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    2. Lotherio
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    Posts made by Lotherio

    • RE: What's missing in MUSHdom?

      @faraday said in What's missing in MUSHdom?:

      what do you envision for a game that's got dozens of players and runs 24/7/365 for hopefully years that isn't primarily socially driven?

      Just an observation since Minecraft was brought up as 'grinding' endlessly being enjoyable. Minecraft is more popular on-line than single player home/along play. There is a pretty big element of playing in creative (non-collecting) mode, with servers dedicated to creative, and even further, RP is a big element of that creative play/server culture. So visual games with gamey elements and mini games (lots of great mini-game plugins like capture the flag, fishing contests, etc.), even they turn towards socially driven RP at times. Of course on minecraft part of the fun in RP is developing the 'set' and introducing elements for the players to interact with, but RP none the less. I don't RP on minecraft, but I've seen the kids do it. As an aside, TS has a whole new meaning in their lexicon, glad I found out before commenting on all the kids talking about TS.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Coming, sooner or later: Valorous Dominion

      Time for a Friday Update.

      House tracking/sheets/trading/purchasing is up and running. Trades work, but its not a total system, there is no counter offers, bantering, etc. That is left to RP, the system is the end product to interactions between houses and house members on the grid; not a replacement for RP.

      We’re delving into the heart of theme at present. Taking a closer look at Vindicti, the art of formalized vendetta for our game. A good quote from Encyclopedia Britannica, near the heart of day to day play; politics, alliances, vendetta.

      These divisions [conflicts of nobility often along political lines of Guelf and Ghibelline] in fact largely reflected personal, economic, or quite local political rivalries—all inflamed by ideals of chivalric honor and an everyday acceptance of the traditions of vendetta.

      It is highly more formalized for dramatics of play, named Vindicti. Vindicti is not unlike Kanly in Dune (based off a similar real world concept from the near east). We’re taking careful steps as we work this out for now. Our intent is not to make it simply some form to allow excuse of PK, to the point directly killing someone in another house is not honorable. Dueling is a highly accepted form of conflict, something like the final escalated conflict in Vindicti. For those not familiar with Pendragon, drawing swords is a little more than pretend fun time, even pulling blows for half damage, can be deadly and have lasting repercussions with a potential slim chance of dropping someone for good (armor/shield/hp dependent). Killing someone in a duel will come with investigation by the judiciary council to determine intent and recompense between houses. Not only does the offending house in a death have to pay the recompense, but the individual will suffer a tarnish which requires IC atonement; not some spiritual blessing, but the physical act of atonement whether to simply show publically, or for personal reasons to feel better, just that its a hit on reputation.

      Other forms of conflict are more acceptable as well. Means of sabotage, social slander, even capture/ransom. Our goal is not coded systems for this, with statistics tracking behind the scenes, our focus is RP, we’re just giving more attention to Vindicti both in formal IC law and OOC policy/theme to assure its an RP tool only. This will most likely play into the idea of politics as discussed, such as the wooing of needed political NPCs for alliance and to sway votes/politics in Matora and abroad. Part of the sabotage could affect attempts to form/gain alliances or the attempts to gain favor/rep/info as well.

      We will then further define the religious spectrum in the game which is reflective of the real world theme we are borrowing and altering. This was a big debate on Realms that we do not wish to get into, we’ll define more up front, from hierarchy on down. This will be a basis for religious groups, knighthoods and perhaps other groups with agendas that could be anti-religion (illuminati-esque). This is needed before we fully flush out neighbors in the city states from aristocratic cities that are probably supporting patrizio in our city in attempts to oust/remove nobility from their positions, or risen ventura (our condotieri), many also cavalieri/knights with no land holdings thanks to the numerous wars and entrada (crusades).

      We will offer a number of houses, with heads open to app. Dependent on growth, we could open more but are going to offer group entrance/applicaiton to form new houses as needed as well. From the Conte level, which our opening houses start at, on down. While we will start play with an NPC at the level of Duca/Duchessa, the intent is not to keep it this way. This is an elected position and the intent is after play is established, to hold the next election for players to move into and rotate in this position to control the thrust of what our city does, leaving its success and failures in the hands of the players and the player houses.

