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    2. Alzie
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    • Posts 478
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    Posts made by Alzie

    • RE: u() and you. AKA: How to give out permissions without realizing it.

      @Rook You're missing the point of my post. I know what you're saying and I agreed with you. What i'm saying is that your example is fundamentally flawed in pennmush because the only reason it works at all is because you set your attribute as visual. A person cannot run U in pennmush on a wizard object as a normal bit because they don't have permission to grab attributes off the object. It automatically fails before passing go because you cannot GET the attribute. As another example:

      #Code set on a wizard object
      &test object=[pemit(*TEster,test)]
      #Flags of object: Flags: UNFINDABLE WIZARD SAFE
      
      
      #ex object/test
      No matching attributes.
      #th [get(object/test)]
      #-1 NO PERMISSION TO GET ATTRIBUTE
      #th [u(object/test)]
      #-1 NO PERMISSION TO GET ATTRIBUTE
      
      posted in MU Code
      Alzie
      Alzie
    • RE: u() and you. AKA: How to give out permissions without realizing it.

      very belatedly, I wanted to note that on pennmush the only reason this works at all is the visual flag. Without it the player doesn't have permission to get the attribute. U is first and foremost a get call, so if you don't have permission to grab the attribute it fails. And any wizard setting themselves visual shouldn't be a wizard anyways. Afterwards the only thing stopping it is safer_ufun yes.

      Also, it's @config on penn, @config/set safer_ufun=1 or yes.

      Case in point on pennmush 2.8.5:

      ex me/va
      VA: [set(*Tester,Royalty)]
      
      'On tester:'
      th [get(*okra/va)]
      #-1 NO PERMISSION TO GET ATTRIBUTE
      ex *okra/va
      No matching attributes.
      th [u(*okra/va)]
      #-1 NO PERMISSION TO GET ATTRIBUTE
      

      Edit: I would assume rhost is the same?

      posted in MU Code
      Alzie
      Alzie
    • RE: Settings and Canon

      I think that if you're going to play a game set in an established universe then it should hold to the base theme. If you're playing World of Darkness, Vampires are vampires, Cruac kills your soul, Twilight is a thing, etc. I think that if you throw all that out, you're no longer playing World of Darkness and should make it very clear in your theme files. The reason I say that is because if you market yourself as World of Darkness but deny basic theme tenets and let people run all over them, that will eventually cause problems when someone apps in and thinks those theme tenets are set in stone. They will be confused why everyone is treating them as odd.

      So my take is that you need to be clear, but there's nothing inherently wrong with ignoring the source material.

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: Anomaly Jobs: +myjob/cc

      @Thenomain Oh, no, I didn't make it. It was added by the anomaly jobs people. This is the original source. I also think it's a little silly, but I understand why it was left, it's sometimes not desirable, especially on our game when we do status votes.

      https://code.google.com/p/anomalyjobs/source/browse/trunk/full/jobs-full.txt#2032

      posted in MU Questions & Requests
      Alzie
      Alzie
    • RE: Anomaly Jobs: +myjob/cc

      @Thenomain said:

      @Alzie said:

      There is no source for this code. Therefore, it is shit.

      Just making sure we're on the same page, here.

      I'm not sure what that's about, but I gave you the full copy of myjob/cc above. In any case, I've said all I have to say about it and given you all the information you need to go forward.

      Also: https://code.google.com/p/anomalyjobs/source/detail?r=427

      posted in MU Questions & Requests
      Alzie
      Alzie
    • RE: Anomaly Jobs: +myjob/cc

      @Thenomain said:

      @Alzie

      this is intended behavior - at least for the developers of anomaly jobs

      That's awesome, but whomever created +myjob/cc should know this, as it works well enough around in the other games. As I didn't install it from base, I'm missing something.

      I know what I can do. I already mentioned that. I'm funny that I'd like to do what the code creators expect, in case it has to be maintained by someone who's not me later on.

