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    Posts made by Coin

    • RE: Dreamwalk MUSH

      One thing you might want to consider, @Demiurge, is that instead of having everyone be "Someone", have them have temporary names (maybe based on animals, like google docs). So if I log on, duringt hat session, I am "Blue Eagle". Everything I say, Blue Eagle says.

      I understand that confusion is part of the "thing" for the channel, but it just... yeah. I think I could get annoyed by it super quick.

      posted in Adver-tis-ments
      Coin
      Coin
    • RE: Dreamwalk MUSH

      This has a lot of things in common with The Strange, which I like.

      The decentralization of social RP is kind of a turn off, though, yeah, for reasons already explained.

      posted in Adver-tis-ments
      Coin
      Coin
    • RE: Horror MUX - Discussion

      @surreality said in Horror MUX:

      @coin When you have some -- and I say when, 'cause I'm hoping you do (not just about games) -- I think you'd like it. Mental bookmark and all. (I am keeping my fingers crossed for you on all the things.)
      @ILuvGrumpyCat

      I'm working on something. I just don't have time (or patience, honestly) for the whole daily MUing thing.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Horror MUX - Discussion

      @surreality said in Horror MUX:

      This is really shaping up brilliantly for the second story from everything I've seen of it, and there's still plenty of stuff to do in the land of confusion between stories -- IC!

      Presently, the cast, unaware of their real identities, are in the midst of trying to figure out who they are, deciding whether or not they want to cling to the identity they had in their former role (even knowing it's probably not real), and trying to find a way out of the bizarre holding area they find themselves in. This is a lot more entertaining than it may sound; a number of characters are trying everything to find hidden exits, means of communication with the outside world, while others are just trying to rest and be relieved that they're probably not actually dead. Probably. Not everyone can agree on that, really, either. Crackpot experiments to discover how reality works in this space are perpetually ongoing and range from trying to find names in baby books on the shelves to setting the whole dang place on fire.

      This only has a few more days to go before the next story starts (pop in now!), but the reactions to new characters in the holding zone that no one had run across in the previous story -- and thus no one has any idea at all who they might be -- are really a lot of fun. (Some of these people they did meet in the previous story, but either look profoundly different in age, or may be hiding their former story identity out of a sense of shame, etc.)

      It's trippy and meta in a good way, and if you're the kind of player that enjoys that (HEY @COIN I'M TALKING TO YOU HERE IF YOU GET THE TIME SOMEDAY SOON, you'd probably love the hell out of this), it's definitely the time to pop on and look over the list of available roles to nab one.

      Again: people are stunningly chill and funny and willing to try things. That is awesome and fun, sometimes hysterical, sometimes absurd, sometimes horrifying, but in the best ways.

      i mean... i got no time, yo. 😞

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Changeling the Lost: 2nd Edition

      @thenomain

      Needle/Thread are basically the Changeling version of Mask/Dirge and Blood/Bone in Vampire/Werewolf (I don't recall if Mages have the same, I think they do).

      Touchstones are also just a new concept for the CoD that represent "things that tie you to part of your nature". For Vampires, they tie the character to their Humanity; for werewolves, they tie the character to either extreme of Harmony to keep them balanced; and for Changelings, likely, it ties them to their Clarity, which makes perfect sense to me. It's more of a system-wide mechanic, really.

      Again, Mage is an outlier, because Mage always does whatever it fucking wants.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Development Thread: Sacred Seed

      @thatguythere said in Development Thread: Sacred Seed:

      @coin said in Development Thread: Sacred Seed:

      (P.S. I don't care how accurate it is that bears love honey, it's an analogy, work it out.)

      This assertion is supported by Winnie the Pooh, I don't think anyone could argue against that.

      People will argue about anything on this fucking site, I ain't about to risk it.

      posted in Game Development
      Coin
      Coin
    • RE: Staff Needed!

      @arkandel said in Staff Needed!:

      If this is off topic please let me know.

      What's City of Shadows planning to do differently than other nWoD MU*? What would you say - in terms of gameplay, features, direction etc - should make someone excited to staff on this game specifically?

      Your mom!

      No, wait...

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Development Thread: Sacred Seed

      @arkandel said in Development Thread: Sacred Seed:

      @pyrephox said in Development Thread: Sacred Seed:

      @arkandel I think they've talked about something like that before earlier in the thread, with monsters apparently finding Seeded /extra tasty/, and therefore tending to be attracted to and desperate to munch on Seeded out in the wilderness, etc.

      That could work and mechanically it's not that complex to implement.

      For example certain monsters could feed just off of the very presence Seeded but be weakened (poisoned?) by that of Seedless. So say a Tentaclewolf attacking two Seeded will gain +2X to its rolls while fighting them, so that a third Seeded joining the fight would only strengthen it even more to +3X. But if they bring three Seedless along instead the bonus is decreased to zero or even becomes a penalty, incentivizing bringing those guys over instead of just making Seeded-only parties.

