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    2. Alzie
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    • Topics 18
    • Posts 478
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    Posts made by Alzie

    • RE: Yes! More Micro-transactions! (Activision, WB Games and EA appreciation thread)

      @arkandel said in Yes! More Micro-transactions! (Activision, WB Games and EA appreciation thread):

      @lithium said in Yes! More Micro-transactions! (Activision, WB Games and EA appreciation thread):

      Buy to play is dying? No. It's just not as absurdly profitable as it was. It is still profitable if the company is ran properly.

      GW2, still profitable.
      WoW, still profitable.
      Hell even original EQ and EQ2 are still profitable.

      Is WoW buy to play? It has a monthly subscription, and you can buy some things (not terribly important) which grant advantages, such as gold.

      I think the worst thing you can buy on WoW right now is an instant leveler but that doesn't really allow you to win the game since you still have 0 knowledge of how to effectively play your class.

      posted in Tastes Less Game'y
      Alzie
      Alzie
    • RE: The Mega Shadowrun Denver Shout

      @Finn Teuton got deleted it seems, but I'd be willing to make a new PC if there are plots a happening again.

      posted in A Shout in the Dark
      Alzie
      Alzie
    • RE: Your Opinions of These Games

      Apparently at some point I was on F&L making a PC, but never finished.

      I logged into Fate's Harvest and everyone was nice. They were discussing drug use in the main room, so it was a pretty standard setup you could say. Par for the course.

      Have not tried Dream Chasers or Battle Fantasia yet.

      Fate's Harvest is doing that weird 1e GMC thing where people don't want to commit to one or the other which, to be honest, really fucking pisses me off. I mean, just pick one damnit. But at least the HRs appear to be semi-sane.

      F&L was actually pretty active as well when I logged in and people were talking about plots.

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: Yes! More Micro-transactions! (Activision, WB Games and EA appreciation thread)

      @insomnia said in Yes! More Micro-transactions! (Activision, WB Games and EA appreciation thread):

      @lithium Oh you don't even need to learn how to code it; there are games programs out there for building games, specifically on mobiles now. All you need is Kate Upton's boobs.

      Can confirm that the presence of Kate Upton's bosom does at least guarantee your app a click and a view of the reviews from me which is more than most apps get.

      posted in Tastes Less Game'y
      Alzie
      Alzie
    • RE: Your Opinions of These Games

      Lots of no F&L opinions. Without going into hog pit territory, any specific reasons.

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: Your Opinions of These Games

      huh. The eldritch website is still up and the game is still running but I did a quick connect and there are 0 people on.

      posted in Mildly Constructive
      Alzie
      Alzie
    • Your Opinions of These Games

      I'm kind of bored and looking for new games, but I wanted to know if anyone had played them before. If you have, can you give me an opinion of it? Thanks.

      Not in hog pit because hoping to avoid outright war.

      Games in question:

      • Fate's Harvest
      • Fear and Loathing
      • Eldritch
      • Dragon Age Mush
      • Battle Fantasia
      • Dream Chasers
      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: Yes! More Micro-transactions! (Activision, WB Games and EA appreciation thread)

      @ghost said in Yes! More Micro-transactions! (Activision, WB Games and EA appreciation thread):

      @misadventure Short version: Activision patented a microtransaction+matchmaking system that will provide options for advertising in-game for items/purchases that require hard currency, and then the matchmaking system will purposefully pit players who opt-in/but-in against players who don't.

      Thus rewarding people who pay with a better chance of winning(by setting them on one side of the fight against players who don't), and punishing players who don't and enhancing the pressure to opt-in in by pitting them against players who did.

      Holy shit. That's so evil I have to step back and appreciate it. Buy this instagib cannon and we will guarantee you multiplayer matches against people that you will one hit kill. That's beautiful.

      posted in Tastes Less Game'y
      Alzie
      Alzie
    • RE: Separating UX from Functionality (Design Patterns!)

      If everything is in a database, then all you need to do is decide how your web interface looks. What holds back most games is that they use the binary data files, which aren't useful for the purposes of outside interfaces. That's how the infamous RFK patrol interface worked. It's also how the staff territory modification system worked.

      That being said, re: job system to DB, we already have a job system made to work entirely within a DB: MuReq

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: UX: It's time for The Talk

      @WTFE

      The "reasoning" is bullshit and is reverse justification for a stupid design decision

      The "reasoning" given so far is wrong.

      • @-commands are designated with an @ symbol because they modify the database in memory or on the disk and are meant to be used by game admin. (Saving counts as modification)

      • Commands like look or page are part of a specific category of user commands that manipulate the database and occasionally modify it. (look, for instance, does a room description lookup in the object database, while quit will save your player file to disk)

      • The + syntax was born as a way to indicate a command that was added by that specific locality - where locality could mean game, owner (in relation to current thing) or some random coder.

      And it's a category that's absolutely meaningless to the user.

