quest cheating should have their ability to play the game effectively revoked until they are no longer in question or punished accordingly.
Questions, ideas, comments? WindWillow - 18 Jan 2003
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