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    Posts made by Arkandel

    • RE: Eldritch - A World of Darkness MUX

      @Cobaltasaurus said:

      Grrrr. It didn't do it "the first time", it did it multiple times when I tried to install it. I'm not a complete moron, you know.

      I didn't say you were. All I said was it's a known bug which happened in versions before Win10 as well, and that there's a workaround for it.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Non-MU* online roleplay

      @Griatch said:

      As I recall, the default emit command can target any number of recipients at the same time. Since the server does nick-replacement on the command line, you could (using the @nick command) make a nick for a group of players and use that to address them (the emit command will get all the target names as usual).
      Channels are otherwise included by default. In fact, the messages are standardized, so you send the same "type" of message object both as PMs and to channels, only difference is how they are redistributed.

      Once the basics are in place I can expand the functionality through javascript/Ajax/whatever to give it a nicer interface but really, the objective is to move away from every person involved in a group having to manually copy/paste the list of recipients and edit it constantly or be given error messages ("I don't recognize Bob") when someone logs off.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      @Cobaltasaurus said:

      @TNP said:

      @Cobaltasaurus You're doing it wrong. You have to change contains to is in the event.

      When I did it, yes that is what I did. It would highlight the entire paragraph. It is, however, moot because it appears that SimpleMU* won't install on Win10. (I tried a couple of times last night to test it out, but it just gets hung up on 'looking for previous installation'.)

      That's a bug and it happened on previous Windows versions as well ever since WinXP. Usually I just restart the installer and it eventually goes through - but really, if you have it already installed anywhere you can simply copy it over from there and it will run directly just fine.

      I'm using it right now on Win10 and it installed fine, for the record. It's just a fluke when it doesn't the first time.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Location, Location, Location: Where Do You Want to See Games?

      @Ganymede said:

      @Coin said:

      I once ran an oWoD game set in Istanbul.

      It's Constantinople.

      You tell'em.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Non-MU* online roleplay

      @Griatch said:

      @Arkandel said:

      I've been thinking about relaunching my web-MU project. So let's see:

      1. A web-based interface supporting a 'grid' - i.e. multiple rooms players can pose in.

      Hm. So what do you mean by "grid"? A graphical map? Or just the ability to move between multiple rooms using move commands? If the former, that would require some custom javascript coding in the client, it's not something in there at this time. If the latter, this is standard out of the box in Evennia.

      No, no need to be graphical at first (although I could add it later so there's a visual way to move around that doesn't require a CLI of any sort). Just a standard set of commands to move manually around, 'teleport' to a specific room and summon people over would be more than sufficient.

      1. Permanent sheets per character with customizable stats and a way for admins to view and set them.

      This would be handled by a few custom admin-commands coupled to a sheet display that can be created using one of our utilities. A nice little project.

      Right. It'd be necessary for any ST - or staff doing CGen or sheet management for spends, etc.

      1. PMs between players.

      Already in there.

      Great! Ideally this could include custom made channels - one of the most annoying things about paging is CCing multiple players at once.

      If there's a tutorial supporting that for Evennia, @Griatch, then I could figure out the rest from there. I haven't coded in python in forever but it could be fun.

      I'll probably not make a tutorial for extending the web client with a graphical map at this point (if this is what is desired) but I'll look into a tutorial on how to combine the various parts of Evennia into something fitting this particular (and comparably straight-forward) use-case.

      That'd be awesome!

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: To dice or not to dice?

      I don't care a lot about dice other than in combat but I do like the framework of a stated system - which necessitates actions using those stats, and the most common way to do it is through rolling dice.

      To elaborate, whenever I've played in completely statless MU* I didn't like how wide open they were. Sure, I can make a character who's a telepath but what are his limits? Can he read only surface thoughts? Memories? Influence them? Rewrite them? If he can teleport does knowing the destination matter? Does the distance? is it possible to block teleportation and how effectively?

      I don't mean to necessarily extrapolate based on my personal preferences but I think that's how a number of players do it. They play the World of Darkness, for instance, even if they rarely roll for things unless they have to in order to use the common framework for How Powers Work. If you have Obfuscate 3 you know exactly what dots 1-3 do; it won't let you make buildings disappear. So I won't roll for the damn thing every time (or require other people do so), but only when needed; is someone else actively using Auspex at the time my PC sneaks around? Then let's find out what happens.

      I'd say one out of maybe ten scenes of mine actually require rolling unless there's a ST present. But when they do, having the option comes very handy, and even when they do the rest of the system is always needed.

      posted in MU Questions & Requests
      Arkandel
      Arkandel
    • RE: Non-MU* online roleplay

      I've been thinking about relaunching my web-MU project. So let's see:

      1. A web-based interface supporting a 'grid' - i.e. multiple rooms players can pose in.

      2. Permanent sheets per character with customizable stats and a way for admins to view and set them.

      3. PMs between players.

      If there's a tutorial supporting that for Evennia, @Griatch, then I could figure out the rest from there. I haven't coded in python in forever but it could be fun.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      Arkandel flinches back from Ganymede's bullying, looking positively appalled. "How are you not behind bars!"

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      @ThatGuyThere Sure, but how would you emphasize a word that's not actually spoken IC?