      The rest of the world will act, giving focus for the players to react to and, depending on player action, the world will react accordingly. Note that while it is very lightly fantasy and there could be some potential of real divinity of some sort, this is not a focus. There is no invading shadows or scary stuff coming, there are no end of the world/save the day/save the world plots. There is a socio-political focus on working together even while being enemies and rivals and making the overall success relevant to the city itself. Or, being enemies, removing enemies and changing the political landscape. We will offer challenges, dilemmas, hurdles and obstacles.

      All said, we’re nearing that point of opening, knowing code may be added or altered to reflect need and want by the players, the basics are laid out to get there. Its is near, but I can’t say a time as that my jinx such a deadline, just we are getting closer.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: What's missing in MUSHdom?

      Double to say, Infimier is a good study of game design (https://en.wikipedia.org/wiki/Zachtronics#Infiniminer).

      Note, it started as team competitive play to locate and find precious metals, but ends up players enjoyed in-world building. The game changed to suit the fun the players found. Similar to the Sims, it started out as an architectural game based on Sid using home building software to design a home. Added the people to give an idea of something looked good or not based on building a better home and he noticed others were more interested in the people's reactions, which lead to Sims.

      A tangent, or maybe something to consider for the topic.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: What's missing in MUSHdom?

      @ominous said in What's missing in MUSHdom?:

      What's fun and worthwhile, though? Before Minecraft, would many of us have honestly thought that a game about digging would be one of the most popular games of all time?

      Yes. Minecraft was inspired by a prior digging game, Infinimier. They are sandbox collection games. Ever played Elite, a space trading/collection (money), where it literally took hours to fly between systems to conduct trade? I enjoyed this, but if I want to play it now, I play Oolite, an updated version created by fans with faster space travel. Collecting games have given rise to the current trend of Idle/Incremental Games; some of the older ones were just poking fun at grinding collecting games even.

      Newer games are cutting down on the boring grinding parts by offering other things to occupy the gamer, as mentioned, like mini-games.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: What's missing in MUSHdom?

      @ominous said in What's missing in MUSHdom?:

      @faraday said in What's missing in MUSHdom?:

      Oh I agree that the struggle to survive should be a part of the game. But I think you need to address that in a fun and interesting way if you want people to engage with it. Computer games (not just MUSHes) have been trying to "force" people into menial tasks since the beginning. Players as a general rule hate it. They avoid it whenever humanly possible and they resent it when it's not possible to avoid. If you can make a survival mini-game fun for the majority of the population, or if you can figure out a way to make "foraging for berries" interesting, then as @Thenomain said, there's no reason not to go for it.

      The popularity of Minecraft, Subnautica, Day Z, Ark, and Don't Starve contradicts your supposition that players avoid menial tasks.

      Compare Minecraft to the big old grind of Final Fantasy 1 on NES.

      Minecraft is immediate return, chop up wood, get stone, make a house, go get more, make something bigger. But its immediate return, getting 1 block isn't a long task and you can affect the game world significantly with little effort.

      Final Fantasy, 10-20 hours to reach level 40 for the only significant change in the game. You're tiny guy icon gets a little bigger. Weapons change, but its more like white sword is level 1, blue sword is level two and hours of grinding to get there.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: What's missing in MUSHdom?

      @kanye-qwest said in What's missing in MUSHdom?:

      doing a secret santa in a fantasy garbage world where everyone is starving.

      Ask troops deployed overseas about this; I've been there. Doing this and exchanging MRE bits might give them a sense of normalcy in a world were their buddy could die in a couple of hours. Sure, it might just be an 'hey, its Christmas back home merry christmas, I owe you a present ...' Sure, some of the troops might think its stupid and think the person doing it is stupid, but that one moment of offering a gift when really, you don't have squat to give, is sort of that 'remember how it was before we were in this shit' moments.

      It less a question of would it happen then someone defining theme differently. One person wants zombie apocalypse with bad hygiene, halitosis, and body bugs, someone else wants hollywood version where people can kiss even if there is no toothpaste left in the world?

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: What's missing in MUSHdom?