      One Seedless proto-concept we tossed around with @Cobaltasaurus was that certain "ingredient hunters" were almost exclusively Seedless, because the ingredients some Clora Chefs use for their special recipes are very dangerous for Seeded to acquire--either because the environment actively works against them, or the animals and creautres are dead-set on eating them, etc.

      It's not that Seedless are more powerful against the creatures, or even that the Seeded are less powerful against the creatures, or even that the creatures are more powerful against Seeded than Seedless--

      --it's just that if you're hunting a bear, you don't bathe in honey beforehand, and Seeded are basically just people made of honey, trying to hunt bears.

      This sort of concept can be applied to a lot of things, not just hunting and wilderness and physical exertion, so that's something I'm looking at introducing broadly.

      (P.S. I don't care how accurate it is that bears love honey, it's an analogy, work it out.)

      posted in Game Development
      Coin
      Coin
    • RE: Development Thread: Sacred Seed

      @arkandel said in Development Thread: Sacred Seed:

      @coin I obviously don't know what your thematic goals are, but mechanically you could address this by making Seeded be an expensive trait or one that encourages specialization, then to reward well rounded characters.

      Otherwise there are ways to balance these things out (if balance is a goal that you have at all, which isn't a given) by making specific kinds of enemies or even environmental hardships that affect Seeded far more than Seedless, encouraging the former to seek out the latter as much needed allies more than simply plucky sidekicks.

      @pyrephox said in Development Thread: Sacred Seed:

      @arkandel I think they've talked about something like that before earlier in the thread, with monsters apparently finding Seeded /extra tasty/, and therefore tending to be attracted to and desperate to munch on Seeded out in the wilderness, etc.

      We've also taken an approach wherein while the Seeded are "nobles" and Seedless are "commoners", the Seedless do have power and presence in certain aspects of life, especially many of the guilds. IIRC, the crafter guild doesn't accept any Seeded except those who are good with stone/jewels, but even if you are one of those and you do get in, you can't achieve the title of Master Craftsman unless you forego your Seeded powers for your crafting (which would put Seeded at a disadvantage, if you're doing something intensely physical).

      I mean, balance isn't something I'm too hung up on and class disparity is definitely, definitely a theme, but it's nuanced.

      posted in Game Development
      Coin
      Coin
    • RE: Staff Needed!

      @taika said in Staff Needed!:

      I'm thinking 'nesting neighborhoods'.

      So, for example, you have

      North Side
      -> neighborhood within north side
      -> * INSIDE that neighborhood.

      That's how we did it in Eldritch.

      At the smallest original level were just districts "Chinatown", "Downtown", and players could create smaller Neighborhoods that ranged between 2-4 blocks squared.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Development Thread: Sacred Seed

      @packrat said in Development Thread: Sacred Seed:

      So I was reading through the thread and one thing did strike me, Seedless being physically superior to the Seeded to a significant degree. It seems pretty unnecessary and also typecasting for Seedless.

      Why not just say that the Seedless who are player characters are particularly exceptional people and give them more points for stuff in character generation without it being an overall population trend? With the opposite being that if you are a scion of a great house with the ability to turn the sky into fire then you are more of a random averagely capable person beyond your political/social/wealth status and awesome magic strength.

      That also helps avoid weirdness like you have on Arx where every member of a major noble house is a world class talent and prodigy. Something that remove a whole lot of stories that naturally result from positions of authority being inherited.

      There are in-game reasons for this; story reasons, if you will.

      However, and I haven't checked my math again because I had to move, but it's more of a "Seedless round up, Seeded round down" type of thing.

      There are also a lot of things you can do physically; I would hardly call it typecasting. I've even suggested to @Cobaltasaurus that the Seedless just use more favorable math for stats than Seeded in general, but we're both in chaos and I only now have internet at home again, so our communication has been lax.

      posted in Game Development
      Coin
      Coin
    • RE: List of active MU for a client database.

      I can't look for it right now but there is a thread on this forum with a compiled list of active games.

      posted in Game Development
      Coin
      Coin
    • RE: Changeling the Lost: 2nd Edition

      @wildbaboons said in Changeling the Lost: 2nd Edition:

      @coin said in Changeling the Lost: 2nd Edition:

      some of us are super into Buffy and Angel and how dare you, sir.

      I'm pretty sure this is why there isn't a Buffy MUSH around. The players.

      what? lol. please elaborate.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Changeling the Lost: 2nd Edition

      @thenomain said in Changeling the Lost: 2nd Edition:

      Here's another example: In Buffy (and later Angel), Angel is a mean-ass vampire who regains his soul and becomes all mopey and remorseful. Spike is a mean-ass vampire who regains his soul and then shrugs about it gets on with life.

      Gonna have to agree with @Derp and @ixokai here, bruv.

      On top of that, a few things:

      One. Angel getting his soul back was specifically a curse, while Spike getting his soul back was specifically a quest.

      These are two very different things in fiction, especially fantasy and urban fantasy fiction, and the different ways in which they processed their individual "ensoulment" make sense to me.