      You aren't missing anything. Myjob/cc doesn't do anything to make it so other players can see the comments of anyone else on the job. How you do that is explained above. This is Myjob/cc:

      $+myjob/cc *=*:@switch [not(u(%va/FN_GUEST,%#))][setq(0,u(%va/FN_FIND-JOB,%0))][isdbref(%q0)][or(and(u(%va/IS_PUBLIC,%q0),match(get(%q0/OPENED_BY),%#)),u(%va/FN_MYACCESSCHECK,parent(%q0),%#,%q0),)][not(u(%va/FN_HASATTR,%q0,LOCKED))][setq(1,map(%va/MAP_SOURCE,secure(trim(%1))))][setq(2,member(%q1,#-1))][not(gt(%q2,0))]=0*,@pemit %#=This command is not available to guests.,10*,@pemit %#=That is an invalid job number.,110*,@pemit %#=[name(%q0)] is not yours. You can only modify your own jobs.,1110*,@pemit %#=That job is locked and cannot be changed at this time.,11110*,{@pemit %#='[extract(secure(trim(%1)),%q2,1)]' is not a valid player or jgroup.},{&opened_by %q0=[setunion(get(%q0/opened_by),%q1)];@pemit %#=You have set job #%0 to have a source of [u(%va/FN_PLAYERLIST,%q0)].;&JOBACCESS %q0=[ifelse(member(get(%q0/JOBACCESS),u(%va/FN_OBJID,%q1)),remove(get(%q0/JOBACCESS),u(%va/FN_OBJID,%q1)),setunion(get(%q0/JOBACCESS),u(%va/FN_OBJID,%q1)))];@trigger %va/TRIG_ADD=%q0,Source changed to [u(%va/FN_PLAYERLIST,%q0)].,%#,SRC;@trigger %va/TRIG_BROADCAST=%q0,%#,SRC,%q1;@pemit [pmatch(%1)]=You have been CC'ed to Job %0.}
      

      The only thing it does is add people to the job access list, which lets you use commands on the job.

      Also, apology, the flag is no_inherit, not inherit.

      If you're saying 'Alzie, I don't want to do it the easy way, tell me the hard way' then your answer is FIL_PUBLISHED, FIL_COMMENTS, FN_MYACCESSCHECK on the Job Database and CMD_MYJOB/VIEW on Job Global Object. Have fun.

      FIL_PUBLISHED - Tells the system which comments the person sees
      FN_MYACCESSCHECK - A function used by FIL_PUBLISHED to check whether or not a person has access to the comment
      FIL_COMMENTS - Determines which of the final list of comments is shown based on what comment types should be visible

      posted in MU Questions & Requests
      Alzie
      Alzie
    • RE: Anomaly Jobs: +myjob/cc

      @Thenomain Reason: You don't set the comment inherit. By default, setting people on the opened by doesn't mean that they can see each other's comments, this is intended behavior - at least for the developers of anomaly jobs. So if you want the whole job to be visible to everyone you either set all the comments Inherit or you set the PUBLISH attribute to 1 on the job object that is created when the job is opened.

      If you want, I have a myjob/publish command.

      posted in MU Questions & Requests
      Alzie
      Alzie
    • RE: Blood of Dragons

      @Balerion said:

      @Alzie I think what you mean is that we've sent cease and desists on other occasions not related to BoD? Which is true. We have never sent a cease and desist regarding our game or any other ASoIaF game, but yes, we have sent DMCAs regarding copyrighted content that has absolutely nothing whatsoever to do with BoD.

      That is a legal right one has. Exercising a legal right is neither saintly nor sinful.

      Yet, we are all painfully aware that you have in fact gone to other games (And even in this thread you have stated) and stated that they are not allowed to exist because they do not have the permission of GRRM, only you do. So trying to wiggle out of it by saying 'Well it wasn't about BoD specifically' is silly, because it was in its entirety about BoD even if you never mentioned it specifically and only ever referred to GRRM's series. In any case, we have established that sending cease and desist letters and DMCA notices on GRRM's behalf is not a right you have unless he has given you that right legally by naming you his representative in these matters. I'll assume he hasn't named you his representative in these matters and I'd say that's a fair assumption since if he wanted to spend his time sending DMCA notices and cease and desist letters, he would probably hire actual lawyers. So far, he has pretty much demonstrably demonstrated he does not give enough of a fuck to waste his time considering how many places his IP is found.

      @il-volpe We'd very happily cross-promote other games based on GRRM's intellectual property, provided they were authorized by GRRM to do so, of course. We'd suggest games seeking that approval avoid having administrators who participate in forums dedicated to trolling and mocking GRRM, though, as it would probably prejudice him against approval.

      He says, as if GRRM is trolling the internet for his hate forums.