      @kanye-qwest said in What's missing in MUSHdom?:

      Why do people need to be logged in to the game 4-5 days a week?

      Two quick comments. First, if they only play one place at a time to focus on one character, who's to negate their idea of social fun-time, some people like to log onto places and RP daily, its their fun. And second - game vs RP as has been put up in a few threads lately. MUs are not game by default, some people are logging in for the RP part first and the game (if even present on a MU) is secondary to them. Some people are on for writing and story telling, not game playing. As noted if I want a good strategy game or survival game, my PC or console has plenty of those to choose from, my phone has plenty of good game apps for that too.

      Of course, someone can set up a game that is all action/survival oriented, and the 4-5 day a week player has the option to RP elsewhere just the same.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Spotlight.

      @peasoupling Someone had to clean up all that Wookie fur, as long as it was I'm sure he sheds enough to weave together a Wookie coat. Imagine the air filters on the Millennium Falcon ...

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: D&D 5E

      @ixokai said in D&D 5E:

      If one was to make a 5E MUSH, what D&D setting do people like better? Would you be turned off by an original fantasy-verse?

      Al-Qadim ... With factions aligned along the genies/elements (Brotherhood of Fire. Etc.).

      And no, original is good in my book. But I'm a minority in n original vs canonical themes.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: RL things I love

      @cupcake You should look him up more, pretty cool find in your ancestry with John Harrington there, I'm jealous.

      ETA: I had an English Lit professor that shared some of his saucy works.

      posted in Tastes Less Game'y
      Lotherio
      Lotherio
    • RE: RL things I love

      John Harrington is a known historical figure; his invention is the forerunner of the modern flush toilet. Other than being saucy, his greater body of work was political/theological/philosophical in nature.

      posted in Tastes Less Game'y
      Lotherio
      Lotherio
    • RE: Coming, sooner or later: Valorous Dominion

      Friday Update

      Politics/House management system is well under way. Presently setting the data for additions to Houses, it will plug into the ability for heads to purchase them based on their current commodities and the cost of said addition. Each addition is relative to one non-combat skill, everyone in said house nets a bonus when using that skill. Similar to the family bonus in CG in traditional Pendragon, but something to achieve as a house. Each house is set to a specific commodity it can produce, but Heads can assign a secondary administrative individual to try to gain secondary commodities. With this ability in player hands, we have no idea what the final commodity values wil be; if every house prefers one type of secondary administrator, that commodity will be devalued. Not in staff hands. This should be done in a few days, including the ability for Heads to trade with other houses.

      Once that is done, we will turn heavily towards flushing out more theme and may possible start prepping for a soft open.

      Things in the hopper:

      Patronage for houses; the ability to hire non-noble professionals to net additional bonuses to the use of non-combat skills; will require having an appropriate addition. Individuals will have a set ‘income’. Houses will have a set level of wages to distribute based on level of nobility; they could set someone as a marshal for their house and pay them however much they think they are worth. Can be martial/combative or could be non-combative to gain the patronage bonuses. If both this and additions prove popular, we do plan to offer a secondary state to patron: tutelage, or full time retainer/employment. With tutelage, a second stage of upgrades for the additions would potentially become available (its in our thoughts, but dependent on the play after the game opens).

      Individual economy. Spending on professionals/crafts-persons nets glory for the spender and for the professional; buy a high quality work of art, both individual and crafts-person gain glory (glory can be used to enhance individual skills/attributes/etc. in the end). Combative types can spend it on better combat equipment (high end armor/better mounts/etc.).

      Plot/Adventure system. Initially we intended to dole out missions via objects/packages similar to the missions on Realms, where instead of staff giving the guidelines for challenges and such its on the package/+job-like system/etc. This will still happen, but there will be house level plots. These will be more political oriented – woo the foreign powers, woo the pope, convince the Byzantium Emperor to let your family house his brother while in political exile (secret bonus for killing him off, negative modifier if you recognized this from the showtime series), convince the roving mercenaries to not attack your tower in the raid but the other houses, etc. etc. Some of these will most likely be competitive style between houses; compete in some context with other houses get the ear of the Byzantium Emperor to get the wooing package adventure, or otherwise compete to get the plot to then work for the reward it has to offer. These adventure/plots will come with various prizes as well. Bonus to house reputation, a bonus addition that may not be listed or bought, influence in a specific sphere that can be cashed in later when/if needed or open up other potential adventures.

