MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard
    1. Home
    2. Kassien
    3. Posts
    • Profile
    • Following 0
    • Followers 1
    • Topics 2
    • Posts 56
    • Best 27
    • Controversial 0
    • Groups 2

    Posts made by Kassien

    • RE: Happy making...

      @Macha said in Happy making...:

      But he appreciates the things I do, and shows me.

      It is amazing how it can change a work place and the day to day grind when you have people who care.

      Even if they screw up and make mistakes once in awhile, it's these actions which can drastically change a job.

      Congrats!

      posted in Tastes Less Game'y
      Kassien
      Kassien
    • RE: Shadowrun MUSH

      Wanted to give a heads up to everyone, while this post may be a dead post, I'm still working on Deep Shadows.

      I am very close to having the Character Creation completed for Deep Shadows. I would say it's in the 90% range to being completed. The rough code is completed, and I've done some internal testing for various PCs. Fine tuning of the code, closing exploits and making it more book compatible are really the last 10%.

      I need to get some mass data entry completed as most of the character creations testing was only done with a handful of items in the different categories.

      The city grid is 90% dug out, just need some local attractions dug (bars, shops, etc), and descriptions though out.

      We have dice to roll, and a basic character sheet recall.

      Items and inventory probably need the most work.

      We have a contact system, where players can make contacts with shared NPCs, and working on personal contacts.

      Ultimately I think the game is on the brink of being ready for mass testing and potentially even opening to the public.

      I've started working on development for the first plot.

      If you're interested in helping and the have time, please reach out. If I can find someone who is a python guru with the time to spare I'm sure we can open in no time.

      posted in Game Development
      Kassien
      Kassien
    • RE: Shadowrun MUSH

      So I overcame a big challenge with development of character creation and want to post to see if there are people out there interested in helping.

      Please message me here, or Kassien on the game.

      posted in Game Development
      Kassien
      Kassien
    • RE: The All-New Down With OPP Thread

      @Runescryer
      @Selira

      To be clear I have no problem with the initial post, or even the initial responses.

      However, I feel like there does come a point where the public back and forth can discourage the community as a whole.

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: The All-New Down With OPP Thread

      This on going public debate and shouting match is exactly why people get driven away from the MU community.

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: The All-New Down With OPP Thread

      @Runescryer said in The All-New Down With OPP Thread:

      MU community alert so that there's more vigilance

      What scary is that people who are truly this bad justify their actions and EVERYONE else is wrong and they were unjustifiable judged.

      Doesn't mean that something should not be done. I think it comes down to other issues they don't want to self evaluate.

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: MUDStats down?

      @faraday Ahh...my bad. I quickly read through the post and must have misinterpreted it.

      posted in Mildly Constructive
      Kassien
      Kassien
    • RE: MUDStats down?

      @Runescryer some reddit post I read said they had it crash and there wasn't a backup.

      posted in Mildly Constructive
      Kassien
      Kassien
    • RE: Artificially Slowing Character Growth

      First personally and in experience I've had I don't think players being at different rates matter much unless it comes to PvP.

      However, I think mechanical systems could be put in place. It works like a XP cap, but think of it this way. A cool down on growth should be implemented. Some ttrpgs already have this built into their system but I can see it being adjusted to match MU play.

      Keeping the analogy of Player A and Player B starting at the same time. Player A rush and raises Attribute X (or skill) to level 5 (arbitrary number). Level 1 to 2 takes 2 days. 2 to 3 takes 4 days, 3 to 4 takes 8 days, 4 to 5 takes 16 days. As Player B grows he can marginally catch up during these cool down days. I don't see them every fully catching up.

      The fact is, with 99% of game it really comes down to a "play-to-win". And I think the dedication of those players should have some rewards.

      I also believe those players should be the examples and not overly complicate, but you cant control behavior or force people to do this.

      posted in Game Development
      Kassien
      Kassien
    • RE: What Would it Take to Repair the Community?

