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Re: [MUD-Dev] Guide Applicant : Player Ratio
On Fri, 18 Feb 2000, Geoffrey A. MacDougall wrote:
> Greetings,
>
> Two short and simple questions for which I hope there are short and simple
> answers:
>
> 1.) When one is designing a guide/admin/wizard/immortal/whatever system that
> relies on player volunteers (for a large-scale graphical commercial MUD),
> how many applications per number of players can one expect to receive?
> I.e., what percentage of the playerbase would be interested in becoming a
> guide?
>
> 2.) What is the ratio of qualified applicants to total number of
> applications?
>
> I realize these questions are liable to elicit a number of answers that
> begin with "It depends...", but I'm hoping for a sweeping generalization, if
> there is one...
I can't speak for graphical commercial MUDs, but we tend to get about 5%
of our active playerbase interested in being a Guide when we ask for
applications. Our requirements are largely just that they have to have
played at least 300 hours before applying.
I make the applicants write a little essay on why they should be a Guide,
and I find that about half of them write well enough and demonstrate a
mature enough grasp of their duties to be chosen.
--matt
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- Re: [MUD-Dev] voice vs. text, (continued)
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #286 - 13 msgs,
Dundee SkeptAck#antisocial,com, Sun 20 Feb 2000, 19:34 GMT
- RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #286 - 13 msgs,
Koster, Raph rkoster#origin,ea.com, Mon 21 Feb 2000, 17:57 GMT
- [MUD-Dev] Guide Applicant : Player Ratio,
Geoffrey A. MacDougall geoffrey#poptronik,com, Fri 18 Feb 2000, 17:43 GMT
- [MUD-Dev] Codebase Ideas,
punitac punitac#prodigy,net, Fri 18 Feb 2000, 03:25 GMT
- [MUD-Dev] The Endeavour Map and MUD Applications,
Michael Hohensee michael#sparta,mainstream.net, Wed 16 Feb 2000, 18:04 GMT
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