      Two. Related to the curse/quest bit, if Angel experienced a moment of true happiness, he reverted to Angelus. If Spike experienced a moment of true happiness, he was just really happy. It's easier to process your past evil deeds, I would imagine, if you are allowed to feel good about your future, rather than having a Sword of Damocles that informs you if you ever feel honestly happy, you're gonna be a monster again, whether you like it or not. That would make anyone a broody fucking emo pain.

      Three. By the time Spike shows up in Angel, Angel is also quite different, less emo, more chipper, willing to give at least a life of mediocre contentment a try with his werewolf girlfriend (Nina).

      In short, you chose the wrong analogy because some of us are super into Buffy and Angel and how dare you, sir.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: RL Anger

      It would be great if life could stop shitting on me in tiny ways that accumulate to the point where I am about to have a fucking mental breakdown in the middle of the office.

      I'm moving on Saturday, which is stressful enough. I'm also moving in with my brother (unavoidable due to monetary issues), which is ten times as stressful, especially since I've had to help him with his move while I am suspicious, based on the fact that now that he is moved into his room he is doing jack all to clear up the mess left in his wake, that he won't be helping me with mine at all.

      My internet at my apartment died this last month due to some "massive problem" that they can't apparently fix in over three weeks. So I've been cut-off in my apartment because my phone provider is a piece of shit that gets no signal in my apartment, so I have no internet and no phone at home.

      The house I am moving into has water pressure issues so I was going to put in a water pump to make sure we don't run out of water--but that's not possible due to technical issues with how the house is built and cistern shit.

      My debit card demagnetized itself.

      My landlady's lawyer is hounding me constantly about bills which I am paying.

      And just now, trying to hire a new ISP for the new house, JUST AS I FINISH GIVING THEM ALL MY INFO but before they can give me an installation date--the call cuts out. Then I spend 30 minutes on the phone getting bounced from one person to the next until someone finally informs me their tickets system is down--please call back in a few hours. Fuuuuuuuuuuuuuuuck.

      Like, legit, I cannot catch a break. Not a single fucking break. And it's all stupid shit that would be annoying but not so bad on their own but they just keep coming, god dammit.

      posted in Tastes Less Game'y
      Coin
      Coin
    • RE: Development Thread: Sacred Seed

      @cobaltasaurus said in Development Thread: Sacred Seed:

      @coin yeah I need to theme-y up the age stuff, but figured for OOC reference it would be easier to say 18+.

      Yeah. it's just good to repeat it so when people drop into the game it's already something they've been brewing in their brainmeats.

      posted in Game Development
      Coin
      Coin
    • RE: Development Thread: Sacred Seed

      @cobaltasaurus said in Development Thread: Sacred Seed:

      You have to be 18+ to play and all characters have to be 18+.

      My only caveat here is that IC, 18+ is basically whern your character enters their "Summer". I think it's somewhere in this thread, but Clorians count by seasons and have internal seasons for themselves--

      Spring is your infancy-childhood-puberty years.
      Summer is age of consent and forward, roughly starting at the equivalent to our 18-21 years.
      Autumn is your true adulthood--you're expected to have training in a profession or have finished your studies and lollygagging about by now and have a job, stability.
      Winter is your twilight years, retirement age,

      One thing we didn't discuss is how long the seasons are (apart from Spring). I think it might be interesting if each season is roughly the same, so if spring lasts 18-25 years (i.e. around a hundred seasons), then Clorians di anywhere between 72-100 years old (which is actually pretty accurate). But it DOES change how long their "studying and lollygagging" lasts, compared to us, which is a great way to make the society, and how it's built, unique.

      P.S. I am also without net and I am moving this weekend so I will be back into it in like a week and a half, two weeks.

      posted in Game Development
      Coin
      Coin
    • RE: Good TV

      Just the trailer. Show comes later.

      P.S.: Cloak and Dagger is way, way, waaaaaaaaaaay better than my expectations. Freeform actually did good.

      posted in Tastes Less Game'y
      Coin
      Coin
    • RE: MSB, SJW, and other acronyms

      @faraday said in MSB, SJW, and other acronyms:

      @tinuviel said in MSB, SJW, and other acronyms:

      In reality, though, I don't ever want to not be able to argue with someone simply because what I'm arguing against is a strongly held belief. The stronger the hold, the stronger one's ability to defend should be.

      I agree. All I'm saying is that I'd prefer for people to argue respectfully.

      Alas, with strangers on the internet, that seems to be a bridge too far without pretty strenuous moderation.

      one of the main issues with "respectfully" (aside from the fact that I think it's silly to expect one person to be respectful if the other isn't being respectful) in online discourse is that text lies with its appearance, and I might say something that looks respectful, but is really just me being sarcastic, and vice versa, and people interpret my honest comments sarcastically.

      That's why when I'm being disrespectful, I try to be very clear about it.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: MSB, SJW, and other acronyms

      Sometimes you just need more than one dog to tackle an issue.

      posted in Mildly Constructive
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      Coin
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