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    Topics created by faraday

    • faraday

      Places Code Pros and Cons
      Mildly Constructive • • faraday

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      @faraday

      I've never seen any system like that. It always distinguishes between action and speech in what I've played, so you'd see something like:

      At the bar, Bob looks at John with narrowed eyes. "Y... t me, pu..?" He yelled, "G...O..! Now, ... .... .... ch...."

      Or whatever. And if people really wanted to yell, they wouldn't use tabletalk for it, usually.

      Anyway, reading your layout of rationales, I think that's very well said.

      It's very interesting to me that you would distinguish immersion and story. I've never thought of them as very separate concepts before, but now that I see that, it's enlightening. They're not the same thing. Most systems tend to prioritize one over the other to some degree, even while trying to have both, like being bilingual -- there's going to a first language in most cases.

    • faraday

      Fortnite Creative Maps
      Other Games • • faraday

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    • faraday

      Saving Pages to the Database
      Game Development • • faraday

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      faraday

      @Ghost It's been a few years since I've run a Penn game, but last I knew there was no ability to save pages to the DB or snoop live as Seamus describes. You could turn on command logging for everyone or set people SUSPECT, but that stuff all went to a text log file on disk.

      Ares presently has no SUSPECT flag, but it logs all commands (from everyone) except for pages/channels/poses (and a few other private things like passwords) to the text debug log on disk. Channels are saved to the DB for channel/recall and web portal chat. Poses are saved to the DB if you have scene logging enabled. Individual players can currently log pages they receive in a very limited fashion for abuse reporting.

      Can't speak to the other codebases.

    • faraday

      Spirit Lake - Discussion
      Mildly Constructive • • faraday

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      thesuntsar

      @testament It might be easier to pop onto the game and see about paging someone there. They don't really hang around these parts often. Or maybe checking out the Ares forums?

    • faraday

      Seeking Accessibility Feedback
      Game Development • • faraday

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      ZekeTheG33k

      Volunds code suite allows gor a global color scheme and then for each player to set their own if they want.

    • faraday

      MUSH 101 Tutorial
      How-Tos • • faraday

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    • faraday

      Choosing a MU Server
      Game Development • • faraday

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      Griatch

      @faraday said in Choosing a MU Server:

      But this speaks to a core philosophical difference between Evennia and Ares. Ares is designed to be a 'MU in a box'. There are a bunch of things you can configure easily, but if you want a radically-different +where display, or to completely remove the BBS system, it's going to take some code surgery. Whereas Evennia is more of a blank slate. If you like Sparks' BBS you just install it. Or you can use some other BBS. Or make your own. In this regard it's more like the old servers. Harder if you just want something that works out of the box, but easier if you want to go off the beaten path or just do something your own way.

      This is true. Part of that philosophical difference is that Evennia is not specifically targeting MUSH-style gameplay the way Ares is. It's one of the styles Evennia can support, which is why it defaults to a more blank slate game-content wise. Evennia is (text-)game-style agnostic and could (and is) used as a starting point to make any form of MU*, from MUSH-style to very code-heavy MUDs and even IF or Rogue-like games (!). Ares is more focused, so as @faraday alludes to, if the kind of game Ares offers is your cup of tea you are going to get more stuff out of the box and probably get started faster. With Evennia, more assembly will be needed.
      .
      Griatch

    • faraday

      AresMUSH Updates
      MU Code • • faraday

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      Ganymede

      @faraday said in AresMUSH Updates:

      (Unless you want fully-automated combat, in which case you are.)

      I want a lot of things, but this is the non-pareil that I'm trying to snag.

    • faraday

      Web-based MU poll
      Mildly Constructive • • faraday

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      G

      @lordbelh The old website chat roll places?

    • faraday

      Attributes or No?
      Mildly Constructive • • faraday

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      Thenomain

      @faraday

      I'm also describing pretty much all cRPGs. There's no small reason why the SPECIAL system is percentile.

    • faraday

      Better Places Code
      Mildly Constructive • • faraday

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      Thenomain

      @Whirlwind

      #1) Hey, Whirlwind.

      #2) If it's on the Directory, the location can be called? Eh, it seems like a cheap solution, but an easy one.

    • faraday

      FS3 3rd Edition Feedback
      Mildly Constructive • • faraday

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      faraday

      @Lithium Yeah, that's a matter of how an individual game is choosing to apply background skills, and I agree it's wacky.

      Background skills arent meant to be specializations of action skills. FS3 has no concept of specialization. BG skills are designed to be other skills, not particularly important to gameplay, that round out your char.

      I would never approve someone with a BG skill in Tridents because it's already covered by Melee.

      So it sounds like some game really wanted to have specializations and tried to graft it onto the system in a way that's kind of weird.

    • faraday

      Making an Isolated Theme Work
      Mildly Constructive • • faraday

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      @Ghost

      There's nothing specifically anti-genre in survival about pre-existing couples, but yes, if your premise is totally random strangers only it obviously messes with that and probably won't work great in a MU environment, separate areas or otherwise.

      Generally the issue with splitting the playerbase has less to do with splitting up OOC couples (I've never seen people split randomly as you're suggesting, typically it's a choice of apping to play in X region or Y region) but simply one of population density and the whole 'critical mass' concept that is a feature of game survival. Splitting people up reduces chances for public interaction and self-sustaining RP, and encourages people just to RP in their insular groups. And as much as it seems like that's often what people want, they also demonstrate a propensity for growing bored when they don't have the alternate option. At the more cynical end I'd say its because people want an audience for their PDA, on the more generous I'd say its because outside stimuli makes even the personal RP more interesting.

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