      On a lighter note, what about the communities perceived inability to adapt to newer ideas of doing things like how to run games, and using newer technologies?

      How can we appeal to a younger generation to bring them into our love for MUs?

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: What Would it Take to Repair the Community?

      @simplications said in What Would it Take to Repair the Community?:

      How do we allow a way for people like Cullen to be identified, without creating a forum that allows privileged groups to victimize basically anyone they want through character assassination?

      I've been thinking about this while reading this post and during reviewing the harassment policy for my own game. I also take this as someone in RL who had false accusations against him that nearly destroyed my life as a teenager.

      The basic thoughts I had, my actual harassment policy being nearly 3 pages of collected yet to be organized thoughts;

      • Taking all reports seriously and investigating all reports. Any level of staff should be able to start an investigation and demanding staff to escalate it if they do not feel comfortable.
      • Keeping the report anonymous from any party not directly involved.
      • Mechanical systems. Unfortunately I feel like big brother, but I want to log everything in my game. Only to be reviewed for these cases.
      • Anonymous reporting system? Still up in the air about this as I'm worried it'll be a time trap. Leaning more on the side it will be more useful than not.
      • All parties are innocent until deemed guilty.
      • How to treat players that deliberate claim false accusations?

      I'm such a skeptic I don't believe we can ever have a good enough system, or that there is only one system. It's got to come down to a working system. Unfortunately I don't know how to keep people from being hurt while the system is being worked.

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: What Would it Take to Repair the Community?

      @Seraphim73 said in What Would it Take to Repair the Community?:

      Remove them from your circles instead of just warning the people around you. Tell staffers, share information, cut them out of the community. When they come back under a new name, find them (perhaps find out about them on a board like this) and remove them again.

      While I understand and concur with most of your responses, doesn't this sounds a little bit witch hunty?

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: What Would it Take to Repair the Community?

      One of the most, paranoid things that I worried about openning my own place is the sheer amount of drama that floats around the community. I think since our community tends to be great story tellers we are also capable of being dramatic... it's the double edged sword. People take things wrong, or too serious, or various other things. Instead of just playing a game. Maybe because it is all text based we miss on those subtilty that are expressed in tone of voice.

      The other thing is I think the community has a lot of gatekeepers. About all sorts of different things. I don't know why this is the case, but in my time trying to develop or when I've been staff I can't count how many times I have heard my team is wrong in the directions we're trying to develop. It's not that a personal suggest an improvement or gives constructive criticism. People get very very passionate about having to do things the way they want. I've been yelled at literally because I choose to use Evennia instead of a traditional MU platform.

      I refuse to be hubris enough to not admit that I have been guilty of both these points at some time in my life. I've caused drama at a few points throughout my time playing different games. Completely unintentional, and finding out later on it was because of an undiagnosed health condition, but it has happened. And even in writing this I can see how I can be acting like a Gatekeeper.

      Lastly I think people get stuck in what they want. There is no room to growth. My example above of using Evennia is a prime example.

      Just my two cents.

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: How can we incentivize IC failure?

      @ghost said in How can we incentivize IC failure?:

      the alternative is to leave it to constant bartering.

      I think this describes the situation all to often.

      @ghost said in How can we incentivize IC failure?:

      Do their part to limit the "you failed, that sucks, seeya tomorrow" results

      I see too many staffers get burned out in the middle of a good story. It leaves the this exact feeling to players. People need to see the story through. It's a tough thing with MUs.

      @faraday said in How can we incentivize IC failure?:

      Total consent just doesn't cut it, even on just a logical level. "I don't consent to you shooting me!" "Well I don't consent to missing. So there."

      Correct me if I'm wrong, but I think this is the consent bartering @Ghost was describing. @faraday and @Ghost are describing it perfectly.

      Personally I think it all comes down to, like most relationships in life, good communication. Be open, be honest, be patient. Seeing both sides never hurts, but after all we're all here to have fun.
      I would also like to say, and I struggle with this at times, players also have to step back and learn not to take it as personal. It is a tough thing.

