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    Best posts made by ixokai

    • RE: Better Places Code

      @Thenomain said in Better Places Code:

      The one thing that I want to add is the ability to have 'groups', an idea that came from ... well, I'm not reading my own code, but I think it was Metro? or LA? It was recommended to me from someone long ago on Haunted Memories.

      I am the one who coded LA's "clusters" code, which were backwards compatible with the historical places, but supplanted them. A pre-specified "place" was just a special case of a cluster, which was any grouping of people.

      You "join x", and if x is in a cluster, you're added to their cluster. If they are not, a new one is made. "tt" speaks to your current cluster. If you leave the room or "depart" you are removed from the cluster. It worked fairly seamlessly.

      ( This also fully supported both spying (ie, someone obfuscated joining a cluster) and detecting a spy (dude with more auspex sees you join) )

      All that said, I'm never implementing it again (not that it was super complicated or anything) and I probably won't ever use it if anyone installs it on a game. I just... don't want to. I think rooms are the nice, ideal, perfect granularity of defining a scene, in my opinion. If there's certain scenes temporarily "owning" a location issues? Easily solved with TP/RP rooms. (These should have a way to flag as temporarily public)

      And I just don't want to tt |foo all the time. Emitting is ingrained in my fingers now, and I can remember how many times I messed up and emit out of a tt when I didn't mean to. Not to mention the abstraction of these perfect little private bubbles inside a larger room doesn't make sense to me.

      I like RPing in rooms.

      But you guys who want to, go ahead. All power to you 🙂

      posted in Mildly Constructive
      I
      ixokai
    • RE: Better Places Code

      @Lotherio said in Better Places Code:

      A few places in the 90s were running mutter combined with places, so everyone in the room got snippets from conversations that way. How come that wasn't continued.

      I hated that too, because the code would use randomness to determine what's overhead, and while it was sometimes funny, it simply had no basis in reality. Its as likely to out something whispered as yelled.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Better Places Code

      @faraday said in Better Places Code:

      @ixokai The cluster idea is similar to what I was thinking. If poses and emits were automatically color-coded with the regular pose/emit commands, and all it did was change the color (or add a prefix or something) it would probably be pretty low-hassle.

      I'd be careful of using color, because what people like and dislike in color is so variable and up to personal preferences. The prefix thing I wouldn't hate (and the prefix can be color coded, I mean we tolerate channel names having colored text).

      On BSP the space code did emits kinda like that:
      [RAPTOR_108: Trajan] Trajan's raptor is consumed by a brilliant flash of light. Only empy space remains.

      [RAPTOR_216: Sunny] 216 turns into formation of a triangle as the three Raptors make their way and the countdown begins. The time for butterflies and jitters are pushed aside, this one is all or nothing. A fold in space begins as Sunny follows in tandem with 108 and the bright flash of light is all that is seen, then they are gone from sight.

      Yeah, that's not so bad. But does it actually improve anything? The scene will still be spammy and hard to follow if its got a bunch of people in it. And if it doesn't make the scene less spammy, you're going to end up with these little magic perfect bubbles of privacy in a room with crickets between them. Unless you add in mutter. (shudder)

      I dislike mutter code but it's just a peeve. I prefer transparency, especially for the monitoring and logging reasons others have mentioned.

      Agreed.

      @Thenomain said in Better Places Code:

      @ixokai

      I'm not going to give you permission or not to opine, but your post was entirely "I don't code it nor use it", which doesn't answer the original question: How can we make it better.

      You're forgetting to read what came before "I don't want to code it or use it", and I can't tell anymore if you're doing it on purpose just because or if you missed it.

      I said I coded LA's clusters code, and explained how it worked (and its features are what I'd consider the bare minimum of a places system). To say in more general terms and use more words then I think are strictly nessecary but since you couldn't really get it out of the original post:

      The 'place' as the unit of players talking is one we didn't like for all kinds of reasons, for one requiring them to be established before hand, for two their fundamental limits of the model (what places exist on a football field?). So we ditched that but kept some backwards compatible support for using pre-defined places if someone could be bothered to put them in a room.

      The real abstraction we called a cluster, and defined it as basically an arbitrary group of players who self-determine if they're in, or not in, a given cluster. Cleanly exiting (either by moving to another room, joining another cluster(WITHOUT having to depart, I should have mentioned in my first response), or via 'depart') is as important as cleanly joining (either by join # or join person: if person is sitting at a 'place' named Table, then 'join person' should be functionally identical to 'join 1').

      Supporting being in a place secretly, and detecting spies, should be general enough but able to hook into a random RPG system.

      If you can manage to make it easy enough to talk into a place without significantly changing the UI of talking on the mush, I'd call it a miracle, but I'm not holding my breath. I find getting tt | right to be painful. But no one could think of a better idea that worked with the mush on LA.

      That's what we had on LA for solving the place problem.

