Coming Soon: Arx, After the Reckoning
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One of the annoying peeves I always had with the code on Arx was that +task/work was not automatic if you end the week with unused task supports, you could actually miss out on not insignificant income/resources through forgetting or not realizing you could spam a command a couple of times on a Sunday.
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I would love it if +task/work was automatic. Only on unclaimed tasks. Or a way to increase what is done on a claimed task similar to +task/work.
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ARGH! This explains why my tasks have never popped!
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task/work lets you "spend" your unused tasks for the week in exchange for one resource for you and one resource for your org. You specify your org, then what type (economic, military, social). ex:
task/work culler,economic
. You can do this 7 times, minus any tasks you started. That means, at minimum, 7 resources to you, 7 to your org(s).Task/work won't affect your existing tasks, those still require you to use /supportme and invite people to support you (or have people you've already asked add more).
I'm writing this up at length because I didn't know
task/work
existed for the first RL year+ of my playing! -
@skew Ohh the way it read I thought I had to +task/work every task I was trying to get done each week.
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@packrat said in Coming Soon: Arx, After the Reckoning:
One of the annoying peeves I always had with the code on Arx was that +task/work was not automatic if you end the week with unused task supports, you could actually miss out on not insignificant income/resources through forgetting or not realizing you could spam a command a couple of times on a Sunday.
Yeah, I get that it's annoying.
The issue is I really do not want any kind of passive income tied to characters, because it really creates dinosaur issues with inflation a lot more than people would expect. But what I dislike about task work is it really doesn't engage someone at all, there's no feeling of satisfaction at remembering to do it or anything like that.
So in the rework, task/work is still as simple of a code run, but it has an AP cost, and it has a skill check based on the type of work someone is doing, and is modified further by social skills and prestige and so on, and it might feel more meaningful. I think generally speaking, I want to replace anything that feels rote with something that has choices, however simple, since I think that is more likely to feel satisfying or meaningful.
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@apos I'll be honest -- I feel obligated to do tasks because I'm the head of an @org, I have goals for that @org, and one of the only real ways to achieve them is through a massive investment of resources that can only be earned through +tasks or bought with silver.
But the only way to increase the amount of silver my House has is by increasing our weekly income, and the two ways of doing that are... buying domain skills with resources earned by +tasks or by a massive investment of resources earned by +tasks into various aspects of my House. The economic system is a circle that keeps coming back to the same place again and again and again.
I also find them incredibly dull, even with RP attached, because there's only so many times I can write letters/have a scene about "I'll trade you this lumber I have for your fancy sheep." If the +task system allows for skills purchased to affect the sorts of tasks that can be done and the number of resources they generate -- hopefully in quantities a bit like the current +support system -- I might try to hug your face.
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@aria Ultimately there has to be a lot of sinks, but I want them to be interesting ones that people might find fun. So sure, let me talk a bit about what I have in mind and I'm tweaking.
So about prestige becoming relevant, essentially prestige is going to be significant in most interactions with NPCs, and particularly leaders. It will be a modifier to income, and it will be a modifier for any character on the amount of resources they generate. So, for leaders in particular, it will become a chase stat, even if other characters uninvolved in running orgs might opt out and largely ignore it, since their interactions with NPCs in any kind of automated way is probably a lot less frequent. Similarly, commands to permanently increase domain statistics (and thereby raise income), will also heavily play off character skills and their prestige. Economics, stewardship, propaganda, war, agriculture for example would be significant. The actual domain skills I kinda despise from an implementation perspective and will likely be reworked, because dunking resources in them for a flat mod is terrible from a design perspective.
Prestige itself is being broken up into three parts. Legend (an extremely hard to generate pool that does not decay normally), Fame (what will actually be raised, and raised quickly, but will decay very significantly every chron), and Grandeur (a percentage of prestige gained from assocations, such as family, patrons, orgs, etc). Almost all of the new prestige gain mechanics will be focused around fame, and be individual minigames, and the social skilled characters will be very, very good at them. Donate reworked, praise reworked, event prestige reworked, all the current options reworked with significantly more new ones, such as a fashion minigame, and eventually things like performances, champion duels and so on all being potential prestige gain options. The goal, ultimately, will be to have enough of a spread where at least some prestige orientated options someone will find fun and engaging, and failing that, at least being able to get the help from social characters or other PCs that do, and someone could keep a significantly high prestige in grandeur due to the association with people that are engaged.
Now, aside from that, I'm going to be making AP into a much more of an economic model than it is now, by creating org pools that can be generated by social characters and then traded/given away, and making a lot more consistent and spread out costs, so characters working on building orgs will be able to engage in more avenues to increase them, particularly with the help of social characters. That does mean that the vast majority of minigame type stuff will have AP costs.
Resource wise, I think that it just needs a lot more avenues to generate it in ways that make characters feel significant and that their skills matter. So the task rework is one, running off character skills. Characters being able to barter at the market is another, and trying to get good deals at them, or just gambling AP to try to turn a profit if they roll well.
Ultimately, the intention is to have a number of characters all specialized in their areas be able to contribute meaningful to developing orgs, or just in pursuing fun minigames that interest them, and generate RP.
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@apos My brain is going a little swimmy trying to follow all of this, but that's likely because it's late and I've had a headache for almost eight straight hours now....