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: How can we incentivize IC failure?

      @ghost said in How can we incentivize IC failure?:

      the alternative is to leave it to constant bartering. Not that players are children, but I think leaving it up to constant bartering is kind of like letting a child decide when they're grounded: a few will be noble about it but you'll eventually end up with kids who refuse to ever face responsibility for anything.

      This is an a great way to describe it. strikethrough text

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: How can we incentivize IC failure?

      @ghost said in How can we incentivize IC failure?:

      Ultimately, what I'm saying, is that I feel the only way you can incentivize IC failure is to mandate it.

      Do you have to mandate it?

      I personally feel that it should be emphasized it to every player joining the game. That just by playing you will encounter some sort of negative outcome. I don't think that every situation should have to be consented to, within limits. By joining the game that is a blanket consent.

      Maybe this is considered mandating now that I think about it more. So I'm willing to consider you're right on this.

      I think a lot of it comes down to working with players. And there comes a point that if it is clear that abuse (by staff or other players) is not the issue than there is a few ways to deal.

      • Weigh the options of loosing a player vs. enforcing negative impact. This widely varies. Hard to regulate.
      • Telling someone 'too bad' that x thing happened to you let's roll with it because there is good things that come from it. Since I am dealing in the Shadowrun universe, I will use the example of a player going to prison. Why can't that prison time be RPed and stories told in prison? Out of that maybe they meet a new contact who is damn good fixer and now their buddies. I'll also throw out there that for my particular game I plan on allowing players who have lose their characters (especially those who have been active for a long time) to earn a prime level character on their next character builld.
      • There is always a "suck it up buttercup" attitude. Some players may appreciate this others may not. This is a lot like point number 1.
      • Being honest and just suggesting this particular game might not be for them. We're all playing these various games to have fun, that includes the developers, staff, and players.
      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: How can we incentivize IC failure?

      This is something I've often thought about quite a bit as I've looked to develop my own game.

      Here is what I have come up with. I apologize if it has already been told in this thread. I've tried to read through it, but I'm a busy guy.

      Mechanically these things work for what I'm developing (Shadowrun) but I'm sure it could be adapted elsewhere.

      In no particular order...

      • Bring up the negative outcomes right away, both IC and OOC. Don't pull a negative consequences out of thin air from a mission/story arch that has reached it's prime and passed.

      • All negative outcomes should be a start to something positive. Care to make sure the player knows everyone is there to tell a story and sometimes that starts with bad things. Don't abondoned a story in the middle either so all that players see is the negative.

      • Personal I think staff is there to tell the story that develop their players stories more than try and force their own. Tying even negative outcomes to the player's story makes them invest.

      • Work with (and help newbie) players to make sure they have the means to recover. Again tying it back to their story may help encourage.

      • If death is the negative outcome, let them go out in a blaze of glory. Enshrine the death. Make a monument to them somehow.

      • If death is the negative outcome, reward them on their next character. This to me is especially true to the players who have made long term characters.

      posted in Reviews and Debates
      Kassien
      Kassien
    • RE: Shadowrun MUSH

      @saturna I think they did too. Thank you for the referral!

      posted in Game Development
      Kassien
      Kassien
    • RE: Shadowrun MUSH

      @runescryer I'm thinking 5th. Although I haven't looked too much into 6th.

      I have purchased many of the books as well.

      As for theme...I'm very ambitious, and I'll leave it at that.

      posted in Game Development
      Kassien
      Kassien
    • RE: Shadowrun MUSH

      @carma Yeah I'm on the Discord. That community has always been helpful.

      My problem is that I know enough of Python to hack my way through it, but it's probably going to take a ton more time. Where someone who knows what they're doing can do it 10 times as fast.

      posted in Game Development
      Kassien
      Kassien
    • 1
    • 2
    • 3
    • 1 / 3