      I'm still betting on: you can't make it better. You're reinventing rooms.

      posted in Mildly Constructive
      I
      ixokai
    • RE: How does a Mu* become successful?

      @faraday said in How does a Mu* become successful?:

      @Ganymede said in How does a Mu* become successful?:

      It is easier, simpler, and more sensible to require approval before hitting the Grid. As @surreality said, many games allow for "provisional RP" in OOC areas...

      I understand what you're saying. Personally I don't see a big difference between provisional RP in OOC areas with consenting folks, and provisional RP in IC areas with consenting folks. Either way, you're risking retcon -- not only for the parties involved, but also for ripple effects if there was anything significant done during those provisional scenes.

      And yeah, you can say "don't do anything significant" but it's a slippery slope. Bob and Harry RP a scene while Harry's awaiting approval. Bob tells Suzy about it. Suzy tells Harvey about it. Then it gets retconned and you have to deal with the ripples.

      And I know not everyone agrees, but to me? Retcons are the ultimate in evil necessities. They should never happen and you should do everything possible to make sure they never happen. But if you must use them you must use them.

      But that's why I'm very skeevy about the idea of "provisional RP".

      posted in Mildly Constructive
      I
      ixokai
    • RE: Attributes or No?

      @sunny channels me well.

      posted in Mildly Constructive
      I
      ixokai
    • RE: How Many Alts Would An Alt User Alt If An Alt User Could Use Alts

      My 0.02 on Alts:

      I don't mind reasonable alt limits, but unless a game has a very small scope, I don't consider 1 character to be a reasonable limit. If I'm in the mood to RP, having more then one alt opens up more then one avenue or set of reasons to RP. It makes RP more accessible to me, it makes it more likely I'm going to find interesting and meaningful stuff to do. If I have only one character, chances are there's a certain range of stuff that character would never get involved in.

      This might be what has been called 'roles' earlier in the thread, I don't know, I don't think of them that way because to me 'roles' are things you fill and are then filled there's no room for someone else anymore. An alt's interests, associations, and limitations define the spheres of influence he might be in, but having the same spheres as someone else doesn't stop me from playing mine.

      What's reasonable? It depends on the scope of the game. Somewhere around 2-4 is how I feel about it generally.

      The thing about alts in the modern games that I don't like is this tendency to allow 'freezing/unfreezing' at least like how TR did it. I hate alt swapping. If you want to abandon an alt, fine. That alt is now dead. Or gone. Its never coming back. Ever. Having a roster of alts that used to be active that you can just swap in or out is a horrible environment for a game, IMHO.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Client suggestions

      I second Potato.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Gauging interest in a 20th Edition Game.

      Drop the vampire bit and go full on Mage 20th and I'd say fuck yes.

      LA exhausted me on all things vampire.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Logging your activity

      @TNP said in Logging your activity:

      @Auspice Nothing worse than logging with a client's logging function. The coder on Dark Spires - I don't recall his name - coded up a logger object that works fantastically. You drop it and it records only the IC that happens in the room so it doesn't pick up any of your pages, bboard reading, +wheres, etc. It's since migrated to other games, including Marvel: 1963 where @ixokai has greatly improved on the functionality and has configured it to the wiki format as well. I never log without it.

      Slight correction here.

      The logging code we use on Marvel:1963 and Star Wars: Insurgency may look like the Dark Spires code but it isn't anything like it. I implemented it from scratch and have added a number of features to it since (most notably, +log/capture which grabs the location, desc, and all the people in the current room for wiki output; and the ability to view just the last X poses instead of the whole log for connection issues; and the ability to undo log entries so you can repose a fixed pose instead of emitting something for the logger to edit).

      My goal for +log is for it to be absolutely trivial for someone to post their logs to the wiki. I post logs after most of my scenes within a minute of it ending, often the most difficult part is thinking up a name.

      But lately I seem to be playing mostly (Arx excluded) on games that have heavy log-cultures.

      But since credit has been mentioned and I do think credit is important, the only credit I give is inspiration -- since until today I wasn't sure who originated the original code 🙂

      That said, if anyone wants it for Penn or Rhost they can PM me and I'll email it to you. It won't work on MUX (and I don't think TinyMUSH but I don't touch the server with a ten foot pole so don't know for sure) as it relies heavily on @include.

      posted in Mildly Constructive
      I
      ixokai
    • RE: How do you keep OOC lounges from becoming trash?

      @Wavert I make a point as staff to have an alt in +ooc to monitor the situation. And deal with stuff that arises. Its not always immediate: sometimes I can only fix the drama after, but still. I have awareness of what's gone on.

      On M1963, we banned two players (one was just a guest) for +ooc behavior, and gave a warning to a third and they took it well. Very rarely but every so often a: hey, guys? Relax, sort of declaration goes a long way.

      posted in Mildly Constructive
      I
      ixokai
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