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      @Thenomain said:

      When one goes for comedic effect and tends to be hyperbolic, yes. You certainly sound like one of those Nancy-Pants "ROLE-Play Not ROLL-Play" Mushers who thinks that faianess is something that can be measured.

      Well it's all balanced now. That's fair. Pardon me while I code this fairness into an automated Mush Then Mud Insult Machine, since any Mudder knows if it's not coded then it's not worthwhile.

      I've no idea what you are talking about. It sounds like you're projecting, though.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      @Wizz said:

      @Arkandel said:

      @Apos said:

      @Arkandel What the? Wiki code in poses? I don't think I've ever seen that, but now I'm honest to god curious what that looks like.

      @emit Some guy looks at Apos and chuckles, "You've ''never'' seen that? I see it all the time!"

      ...wut

      REAL ROLEPLAYERS /SLASH FOR EMPHASIS/

      For starters, Mr All caps, REAL ROLEPLAYERS USE ASTERISKS FOR EMPHASIS but I can't use those here since apparently there's no way to escape them so they end up looking like italics.

      Also, those don't show up extra super nice on wikis which is where the real logs are.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      @Apos said:

      @Arkandel What the? Wiki code in poses? I don't think I've ever seen that, but now I'm honest to god curious what that looks like.

      @emit Some guy looks at Apos and chuckles, "You've ''never'' seen that? I see it all the time!"

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      @surreality ANSI in poses is only a slightly smaller sin than wiki codes in poses... which many people here are guilty of, and should be ashamed of themselves for. 🙂

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      @Thenomain said:

      You know The ANSI color vomit I complain about? Imagine a game where the way Soapbox treats plain text as code and colorizes it is an accepted thing, to the point where a game can advertise "partial coloring" in a personal description as a selling point. This is a Mud.

      True story, by the way.

      Yes, because similarly we can encapsulate what a "MUSH" is based on one particularly dump way someone somewhere wanted to do a thing. Yes?

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • Non-MU* online roleplay

      Hey folks,

      So I've been wondering if any of you have ideas about how to address the following situation:

      Some friends and I are trying to set up a non-MU* online campaign, taking turns to ST for each other. However our schedules don't quite match very well so we may have to pick an asynchronous way of posing at times, while at others it'd be nice if players who can play together at the same time get to do so.

      E-mail seems like a bad idea since there is no obvious way to designate separate scenes or segregate RP into 'rooms', plus bringing people in afterwards will be a pain without forwarding them endless threads after the fact.

      Google Docs could work with a shared document, but I'm curious about all the roleplaying web sites out there - has anyone used them for something like this? Do they have any cool features we can take advantage of? Or do you have experience/ideas about setting up online campaigns in a non-MU* setting?

      Thanks in advance.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Pick Your Poison: A Chronicle of Darkness Interest Check

      @Pyrephox said:

      Agreed. The important thing, I think, is that the creators are passionate and invested in the game. Whether it's niche or built for the largest common denominator, I think the thing in my experience that is MOST likely to lead to a game dying is staff losing interest.

      Yes and no. You're quite correct in that nothing brings games down more than their administration losing interest, it's not necessarily because things are like that from the start.

      Quite often the main creators are quite involved right before the game launches and for a few weeks after it does... and then certain realities catch up to them. Such as the fact it's going to be a constant unrelenting timesink if they are to do it right, or that they'll need to compromise parts of their vision to get others to buy in - or risk losing them.

      It's fairly rare that staff has what it takes for the long haul and it's unreasonable for us as players to demand that they do.

      But yes, absolutely, the folks in this case should run the kind of MU* they want to because if they're not hyped up and excited about it how will they ever get other people to be?

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Pick Your Poison: A Chronicle of Darkness Interest Check

      @tragedyjones said:

      There are at least 2 multiple sphere games in Development already.

      True, and they might be good, but that doesn't mean yours can't be different and appeal to many players while going in a unique direction.

      For instance many MU* are very sandbox-based ("here is the world, you kids go play in it") with adversaries defined by each sphere's metaplot set in a generic north American city, but there is none with a universal immediate threat. You could run a game set in an outbreak of some sort, or following a world-changing event, or set in a different time period (or an alternate history with a steampunk theme), etc.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Pick Your Poison: A Chronicle of Darkness Interest Check

      @tragedyjones said:

      At this point we are not ready to announce which direction we will be going. Because a decision is yet to be finalized. If anyone has a good argument to sway myself and my collaborators in a certain direction, hit us with it.

      Sure, here's my pitch: Include as many spheres as you feel comfortable with and create a game designed from scratch to be large and popular.

      We've seen some good niche games be created and they were fun for a while but eventually interest in them dwindled down. Create a MU* meant to attract players who, currently, are running out of options if they'd rather not play on Fallcoast.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Pick Your Poison: A Chronicle of Darkness Interest Check

      @Thenomain said:

      @Ganymede said:

      the system I'm cobbling together

      Is it related to Mass Effect?

      If Gany said it was Half Life 3-related it'd be oddly appropriate. 🙂

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      @Thenomain Why would it draw fire? Eldritch was a good game - even a very good one for the first few months - and it had some very ambitious goals.

      Yes, those goals weren't met but begrudging you, @Coin and @Eerie for it would be absurd. The game was still fun while it lasted. Thanks for making it happen guys.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
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