      I don't think you're wrong. It can be removed. Actually, removing it takes all of 5, maybe 10 minutes of work. If I do that however, what should the new standard be? Does everything have a + now? Is it all just the command with no @/+ or what have you? Do we keep the @commands and remove their @? Now we have reserved keywords. You can't have your own commands called, for instance: switch, flag, channel, set, create...(This is a large list)

      @HelloProject I think one of the disconnects here is that you're comparing MUDs to MUSHs. The tools available to both are different. The fairest comparison we could have between the two would be any random MUD and Evennia, since Evennia allows us to code in a useful programming language with useful paradigms (insert @Griatch here). MUDs are primarily coded in hardcode. Mostly C, sometimes C++ recently, occasionally Java (I know right? I've seen them though) and I've seen at least one Pascal MUD. They're set up, from the beginning, to support a coder adding new features to their hardcode. Most MUDs also support a rudimentary coding language inside the game itself that is usually referred to as just <insert object type here>PROG. Even that is a better tool than MUSHs have access to. In contrast, your average mush developer has to use the built in lisp like language to do everything. You may say, Why don't you just add to the built in hardcode then? I'm glad you asked.

      You'll remember where I mentioned that MUDs are typically designed to facilitate modifications to their core systems in hardcode. MUSHs are not designed this way. Evennia is the only MUSH like system designed from the ground up to be modified at the hardcode level. I'm sure that @Ashen-Shugar will jump in at this point and hold up his RhostMUSH sign. He's not wrong, but it's an advanced code base. Your average MUSH code base, however, is designed in such a way that adding new features to it requires modifications of several built in systems. Unlike in our previously mentioned MUD code base, these systems are spread around and sometimes, they're dynamic. It can be, at times, annoying to add new hardcoded features.

      But what about the UX

      I don't disagree with anything in particular that @faraday said. Too many commands do have inconsistent and redundant usages, especially on a large game like the reach. That was less a factor of the game system, however, and more a factor of how many different coders touched the reach. Thenomain and I talked to each other and kept our stuff consistent. We could also stop using MUSHcode, that would help a lot. RhostMush and Evennia have much better systems for coding.

      Question about why +roll Shorthand Word doesn't work for WoD

      Answer: Did you mean Academics, Academics.Accounting, Academics.Pre-Law, Academics.Pre-Med...

      posted in MU Code
      Alzie
      Alzie
    • RE: Thenomain's Playlist

      @Thenomain There is an error in your list sir. You listed The Reach as coding experience. Clearly, The Reach was a Psychology Experiment and the code that existed inside it was an exercise in human endurance. You should list The Reach under Ironman Challenge where it rightly belongs.

      posted in A Shout in the Dark
      Alzie
      Alzie
    • RE: Game of Bones

      Is serenity mush still alive? In other news, I'm amazed this place is still going.

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: What is out there? Hard and soft codebases of choice.

      @Griatch Not 'virtual environments are bad.' To be clear, I was saying that creating them automatically for the user was bad. As someone had suggested that you could make an installer that would create the virtual environment. Programmatically creating virtual environments never works out for anyone.

      posted in MU Questions & Requests
      Alzie
      Alzie
    • RE: What is out there? Hard and soft codebases of choice.

      @Griatch Please don't make a setup that creates python environments. venv has a way for it to be done, but it creates nightmares and only leads to suffering.

      Signed,
      An Experienced Python Dev

      posted in MU Questions & Requests
      Alzie
      Alzie
    • RE: Fading Suns 2017

      @Autumn said in Fading Suns 2017:

      @Songtress It's http://swdod.com/.

      Buyer beware, this is just generations of darkness under a new name.

      posted in Mildly Constructive
      Alzie
      Alzie
    • RE: LFS: Eclipse Phase MUX

      @Misadventure said in LFS: Eclipse Phase MUX:

      Is there something particularly difficult about EP for coding purposes?

      Oh lord yes. Egos and Morphs are a pain. They can be swapped out at various points, so you have to keep them ready in some way. And they aren't equipment, because they don't actually provide bonuses, they provide your sheet alongside your Ego. I went down this path a long time ago and it was just a whole bunch of nope. I want to play there, but it was in between shadowrun and L5R for how much it would take to code for. The Dice roller was simple enough, but the CG would have been terrible.

      Edit: I thought of a catchy way to describe it. It was like a multidescr for your sheet!

      posted in A Shout in the Dark
      Alzie
      Alzie
    • RE: LFS: Eclipse Phase MUX

      To whoever codes this, good luck.

      To whoever actually manages to complete this and open the game, I will be there.

      posted in A Shout in the Dark
      Alzie
      Alzie
    • RE: Shadows over Reno

      You should all fear the shank wolf.
      I'm making Ayana.

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: Welcome to Fallen World MUX!

      @skew said in Welcome to Fallen World MUX!:

      @Alzie Make sure to supernal veil before you throw yourself off high rises. Don't worry, no one will think it's suspicious at all!

      Fly! Like an Eagle! Into the Sky!

      posted in Adver-tis-ments
      Alzie
      Alzie
    • RE: Welcome to Fallen World MUX!

      @skew Your guide does not list the #1 of rule of spell casting: Supernal Veil.
      @NotSanni The #1 rule of spell casting is supernal veil. Supernal Veil your Supernal Veil.

      posted in Adver-tis-ments
      Alzie
      Alzie
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