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: Dust to Dust (Formerly the nWoD grenade thread)

      I keep telling myself I will start a new game, but I have absolutely no desire to do as such. Guess it's one of those things.

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: Blood of Dragons

      @Balerion said:

      @jeshin Just to clarify, before someone reads too much into what you wrote, we have never suggested that we have the authority to send cease and desists to any other game (and we have never attempted to do so.)

      Yet this is a thing you have done, loudly and very publicly, in the past. So let's not pretend that you're a saint.

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: Optional Realities & Project Redshift

      If anyone wants an eclipse phase game, that's one of the games my Stat library supports out of the box (only because someone pestered me constantly).

      https://github.com/ccubed/UGS/tree/master/Unisystem CG Base/Dropins/Eclipse Phase

      I did not realize there were 7 pages at the time, but I might as well comment on all 7. I am curious what Jeshin counts as automation. Requiem has damage code, a cron, healing, automated job creation based on criterion, automated boons that are completely in player control, automated xp buys but i'm getting the feeling that's not what he's looking for. On the other hand, he's letting in Kushiel's debut which has basically no true automated systems. I am unfamiliar with phoenix's systems because I'm not making an account to check it out.

      He keeps propping Evennia, but Evennia is not new, nor is it particularly amazing because it has a laundry list of problems and the home page even says it's probably not ready for a full game yet. Evennia is nice because it's python and all the code is in python, but that also means that all your development is done away from the game, so testing it becomes an interesting experience and sometimes frustrating. Evennia is certainly not the first python mu base and it won't be the last, nor is Redshift the first Evennia game and it won't be the last.

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: [Ethnicity Thread] Who Do You Think You Are?

      I'm White through and through. My father's side is German, my mother's side is Italian. I'm told my father's family immigrated here shortly before WW1. I imagine they had a hard time since he was an officer in the german military. My mother's family doesn't know much about their ancestors and i haven't really bothered to look.

      posted in Tastes Less Game'y
      Alzie
      Alzie
    • RE: Anomaly Jobs Activity Patch

      @Thenomain Are the individual comments being set inherit?

      posted in MU Questions & Requests
      Alzie
      Alzie
    • RE: Kushiel's Debut

      @Cobaltasaurus I personally zeroed in on Azzalle. It seemed to be the most interesting for now.

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: Kushiel's Debut

      I too have been drawn here. We shall see how this goes. So far so good, I notice familiar names, but it's always weird to page people out of the blue and ask if they're people from other games. Did some people from the paulus disaster end up here? I noticed a Moroka and some other familiar names. (I would be tickled if I had found Moroka again).

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined

      @Thenomain If WoD for Larp is Mind's Eye Theatre, would WoD for Mush be called Event Horizon?

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined

      @crusader said:

      Generally speaking, I think storytelling 'spirit content' as opposed to actually running a werewolf-focused game, doesn't provide the same exposure.

      Not because this makes your opinions anymore or less valid (I find your objections perfectly valid), but because I think there are certain elements in each game or splat, that are not as readily apparent or more easily overlooked without that focus. And I don't think it merely boils down to bad staff or bad players, because it's just so common.

      I'm not sure why this should make me feel inclined to continue to converse with you.

      How many storytellers have you seen ever consistently bring a pack's totem to life? Or was it mostly ignored and its existence/demands/activities handwaved, except where brought to life by one of the players?

      On a mush? Where there are 57 players and 6 and 7 packs? That gets tricky. I don't think that's a realistic expectation for a mush. The players have brought their totem to life. STs can however use the totem for plots and to bring their sphere to life. Not being able to individually scene each totem doesn't mean we should erase all totems. Totems are a big deal for werewolf. That being said, they were held to the bans and banes in my experience. Which is why the bane and bane had to be something noticeable and something in their rp.

      How many storytellers have you seen consistently play up the spirit drama, scavenging and predation around a loci? Do you acknowledge that no game has ever coded a logical loci? The Reach is a great example of completely silly and illogical loci which amass hundreds of essence points and are never needed anyways (cause of the chron).

      Everyone acknowledges the loci on the reach are broken...except for head staff (Liz). Thenomain said they were broken, I said they were broken, Alamut said they were broken, I as a coder staff said they were broken, Feral staff said they were broken, random players said they were broken. So trust me, everyone knows they're broken. That being said, there were plots designed to go around the predation, however it wasn't allowed. A small subset of players would get mad. It was deemed to be not worth it. I have however seen games play up that aspect well. So in terms of numbers, i would say 4 story tellers I guess. Not counting myself.

