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Re: [MUD-Dev] Admins as Mortals
On Tue, 15 Sep 1998, Philip Loguinov -- Draymoor wrote:
> problems i may have missed.
Just theory on my part, but I should think that having all-mortal
builders would limit the terrain they can reach for development... unless
you plan on offering various starting locations to chose from at the
beginning of each players' life.
Of course, an entirely "natural" colonization process might be one of
your "points" to the game :)
-Holly
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- Thread context:
- Re: [MUD-Dev] Sony's EverQuest Admits Using Diku, (continued)
- Re: [MUD-Dev] Sony's EverQuest Admits Using Diku,
Greg Miller gmiller#classic-games,com, Wed 17 Nov 1999, 21:24 GMT
- Re: [MUD-Dev] Sony's EverQuest Admits Using Diku,
Wendy Winkler dionyza#peace,tbcnet.com, Wed 17 Nov 1999, 23:17 GMT
- RE: [MUD-Dev] Sony's EverQuest Admits Using Diku,
Koster, Raph rkoster#origin,ea.com, Wed 17 Nov 1999, 17:17 GMT
- [MUD-Dev] Admins as Mortals,
Philip Loguinov -- Draymoor fibhufky#erols,com, Wed 17 Nov 1999, 16:31 GMT
- Re: [MUD-Dev] Admins as Mortals,
Holly Sommer hsommer#micro,ti.com, Wed 17 Nov 1999, 17:17 GMT
- Re: [MUD-Dev] Admins as Mortals,
Travis S. Casey efindel#io,com, Wed 17 Nov 1999, 17:20 GMT
- Re: [MUD-Dev] Admins as Mortals,
Mik Clarke mikclrk#attglobal,net, Wed 17 Nov 1999, 21:24 GMT
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