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    Best posts made by bored

    • RE: L5R 5E

      @alzie

      We were talking a bit about the beta in the other old L5R thread. I'm always interested in L5R games but I have serious doubts about how feasible the new system is for a MU, simply because resolving a check is a pretty complicated process; once you've built your pool, you have to pick and choose dice to keep (and unlike in 1-4E, there's no simple 'you probably want to keep highest, or maybe lowest in a few scenarios), and then there are possibly additional steps of adding, removing, and rerolling dice (sometimes to be rolled, sometimes with set results) from the result.

      That said, I'm always a big fan and I'd be willing to help if someone else is shouldering the code this time around. I still have all my news, setting, and grid material from Kishi Kaisei, although I assume a new game would probably want to use the new canon/setting from the LCG as its likely to be used for the RPG as well.

      posted in Mildly Constructive
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    • RE: Big city grids - likes and dislikes

      @faraday said in Big city grids - likes and dislikes:

      I disagree though about the lack of spontaneous encounters. I don't really see a practical difference between wandering to "Big City - Sleazy Strip" on the grid and doing scene/start Big City - Sleazy Strip=public. Both can park your character in the Sleazy Strip with a hint (in the case of a grid) or an expressed intent (in the case of the scene system) of being open to RP in that location.

      Well, I think there's a difference if that location is on the grid or in the temproom hub. I realize it can be done seamlessly on grid in nuFS3, but it's not a common feature in generic MUSH/Mux. Other than that, I agree there's not much practical difference.

      That said, a common RP partner of mine quit 8th Sea over precisely this distinction. I don't think there's any logic to it beside player psychology. Yet I feel like it must come up fairly often since that game actually made expanding their grid part of their effort to renew the game after the initial opening failed.

      posted in Game Development
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    • RE: Star Wars: Insurgency

      @ixokai said in Star Wars: Insurgency:

      I think this comes down to: there's no pleasing you 🙂 It's not the game for you and that's fine.

      Well yes, I think I made this pretty clear to begin with, nor am I expecting you to please me, but rather just discussing game design. To me, FCs are a fundamental, unsolvable problem. You could 'fix' all of the issues very simply by not having them, and all experience and evidence I've ever seen tells me your game would be better for it, but you are set on having them, and that is that.

      I'll still look forward to the proposed Luke-Rodian bukkake logs to make it to the wiki, always good fun!

      posted in Adver-tis-ments
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    • RE: L5R 5E

      Well, I tried 🙂

      I think either system is going to face an uphill battle. L5R has a more limited popularity with this crowd, and teaching a mostly manual tabletop system that isn't WoD is a steep barrier to entry. I think this is the major reason why a lot of games don't really happen in our corner of MUing, tbh.

      posted in Mildly Constructive
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    • RE: Code Discussion: Ambiance Emits

      @cobaltasaurus Voted for 3.

      I think they're not bad, but most games that have used them have heavily over-used them, and often for the wrong purpose. They've also coded them in simplistic, and at this point outdated ways, that you could (and should) avoid if you want to bring this mechanic into the modern era.

      First, you need meaningful content. Emits are pointless if they're generic and unchanging. At that point they should be part of the desc. For instance, having some kind of generic NPC merchant bark that plays at frequent intervals in a market ("Fresh khlav kalash!") is pretty pointless. However, if the NPC is relating something about a seasonal good (based on time code), a rare offering (rng'ed out of a larger list), or similar... then that emit has some RP value.

      Second, codewise, we can do better than simple timers, and be more context-aware. Because once you've seen an emit, additional plays in a single RP session add nothing but spam. It would probably be better to structure emits so they play (perhaps after a randomized delay, to differentiate them from simply being part of a room desc) the first time they would occur with unique content in a given scene. So you get a rain emit the 1-5 minutes after the weather object updates, and then not another one until the weather changes or you're in a different scene (or possibly after more people have joined the scene, depending on how spammy you want to be).

