Let's talk about what makes a Mush succesful or a failure in regards to the questions presented herein.
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@DnvnQuinn said in Let's talk about what makes a Mush succesful or a failure in regards to the questions presented herein.:
There I updated the topic header your lordship.
Hey, don't treat me like I gave you some order! You asked!
If you want me to order you around, that's totally different. We can negotiate.
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@Coin said in Let's talk about what makes a Mush succesful or a failure in regards to the questions presented herein.:
If you want me to order you around, that's totally different. We can negotiate.
Just remember 'red' means stop immediately, 'yellow' means proceed with cau--shit, not that kind of negotiation, sorry.
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Two good threads covered this recently:
http://musoapbox.net/topic/1063/how-does-a-mu-become-successful?page=1
And
http://musoapbox.net/topic/1043/meta-vs-prp-vs-planning-vs-impromptu?page=1
The later talks about staff provided things that make it fun for players ... which boils down to having something to do.
That said, I'll cast my stone with the 'whatever you have fun doing' lot.
If you have fun with 8 people on your own place and they all have fun, running plots for each other or whatever happens in the theme on a regular basis to create story and RP, then you have succeeded. If you want to run things, then maybe having 60 unique individuals with 80-120 unique chars amongst them, all doing things while you throw out meta plot to the various circles and everyone is having fun, then you've succeeded.
Remember the nearly golden rule, you can't please everyone all the time. The places that get the biggest gripes are usually the 'bigger' places, generally having 30-40+ chars on during peak times (even if its 20 people with lots of alts). The gripes always seem to come when the fun of an individual doesn't jive with the fun of others somehow. Its rare to see a place with less than 10 chars active on a daily basis get a complaint here (if ever), and usually those places are just fine with the 10 regulars that keep on telling stories.
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@surreality said in Let's talk about what makes a Mush succesful or a failure in regards to the questions presented herein.:
@Coin said in Let's talk about what makes a Mush succesful or a failure in regards to the questions presented herein.:
If you want me to order you around, that's totally different. We can negotiate.
Just remember 'red' means stop immediately, 'yellow' means proceed with cau--shit, not that kind of negotiation, sorry.
[brow waggles]
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@DnvnQuinn said in Let's talk about what makes a Mush succesful or a failure in regards to the questions presented herein.:
You people are super hard to get answers out of.
Maybe success wasn't a right word, maybe I should have said what keeps you coming back and then listed my questions, cause so far, no answers except to discuss the definition of success or failure. Which is my bad.
Server? I prefer Mux but will play Rhost or Penn in that order.
I answered what I want to see from staff, and what turns me off.
What keeps me coming back is if I feel connected, my involvement and my enjoyment of the game's theme/setting and other people also playing the game. That is almost entirely and almost quite literally all that I care about.
I did think about that answer after looking at the list of questions you proposed and I don't think you just had the wrong title, but that you're asking the wrong questions.
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@Thenomain I'm with you there. MUX is best for me, Rhost, then Penn.
Sucks that people still pick Penn for me, my biggest hate on for it? Frikken channels. WHY IN CTHULHU'S NAME IS THERE AN = OR A + IN FRONT OF A CHANNEL?!?! WHY????!?!?!?!?!
I just hate that.
So much.
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They guy hosting my server suggested Rhost. What has the most code I can steal?
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@DnvnQuinn said in Let's talk about what makes a Mush succesful or a failure in regards to the questions presented herein.:
They guy hosting my server suggested Rhost. What has the most code I can steal?
In my limited experience, MUX has tons of code that you can steal. What's going to work for a Fallout game?
....um...
...well...
You might need a coder.
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SAVAGE can be modified, FATE and even WoD stuff, though WoD would be a tad more work.
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Alternatively yes, I could try to find a coder who wants to set up an actual honest to god SPECIAL stat system in there.
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@DnvnQuinn
Right, but none of those mods are easy if you don't know how to code already. @Thenomain's system is probably the easiest to mod out of the box, and even that's pretty intensive.
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Yeah, my code is written pretty much to replicate CoD (or "C of D" if you're a particularly picky bearded peccadillo).
I'll agree with @Derp on this one: The best server is the server you have the code for. If you're going for a role-play intensive game, stick with one of the Mushes (Mush, Penn, Mux, Rhost, in order of creation).
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Use whatever server your coder prefers. If you don't have a coder, stop development and focus your attention on either learning to code yourself or on recruiting one. We all have our preferences and there is no 'objectively better in all ways' server. Penn has FS3, Mux has a package of out there, etc. 'What do I use?' vs 'What are your design goals?'
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I think I've settled on a Fallout inspired wasteland game. That way I have more world building options.