Attachment to old-school MU* clients
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That said, I was stating that the idea of it being the norm is now over. It still happens, just as I still could ride my horse to work if I wanted.
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@tinuviel said in Attachment to old-school MU* clients:
@lotherio said in Attachment to old-school MU* clients:
@tinuviel said in Attachment to old-school MU* clients:
@lotherio said in Attachment to old-school MU* clients:
I can say tonight there were three on grid scene where I was tonight
That's not at all what I said.
You said days of grid wandering are done, I kindly disagreed.
Then you are wrong in more cases than you are right.
I don't care to play disagree all night. You wanting to be right doesn't make you right.
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@lotherio said in Attachment to old-school MU* clients:
I don't care to play disagree all night.
Then log off.
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@tinuviel said in Attachment to old-school MU* clients:
That said, I was stating that the idea of it being the norm is now over. It still happens, just as I still could ride my horse to work if I wanted.
I think this perspective depends entirely on what games you're playing on. If you're not on games where it happens, yeah, I can see the viewpoint of the norm having changed (especially given we have a whole subset of games that don't even have grids any more). If you're on only games where it's still the norm (like I am)...the perspective seems very foreign, because it's still very much "the norm" where I play.
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@sunny We'd definitely need a bunch of statistics to tell without bias, but it has definitely appeared to have gone from The Way everywhere to A Way in a few places.
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@sunny said in Attachment to old-school MU* clients:
(especially given we have a whole subset of games that don't even have grids any more).
Which would those be?
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@ninjakitten said in Attachment to old-school MU* clients:
@sunny said in Attachment to old-school MU* clients:
(especially given we have a whole subset of games that don't even have grids any more).
Which would those be?
The ones that I'm told exist every time an adjacent topic comes up. "We do fine without a grid! Nobody needs one any more! Nobody plays on them anyway, we just choose rooms off a list." Unless that's been just hyperbole and the games DON'T actually exist.
eta: I don't know what they are, I just know I'm yelled at about them every time I mention preferring grid based/initiated play, so I was trying to acknowledge they existed before somebody came at me again about it.
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@sunny said in Attachment to old-school MU* clients:
Unless that's been just hyperbole
Hyperbole? IN MY MU SOAPBOX?!
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taps the section label
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@sunny said in Attachment to old-school MU* clients:
Nobody needs one any more! Nobody plays on them anyway, we just choose rooms off a list." Unless that's been just hyperbole and the games DON'T actually exist.
Ares games have three different ways of starting scenes.
- You can wander the grid to Central Perk, spin up a public/open scene, and wait for someone to join in.
- You can do
scene/start Central Perk
and create a scene in a temp room representing Central Perk. This scene can be marked as private or public/open. - You can create a scene on the web portal and choose Central Perk from a dropdown list of locations. Same as #2, just the web version.
So yes, in scenarios 2 & 3, you don't actually need a "grid", just a list of available RP locations. Even so, I'm only aware of one Ares game that tried not having a grid, and they ended up creating one anyway to be more familiar.
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@sunny Huh! I think that'd feel really odd to me. Even though I don't do a lot of grid-walking (I tend to teleport, on any kind of game that lets me) I like having a grid, and walking it at least a few times. It gives me a better feeling for how things are linked up -- that and maps, though ideally both -- which I inevitably need at some point when I have to figure out whether X is a block from Y or all the way across town, or similar. I guess I could probably work with a good, detailed map if there wasn't a grid, as long as things still had descs, but it'd still feel... just weird to me not to have a grid.
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@ninjakitten said in Attachment to old-school MU* clients:
@sunny Huh! I think that'd feel really odd to me. Even though I don't do a lot of grid-walking (I tend to teleport, on any kind of game that lets me) I like having a grid, and walking it at least a few times. It gives me a better feeling for how things are linked up -- that and maps, though ideally both -- which I inevitably need at some point when I have to figure out whether X is a block from Y or all the way across town, or similar. I guess I could probably work with a good, detailed map if there wasn't a grid, as long as things still had descs, but it'd still feel... just weird to me not to have a grid.
Same. I want a grid and an ascii map of the major locations. Not because I need it to navigate, but because it helps me keep an idea in my head of what this place's geography is like, and make sure that that idea is not too different from everyone else's. I suppose a hand drawn map could achieve the same, but there needs to be something, at least.
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@l-b-heuschkel Boy, I'm so used to games not having maps that when they do it's as if it's a totally new concept that I love. Every time.
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@tinuviel said in Attachment to old-school MU* clients:
@l-b-heuschkel Boy, I'm so used to games not having maps that when they do it's as if it's a totally new concept that I love. Every time.
Or the maps were player made and posted on Geocities. XD
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@l-b-heuschkel But were always somehow a month out of date even if posted recently because someone decided to alter the grid in a small but irritating way.
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@tinuviel On some games, deliberately, because keeping players confused 'keeps the game fresh'. XD
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Usually I enjoy trying new technology, new apps, new software. But when it comes to mud clients and ways to connect to my favourite hobby I've been less open to it and have stuck with Mushclient for years. Decades even.
I think it's largely because when it comes to roleplaying I have certain things in place so that I can keep up, triggers that colour names. Custom built plugins that ensure that certain text appears in a different window, reducing spam. Aliases that shorten series of commands into something more familiar. 153 triggers, 123 aliases and 3 plugins.
If a web based client somehow managed to fulfill my rping needs and either eliminated the need for the various things I have set up, or have a way built in that I could do something similar, then I would consider taking the plunge.
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@clarity Did you know that Chrome and Firefox both have Highlight extensions that can be set up for just one website?
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@l-b-heuschkel said in Attachment to old-school MU* clients:
@ninjakitten said in Attachment to old-school MU* clients:
@sunny Huh! I think that'd feel really odd to me. Even though I don't do a lot of grid-walking (I tend to teleport, on any kind of game that lets me) I like having a grid, and walking it at least a few times. It gives me a better feeling for how things are linked up -- that and maps, though ideally both -- which I inevitably need at some point when I have to figure out whether X is a block from Y or all the way across town, or similar. I guess I could probably work with a good, detailed map if there wasn't a grid, as long as things still had descs, but it'd still feel... just weird to me not to have a grid.
Same. I want a grid and an ascii map of the major locations. Not because I need it to navigate, but because it helps me keep an idea in my head of what this place's geography is like, and make sure that that idea is not too different from everyone else's. I suppose a hand drawn map could achieve the same, but there needs to be something, at least.
These are great points I hadn't considered. I know at least one person was thinking about some grid randomisation code a while back, where basically you'd input a command to go find a bar in some city and the game would automatically generate one which can then be referenced by anyone else in future, or they can just keep spawning new bars this city supposedly has. The idea was to combat the "small world" feel a lot of games suffer from, where they're supposed to represent something like a network of planets or a great medieval fantasy land but the scope is limited by how much patience builders have to fill in every detail. I live in my country's capital and can't imagine any game ever successfully mapping out all the bars and tunnels and secret hideaways it has to fully capture the feel of what life in this big city is like.
But if it robs people of even a basic sense of what the environment they're navigating is like, I can see how that would be a problem. Unless perhaps you give players the authority to pencil their additions into this vaguely hand-drawn (or even computer generated) map?
EDITx2:
I know the coder whose idea I'm referencing up there has posted on MSB but I can't find their posts and don't remember their handle right now. I'll link it in if I figure it out.Found.