      Also, for log purposes, you probably want to put a tag at the front so they're easy to client filter.

      posted in Game Development
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    • RE: Integrating Combat System and Roleplay

      I've played on an SW game using that map code (or something equivalent), and while it's able to do a lot, it quickly raises the question:

      At this point, why am I not using roll20, maptools, or some other proper VTT solution?

      Because while you can make all the terrain, and make your dudes move around, it (like all things MUSH) is a ton of command line shit to do it. It adds massive overhead to GMing, a learning curve to any player who wants to use combat, as well as increasing turn time for the players to sort through all that stuff every round.

      I think any MU system should be cognizant of the technology and design itself appropriately. MUers are familiar, for instance, with places as a concept of space, so maybe a combat system that used those would be sensible. But trying to build full grid systems in seems like trying to reinvent the wheel... out of non-wheel appropriate materials. Alternately, we need to up our technology game (presumably, one could make an interactive map in a browser window and have it send information to the game, in Evennia or similar).

      posted in MU Code
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    • RE: Young Justice / Teen Titans MUX

      I've played Deathstroke a couple times, and I've always made efforts at running Titans RP (I had a decent little re-imagining of the intro storyline on UH, pre trash-fire), so I approve this idea.

      I do think you'd have to look at broadening who you'd allow beyond strictly that roster (it's essentially one team under 2 names) or you'd have the 'run out of FCs that anyone wants to play' issue that happens pretty quickly on comic games that don't allow everything. Maybe just make it sidekicks/2nd gen/etc characters generally?

      posted in Mildly Constructive
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    • RE: FFG's Legend of the 5 Rings RPG...

      @jennkryst Hiruma don't play.

      posted in Tastes Less Game'y
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    • RE: Make Evennia 'more accessible' - ideas?

      As part of the 'wants to use evennia, but finds it challenging' club I definitely think more help resources would be valuable. Of course this is a pretty vague ask, and I'm not sure how to narrow it down.

      To this purpose, I went ahead and installed it again today and I'm gonna devote the weekend to some kind of 'basic' coding project and see how far I get and where I stumble. I'm thinking maybe trying to implement something from contribs and customize it a bit, since that seems a realistic case for the 'average' coder's point of entry and interest: wanting to implement X system, customized for their game.

      Let's see how it goes!

      posted in Game Development
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    • RE: L5R 5E

      All the clanwank makes me so nostalgic 😞

      posted in Mildly Constructive
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    • RE: Game of Thrones

      I imagine it's not just the popularity, but the fact that due to his agreements with HBO, he's had a lot of material spoiled or made explicit (R+L=J), and then other material totally changed (and to his mind, probably bastardized).

      So the future books will be in the position of losing their 'shocking' reputation, and even compared against the TV show rather than the other way around, which is probably a bit of a kick to the ego. This isn't to say it's not a hole he dug himself, if anyone was a poster child for needing a more aggressive editor and some publisher oversight it's Martin.

      posted in Tastes Less Game'y
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    • RE: Make Evennia 'more accessible' - ideas?

      So, following up on my weekend project: I decided to take all the individual turnbattle contribs (which are each a self-sufficient system for one aspect of a system), merge them together, and make something using several parts at once. For instance, combining the range abstraction system with the magic system to make an AoE spell. I was able to do it, so, mostly a success!

      What I will say struck me as the greatest frustrations along the way were all more about figuring out where something was or how I was supposed to implement it vs. strictly not having any idea how to do it. Sorting out the relationships of the various modules and classes, your game code vs. base evennia, understanding which ancestor you should be inheriting from or overloading (DefaultX vs. X), where you can put your code and have it actually work vs. needing to call it in some other thing, and how to get your functions and commands accessible.

      In my case, I ran into a really arcane (to me anyway) problem with the base classes, commandsets, and circular imports. Totally my bad, and while I did figure out how to get around it (basically, that I needed to refer to commandsets explicitly vs. importing), I think it's an example of the many ways a new user could get stumped.