      How many times have you RPd a scene, where you had to hunt down a spirit for its essence?

      Me? Never. However, I don't think you understand how that works either. How do you envision this working? The werewolf hunts the spirit down, kills it, gains the essence? That's not how that works.

      Do you acknowledge that on most games, the whole concept of essence maintenance is more or less coded into a completely handwaved, non-issue? There's actually a few highly specific ways that werewolves gain essence, and in tabletop, players are rarely if ever topped up, but its such a bureaucratic nightmare that no known MUSH has ever done anything but set it on a chron.

      If by few highly specific ways you mean quite a few ways sure. Loci, Spirits can gift essence, staying in hisil. IF your players are never topped up, what are they doing? It's not that hard. Are they all PU 10 or some shit?

      Have you ever ST'd a scene where a player tracked down a spirit to learn a gift, or had one run for you? Was it a common experience, or was it virtually always handwaved?

      I've never desired to learn a gift outside my auspice/tribe and occasionally lodge gift set. That being said, I did oversee one ran.

      Instead of speaking in broad terms, do you have any realistic or pragmatic experience with a werewolf sphere's Renown issues?

      Yes, as I processed them for a good couple years. It wasn't anything like your describe. There were always those few players, but there will always be those few players. We always encouraged people to come to us first and discuss their raises after a certain point. It made it easier. That worked.

      Do you acknowledge that Harmony is completely overdone in Forsaken 2.0?

      No more than I acknowledge that any other humanity stat is outdone in 2.0. If you play the right type of PC you can literally roll once a minute. If your ST is particularly an asshole, you can find nit picky reasons to force breaking points almost everywhere. This is not a new thing and werewolf is not unique.

      Do you not acknowledge that on many games, perceived unfairness in Morality check demands often makes for +job drama?

      No. I've never experienced that at all. Sorry to say.

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined

      @crusader Okay, I'll answer then. Being someone who has helped people through Chargen, helped make totems, helped stat out loci, helped define an area's shadow, TL'd spirits, ST'd spirits and werewolf content and handled fetishes.

      1. Loci are a needless complication.

      Loci aren't even that complicated. They're nexi on leylines (where multiple leylines intersect - even if white wolf will never say this. This is going to spark a major debate but whatever.). This is a place where the gauntlet is weak and essence bleeds through. They are also places where werewolves can move into the shadow. I have never met a player that didn't at least understand what a loci is. it was more likely they had issues with the stepping sideways mechanics than understanding what a loci is.

      1. Auspices are a needless complication

      Auspices are literally what defines a forsaken werewolf. Through Luna, they are given their place. The roles expressed in the book are examples, these are the most expected roles, but even the book says that there is nothing stopping the rahu from being a non-murderous werewolf. Werewolves will experience and apply their auspice differently depending on their personal experiences, both before and after the change. This is normal. Both books said this was normal. They're less about 'shut up and act like how I tell you' and more about 'You were given a gift, determining how you best use that gift is part of your struggle.'

      1. Gifts are too tribe/auspice dependent

      There is a thematic reason that these gifts are locked to specific tribes and auspices. When you gain a tribe/auspice, you are sworn to a specific spirit or group of spirits. That's who you learn from. There's a totem at work here. All gifts are given from spirits and can be learned from spirits. There's nothing actually stopping a werewolf from learning gifts outside his tribe/auspice what have you, it's just extremely unlikely, in the sense that a werewolf suddenly manifesting the ability to cast mage spells is unlikely. However, if you want to run a campaign where players go to great lengths to convince these great totems to teach them these gifts, then shit, no one here cares.

      1. Current Renown expectations are unenforceable.

      Raising renown costs the same as raising an attribute because it has the potential to raise several attributes at once. There is an overabundance of gifts that raise attributes, health, whatever based on your renown. Renown is infinitely more useful than an attribute purchase. In that respect, renown is actually cheap in terms of an xp to benefit look. I would posit renown should be more expensive, but if it was, no one would buy it. I would almost rather give renown for free at a capped rate based on scenes.

      As for the other issues, that's bad staff. Not bad players. Staff shouldn't be giving honor to the twink ass. Staff should have been aware based on logs that the guy asking for 5 honor was a twink ass. And if they weren't, they didn't read his logs. And if no logs are required for renown, that's even more retarded.