What I am taking away from this is a lot of "making social skills relevant" and I cannot tell you how incredibly happy I am about that, particularly as someone who has spent hundreds of XP on the damned things in order to fit both the concept my character came with and the idea of 'good leader'. I have had little cause to use most of those skills outside @actions thus far, but such is the pitfalls of pretty much any social system on any MU* ever.
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@aria said in Coming Soon: Arx, After the Reckoning:
@apos My brain is going a little swimmy trying to follow all of this, but that's likely because it's late and I've had a headache for almost eight straight hours now....
What I am taking away from this is a lot of "making social skills relevant" and I cannot tell you how incredibly happy I am about that, particularly as someone who has spent hundreds of XP on the damned things in order to fit both the concept my character came with and the idea of 'good leader'. I have had little cause to use most of those skills outside @actions thus far, but such is the pitfalls of pretty much any social system on any MU* ever.
To keep it simple- there will be a lot, lot, lot of automated things for social characters to do, in terms of generating prestige, resources, or AP, with different systems costing one or the other based on what someone is doing.
Over time, we'll just have more automated ways of effecting the environment, and letting characters feel like their actions have a meaningful effect on the game world. Domains will rise and fall, characters will become famous or infamous, and that stuff can be automated. I wanna focus on metaplot and the more politics can be system driven and by players I think that's fine.
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@apos I like the sound of all of this, I am about to start dumping xp into more social stats but I was really dreading the 1000 military resources to get War as a domain stat, or Propaganda... even though I don't hold any positions that would use them, I still thought my char should have them.
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Finally all my jack-of-all-tradesing is going to pay off.
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@sparks said in Coming Soon: Arx, After the Reckoning:
@deviante said in Coming Soon: Arx, After the Reckoning:
I used to use Atlantis' MUSH text editor when I played on Firan but it doesn't seem to work properly for me anymore. This is okay as it doesn't have 256 colors.
FWIW, Atlantis 2 has an Evennia-friendly 256-color editor that can output both Evennia and MUX2 style color codes, does gradients for fills and so on.
(Of course, I need to actually finish Atlantis 2.)
Dear sweet god, please release Atlantis 2
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@wahoo said in Coming Soon: Arx, After the Reckoning:
@sparks said in Coming Soon: Arx, After the Reckoning:
@deviante said in Coming Soon: Arx, After the Reckoning:
I used to use Atlantis' MUSH text editor when I played on Firan but it doesn't seem to work properly for me anymore. This is okay as it doesn't have 256 colors.
FWIW, Atlantis 2 has an Evennia-friendly 256-color editor that can output both Evennia and MUX2 style color codes, does gradients for fills and so on.
(Of course, I need to actually finish Atlantis 2.)
Dear sweet god, please release Atlantis 2
I want my infinity input windows.
(Ok just 2) -
Sigh. Atlantis remains the only thing I would want to get a Mac for/use OSX for. Looking at pictures of it in action makes me pine for it, especially the spawn windows. I'm totes fucking jelly of it.
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@rucket said in Coming Soon: Arx, After the Reckoning:
Sigh. Atlantis remains the only thing I would want to get a Mac for/use OSX for. Looking at pictures of it in action makes me pine for it, especially the spawn windows. I'm totes fucking jelly of it.
tbh, having used Potato and Atlantis... I still prefer Potato's spawn windows. I use the cmd+1, cmd+2 etc method of accessing my 'world' windows. So I can only go to a max of 10 in Atlantis. So that means: 5 characters + spawns open at a time if I want keyboard access (I can't get the hang of the 'stoplight' stack?).
In Potato, I can have up to ten characters open because the spawns nest under the world. So they don't display unless I'm in that character/world. And then I can just ctrl/cmd+tab to the spawn.
I am crossing my fingers that Atlantis 2 does something similar, because I desperately miss that feature. It felt so much cleaner visually to me.
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@rucket said in Coming Soon: Arx, After the Reckoning:
Sigh. Atlantis remains the only thing I would want to get a Mac for/use OSX for. Looking at pictures of it in action makes me pine for it, especially the spawn windows. I'm totes fucking jelly of it.
I just got a Mac last month. As @Auspice said, I prefer Potato. Why? Two input windows. I'd trade it all for two inputs windows. My Macbook is light and small and has a great battery so I use it for my normal "after kids go to bed sit in comfy chair watch TV and play MU*" type stuff, but if I had an alternative with two input windows I'd take it.
I like two input windows. I really like two input windows. (Which Atlantis 2 will have omfg.)
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Yeah but like -- you can't even tell when and where you have activity in Potato spawns like 50% of the time. That's so broken.
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@roz said in Coming Soon: Arx, After the Reckoning:
Yeah but like -- you can't even tell when and where you have activity in Potato spawns like 50% of the time. That's so broken.
World shows activity.
Spawn shows activity.Done deal. Makes sense to me!
But yeah, @skew - I've had my Mac since summer 2015 and the OSX update that 'broke' Potato happened in... 2016? I've been missing it (for them dual-inputs) since. I know some people who have been able to get the workarounds (as per github) to work, but I've never been one of them.
I keep telling @Sparks that I will gladly QA for Atlantis 2.....
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@auspice Is potato still broken for Sierra? They tried to figure it out and then they came up with a 'Well download this, to run it with this, and after about the fifth step I just said fuck it and stopped trying. Will Atlantis nest tabs within the single window?