      Overall, I was still able to build something really impressive for the time invested, so I think that says a lot for how powerful the codebase and contribs are. In terms of what trips people up, I only have my own experience but I hope its useful representing one kind of potential user.

      @thenomain said in Make Evennia 'more accessible' - ideas?:

      My goal right now is to get to "code python".

      I think this is actually a good summary. The greatest challenge is getting past the libraries, APIs, etc toward actually doing the code you want to write.

      posted in Game Development
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    • RE: L5R 5E

      Yeah Utaku warhorse > Rank 1 PC.

      posted in Mildly Constructive
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    • RE: Game of Thrones

      @Ghost I hadn't heard the Worstar thing. That is, uh, pretty special.

      But I agree on the rest for sure. There's definitely not a lot of motivation for him.

      posted in Tastes Less Game'y
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    • RE: Make Evennia 'more accessible' - ideas?

      @griatch said in Make Evennia 'more accessible' - ideas?:

      This is useful experience! Let me ask - which tutorials/texts did you read before getting into things? Did you go through the python tutorial part 2 for example? Just checking since that one includes a tour up the dependency tree into the "DefaultX" (DefaultObject, DefaultScript etc) base classes. I hope you found you could work with the X classes (Object, Script etc) directly after the initual confusion.

      I'd tried using Evennia once some while ago, so it wasn't strictly a first-look. I read the basic 'basic python with Evennia' tutorials back then, because at that point I had no knowledge of either! So I had a recollection of the setup, it just wasn't necessarily intuitive. This time I was generally using the search to try and grab specific wiki entries/manuals on whatever I was trying to do. I didn't go back to that file (its title makes it sound very beginner oriented), but instead found... there's a diagram version of it somewhere?

      However, one that's still baffling to me is how commandsets are set up. Breaking the usual pattern, the file in your game directory in this case is default_cmdsets.py (vs. characters.py, objects.py, etc) and then imports (from evennia) default_cmdsets to inherit from default_cmds.CharacterCmdSet compared to, e.g. DefaultObject or DefaultCharacter. And where the heck does CmdSet fit into that whole mess?

      The contrib also does this, and it seems strange you're using a base class like that vs. a 'local to your game' version as with the others. It didn't stop me, but it felt like cargo cult programming.

      Do you think something in particular could be done to make it easier to figure out the relationships of classes/modules etc? Or to guide you to the right info about it etc?

      I think, as you've pointed out, the info exists (its also in the code comments, which are great) so people can find it, although it's not the best organized and there's a lot of repetition and overlap. The tutorials wiki page has... at least five entries named some synonym of 'basic tutorial'? Then many of the other examples seem way too specific to be helpful to someone starting a project (Weather Emits seem like they'd be pretty close to the bottom of a priority list).

      Conversely, that I'm not just being critical, I think the Developer Central page is much better laid out, if more technical.

      In my case, I ran into a really arcane (to me anyway) problem with the base classes, commandsets, and circular imports. Totally my bad, and while I did figure out how to get around it (basically, that I needed to refer to commandsets explicitly vs. importing), I think it's an example of the many ways a new user could get stumped.

      Could you elaborate more on what the issue was there, not sure what you mean by "explicitly vs importing"?

      I can but it's convoluted (hence not going into detail before). Hopefully you can follow, it feels like the only thing worse than reading someone else's code is... someone else second hand explaining why their code didn't work! Spam follows:

      Since I was working from the turnbattle contrib, I had a bunch of modules for each aspect of the system (tb_range, tb_equip, etc). They had lots of redundancies (each one defines an alternate version of the same new player typeclass). I'd combined those, thinking about how I'd structure it for a game since it was meant to be practice. So for instance I moved the character stuff into characters.py as it was more logical to me than having a child class, making it default, and having it defined somewhere obscure.

