The importance of large grids for MU*
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Sorry @Glitch, can't understand you with your mouth full of dicks. Try eating a smaller bag next time, you glutton.
I generally copy&paste whatever bits catch my eye into notepad before I get around to posting, since I might not post just then and I don't want to scan back for it. I'll try to add a @whoever, though, just for you two delicate flowers.
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@Thenomain said:
@HelloRaptor said,
I am a giant whining pussy.
Fixed that for you.
Hey. This is the mildly constructive board.
He's a large, legitimately aggrieved vagina.
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I honestly don't see the need in a large grid anymore -- especially when most mu*s are small. I'm honestly wondering if you can get away with (today) having basic RP-rooms that can be anywhere on the grid, so to speak, and then having an actual grid with just the 'highlights' of the area (so to speak). That's not counting private rooms, naturally, but there's no reason that 'My apartment', so to speak, has to be tied to a floor grid-space, then a building grid-space, then a street grid-space, and so on.
Even on places with tons of players, and tons of gridspace (coughShangrila*cough), people don't use most of it. Why build things that people aren't going to be using in the first place?
(Caveat: I'm not currently RPing on any game at all, so my opinion means whatever you want it to mean)
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I like games with grids, but I'm weird. I'm also from a lot of games that expected use of like, the entire planet (typically Risk-map style), with cities parked here and there. I've also never really been on a MU* that had a lot of player-owned building stuff (most times you'd just @create an object, set it up, drop it and go). So that's colored a lot of my thoughts on it. But...
I like grids. I don't like grids that are Street Crossing + Street Crossing. It's difficult to navigate those for me, especially without a +map. I like grids that are neighborhoods/areas/districts. The rest of those are 'eh' for me (though I've been having to look at the most common denominators and options for the game I'm building), but I can see the use of them. Particularly if you come from a game with all of that 'locked personal property' stuff and it having an IC effect (good lord, now I'm having thoughts of the horror stories of coded locks interacting with coded lockpicking commands and my brain hurts).
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I think on SHH for instance I've used 3 rooms total for RP. Two of them are bars, the other is RP Room #1.
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This is the Eldritch grid. It does not have street crossings. Instead, each grid square is a sub-district, belonging to larger districts.
Easy to navigate, and a maximum of 30 "grid squares". There will be neighborhoods and stuff within them, but you can just hit "out" until you get to a grid square and then from there the map is super clear.
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@Coin
More or less what I'm doing for TheatreMUSH. The grid itself is split into 9 neighborhoods, with 2-3 rooms each (one grid has 4 just because that's the stretch I needed for the map). Anything that's a location within the grid space is built separately (typically one room, but some locations, like Elysia or places I expect to be big hangouts, will have more, around 5). Specific areas can be built off of them at player request or staff need and go from there. I think we have 39 grid spaces for city/outlying areas and like, 7 for sewers/warrens. It seems reasonable, and I can add/subtract as necessary.I'm also putting in place a system of virtual ownership; players will be able to build when given permission, but the stuff they build as far as rooms will be owned by a builder, and they will virtually own them (and thus can re-desc, add places, allow it to be set as a hangout in +hangouts/add, etc. via +commands, but it helps to prevent the inevitable AUGH SPY bullshit)