      As for deciding what gives renown, that's a per game per staff decision. Even the book says that the GM should sit down with players and talk about what gives renown. the book suggestions are just that: suggestions. It calls them baselines.

      1. Tribes are a thematic atavism from the 1990s (Lore Hack)

      There's not really anything to respond to here. You think the tribes in the book are racially inclined. Fine, I get it. You want to make your own tribes up? Fine, whatever. It's not like anyone had told you that you weren't allowed to. Knock yourself out.

      1. Primal Urge should be more of a 'way of life' and less a power stat.

      This boils down to 'I don't like the drawbacks of this stat, so it shouldn't be a stat.' Which is silly of course, but also ironic since you were all over the werewolf forms for not having enough drawbacks. In any case, I can't really respond to 'I don't like the drawbacks' and you didn't provide alternative draw backs. Given that I don't have any issue with primal urge, I have nothing to say on it.

      1. Harmony (and Integrity/Humanity) is a needless complication (Morality Hack)

      Who needs morality? Am I right? I would be wrong. You would be wrong. On Kingsmouth, we enforce humanity. It works just fine. People roll breaking points all the time. Cruac is the most frequent cause of them. People RP their low humanity, they take their licks in social penalties. I have not seen this 'people ignore their humanity.' On the other hand, what you need to realize is that humanity/harmony, as presented in the books, is not an absolute. As the book states, I'll use an example from the WoD Core: A serial killer's humanity chart is going to be different than a mother of 3's humanity chart. And you know what? Per Core, that was totally fine. This was reiterated in 2.0.

      1. The terror and thrill of shapeshifting is diluted by too many forms

      I've already touched on this. The book is clear that each form is fundamentally different. It's a fundamentally different change each time. So I don't think it's diluted at all.

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined

      @crusader Before I answer that. Am I answering them in the context of Forsaken 2.0 or in the context of a non-forsaken 2.0 game that just happens to draw some rules from Forsaken 2.0?

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined

      @crusader said:

      @Alzie said:

      Again, you're reading far too much into the shapeshifting thing. The book does not spend that much time on the shapeshifting hurts bit.

      I didn't go on about it 'hurting'. I just said that it repeatedly advises the storyteller to play up the drama of the transition.

      No, it really doesn't. As even that small paragraph that has been quoted demonstrates. The first change doesn't even go through a great deal to tell you to emphasize that it's a harrowing experience. In fact, it says it might not even be that harrowing and there's nothing wrong with that. You're drawing conclusions from something, but whatever it is, it's not in the 2.0 book.

      Forsaken 2.0 emphasizes the shadow to an extreme. The entire origin story is about the shadow. You realized this right?

      It's not as emphasized as in Forsaken 1.0. You realize that was the point I was trying to make, right? I came to this conclusion by various means, such as there no longer being spirit children from taboo matings, its harder to step over into the Shadow and more discouraged, and only Bone Shadows are as focused on spirits as all uratha were in Forsaken 1.0.

      Thanks for the feedback.

      Not as Emphasized?

      Shapes and Shadows (p.66)
      Werewolves maintain their territories on both sides of
      the Gauntlet. The two halves of the world are linked, and
      each requires a different approach.

      First Change (p.57)
      Depending on his auspice, a young werewolf may catch
      glimpses of the Hisil, be accosted by spirits, or may start to
      hear or smell things well outside of his previous experience.

      Duality and Edges (P.8)
      Humans cross to
      the Shadow by accident or stolen knowledge. Spirits cross to
      the physical world to bolster their power or hide from other
      spirits. You can step between both worlds, so you can return
      your prey to its proper place.

      The shadow and spirits (p.178)
      Dividing the twinned worlds was Father Wolf’s task. Now
      it falls to the Forsaken.
      The Wolf Must Hunt.

      The shadow and spirits (p.179)
      Uratha can use a locus to Reach and cross between
      worlds, as described in Chapter Three. (just by the by, since you keep saying they can't)

      There is literally an entire chapter dedicated to the shadow and spirits. Not emphasized as much.

      Chapter 5, P 200. Spirits. All about spirits and how werewolves hunt them.

      Not emphasized as much.

      posted in Mildly Constructive
      Alzie
      Alzie
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