      For the same reason as above, I'd moved the hooks from tb_range.py into objects.py vs. creating a new object class. This required some of the functions from tb_basic. I left the new child typeclasses for weapons and armor in tb_equip, which also had the wield, unwield, etc commands. Meanwhile the commandset definitions were still in tb_basic, though I'd split them to create a general set (that I added in default_cmdsets.py exactly as in any tutorial) that included the commands to initiate combat and an 'in-combat' one that would get added and removed in play. Again, I wanted to practice a real design, and this seems common (it's how Arx does it, I believe).

      Long story short, tb_equip was importing Object, which imported tb_basic functions, which imported tb_equip (for CmdWield etc). ImportError. However even when I reorganized stuff (I split tb_basic to have the script, commandsets, and functions across 3 modules so objects.py could import the functions and not the commandset), it still happened. Basically, the commandset was importing everything and so anywhere I imported it (to add/remove the set to combatants as they joined/left) it would throw up the error.

      The solution (and what I meant by 'explicitly') was adding it via its own path: char.cmdset.add("path.to.CommandSet") vs. importing and doing char.cmdset.add(CommandSet). Perhaps not the correct professional programmer term! So, very simple solution (and i think this was shown in one of your examples somewhere), it just didn't occur to me for a long time because I didn't see why the way I was doing it wasn't the way I should be.

      Ultimately it's worth repeating that I still succeeded in getting everything working (uh, except the spawner, which seems buggy as heck), so the clearly the resources and information is there. I think organization could help, as well as what people have suggested in terms of system tutorials or base example worlds. Right now there's a gap between TutorialWorld (that's very... mud and minigame centric) and Ainneve/Arx (which are great examples but maybe too advanced for some to unpack).

      posted in Game Development
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    • RE: Regarding administration on MSB

      @faraday said in Regarding administration on MSB:

      @bored said in Regarding administration on MSB:

      Or put it simply: it is currently against the rules to post 1-star yelp reviews where the public will see them.

      I'm actually with you there. I just don't think that forum software like this is a great vehicle for reviews. Would yelp or amazon tolerate one of the review areas devolving into a "You!" "No you!" type flame fest, complete with "F You" meme GIFs? I seriously think not.

      Good review sites let you give a star rating and your opinion, perhaps with a chance for a rebuttal from the owner. It varies of course, but a review is very different from an ad is very different from a discussion. What we have here is discussion software trying to serve many masters.

      Sure, I agree.

      But... we don't have an alternative right now. Which is a forum organization problem. Either you have to heavily censor yourself to stay in Mildly, or you go to the FUCK YOU GO DIE section.

      That is a problem. And I feel like that the 'great reform' is missing a step. We need a proper venue for honest reviews.

      @ganymede said in Regarding administration on MSB:

      @bored said in Regarding administration on MSB:

      Or put it simply: it is currently against the rules to post 1-star yelp reviews where the public will see them.

      If we were to apply the current Mildly Constructive rules to a new section, would that help? I think you could make a 1-star Yelp review that didn't immediately devolve into Hog Pit territory.

      That is something along the lines of what I'm suggesting, yes. I think there should be a 'Reviews' or similar section to compensate the Ad section essentially becoming a propaganda space. I also think the rules shouldn't be 100% identical because...

      This isn't just a matter of our community behaving and self-policing. I, despite being a poster who probably leans more Hog than not, am capable of turning it off if there are clear rules. Smack the dog on the nose, I'll learn.

      What I'm not capable of doing is preventing 1-day old accounts from coming in and derailing and getting the thread ruined. And while that sounds like some hyperbolic hand-wringing about an impractical situation... it already happened. I think the new forum ideally would have a threshold somewhere between Mildly and Hog. Outright personal attacks != cool (but those posts would ideally just get deleted or separated, not the entire thread moved into Hog), but probably little to no moderation on content topic (edit to add: obviously people could always on their own ask mods to branch off a topic if it really branched hugely, as has happened since long before the new mod-pocalypse).

      As it is, the current moderation regime has served the interest of Claremont and other bad actors (by hiding, for example, frank discussion of actual sexual harassment, something we purport to care about these days) more than it has aided in defending... I don't know, whoever it was meant to protect. That guy with the D&D/FS3 game?

      You guys need to figure it out. Your intentions may be good, but your current implementation is not serving the community interest.

      posted in Mildly Constructive
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    • RE: Game of Thrones

      @Arkandel

      ***=NSFW content***

      click to show

      That's really interesting, although it makes id doubly odd to give Melissandre that line, if you were intentionally obfuscating Arya's role (ofc, writing is different than directing, which falls back to my general complaint on TV-style writing in the later seasons). Without the line, the whole 'Jon runs around looking for a boss fi- ARYA STAB!' would have been a perfect misdirect, as it was structured and shot well to give you that sense of building to a confrontation even knowing he wasn't getting the kill. Maybe (again leaning on the writers) they don't give modern audiences the credit they deserve in terms of parsing details like that and thought the line wouldn't be so obvious?

      I agree on all the rest, epicness wise, per my first post!

      posted in Tastes Less Game'y
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    • RE: What Types of Games Would People Like To See?

      MU relevant, 4e also more or less requires the grid. We had that one game with pretty good code for it (was that Nuku's?), but it definitely slows things down.

      5e is pretty easy to play theater of the mind; even with stuff like Sentinel, you can probably just kinda guestimate stuff unless someone is insisting on something really anal or exploitative. Of course people eventually end up opening secondary windows/programs to do maps in, but at that point you're really veering toward 'why not just VTT' territory.

      posted in Game Development
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    • RE: Regarding administration on MSB

      @faraday said in Regarding administration on MSB:

      Quite obviously I have not done an extensive poll of all MUSHers, but nor is it a "small handful" of people. I have heard this attitude expressed by lots of players through the years, re: WORA and MSB. There's an equal number who are all "What's MSB?" and I'm not comfortable inviting them.

      I'm still gonna go with 'a bunch of my (anonymous) friends agree with me!!' is always a bad argument.

      They're not relevant as long as they remain anonymous. I also doubt they'll suddenly start posting with some changes, or that they're necessarily worth hearing from if they really think we're a pack of braying jackals (as it indicates, if nothing else, that they have a poor grasp of nuance or are easily swayed by propaganda).

      I have repeatedly supported a need for 1-star reviews as a PSA against toxic games (just in a different format than the current gangpile threads) and pushed back against the idea of having a "positive-only" ads thread. Don't blame me for the specific rules of engagement that I had no hand in crafting.

      Sorry! Maybe I don't grasp your exact stance then, or what you're arguing for or against. It seems like we got harsher moderation than we even asked for the first time around, and maybe I'm flailing to find a cause and landing on you because you're on 'the other side.' My apologies.

      I will say that if you want the 'healthy center of game-design discussion' style board... you're probably going to have to help in forging that path. The category numbers are instructive (both # of posts and density of conversation), and a lot of these threads kind of limp along with minimal interest.

      @Arkandel, I've noticed, has started a few abstract 'Discuss a Thing' style threads himself, and that's a good start, although some of them may also suffer from the abstractness. I am in favor of promoting this stuff but I'm not sure how we're going to do it. What can we do here? I'm willing to help!

      posted in Mildly Constructive
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    • RE: Good or New Movies Review

      IT was largely inspired by real life stuff he saw and heard in Bangor (with the gay bashing being inspired by real events, etc). It was basically a deconstruction/criticism of the idealized 50s Americana (the way the new movies shift that to a modern deconstruction of 80s nostalgia).

      He was also, by his own admission, on huge freaking amounts of cocaine, which is presumably the tween gangbang seemed like a good idea. Also all the magical god turtle shit that didn't make it in.

      posted in Tastes Less Game'y
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