      That’s the basics, House system nearing completion. Plans to implement Patronage, personal economies, and plot/adventure system expanded to include package and adventures for houses.

      A lot of focus on the play and development of the houses for now. The building of additions is slow to gain various reputation and modifiers to PC skills; a prolific house can potentially add one addition every couple of months (there are over 30 additions not including public works); coupled with Patronage and house adventures/plots, there is more competition to gain other rewards outside of the building system. Houses will not start with a focus specialty as in KAP basic CG, but can earn these for all their members through development and play.

      We’re about to delve deeper into theme in the next few days on this. Just an update, again.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Mobile Bug

      This just happened to me, it appears to be something involved with Chrome. I just updated to version 65.0.3325.109 and it stopped working after that update. Chrome came with the Android. I just downloaded the latest version of Firefox (version 58.0.2) and the menus work fine in this browser.

      posted in Suggestions & Questions
      Lotherio
      Lotherio
    • RE: What's your identity worth to you?

      @seraphim73 said in What's your identity worth to you?:

      my past professional life. Some of that could be used (if someone wanted to) to get my name,

      Wayne Gretzky - I knew it!

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Coming, sooner or later: Valorous Dominion

      Another update.

      Finished up the basics of combat, to include All Out Attack (which lets defenders attack first). Just need to throw in a function or two to account for charging and its done.

      Starting to work out mechanics of the political system.

      One of the basic things to help between martial and non-martial is the CGen system is updated and automated. Martial/Non-Martial start with the same cultural skills but there is no boost for 'knight' characters and their starting skills. Basically folks will need to pick one skill to set high (15), and everything else will be limited to 10 at the start. This will tie into the political system, so the head of a house/org will need a high non-martial stat.

      The political system will run automated checks for house/holding management relative to commodities being used at higher levels. They can net a surplus or fail/fumble and find some debt is owed to the state for this shortcoming (which can be remedied via trade with other houses and RP). Taking high sword will leave primary skills needed for simple house management at 10 to start (50/50 shot on successful management on the automated side).

      The commodities will be useful Cataan style (2 grain, 3 ore - 1 city). Some of the building projects are similar to the traditional buildings for nobles in KAP. Building a Rookery nets a bonus to members of house/org to use the skill falconry. There are higher functioning skills specific to other cultures in KAP, especially among the Italians; including High Finances, Sciences, Law, etc. These will be in play for our characters. There will be a set of skills relative to the commodities gained by houses and instead of being a simple add a room/addition, it will take public works to gain any benefits (build the Duomo in Florence, build up the university for science or art, create a public bath/garden/fountain/square/etc.).

      Crafting/industry for individuals is beneficial to both parties; the crafter and the 'purchaser'. Both gain glory for the individuals in such transactions. The noble for spending lucrative amounts of money and the craftsperson for making work worthy of the eye of big spenders. Specific amounts of glory are turned into XP spends/gains to raise skills, attributes and traits. Martial nobles will be more taxed as there will be certain 'free' regular equipment maintained under common standards of living for nobles, but to have better equipment, they will need to utilize income and purchase it from craftspersons and/or merchants/importers. The individual character will have disposable funds for these things.

      Like spending for individuals, house projects, especially public works and such, will gain house reputation for the houses. This reputation can be used to influence politics in the game. Whether its a vote to go to war or abstain by spending influence to turn NPCs votes, one can throw house reputation towards decisions to possibly effect them. It will have an affect, but think of it more like silent bid/auction, others may be voting against and using influence to sway votes. This is for anything from regular elections of the Duca/Ducessa of our city, to influencing the rise of nobles in other cities or even the rise of religious leaders to their seats of power.

      The reins of the game will be influenced (and controlled) by the players. We're not devising some specific meta (monsters are coming, save the world again), but rather meta will focus on reactions from around the world to what is going on in the home city. There will be some undercurrents of meta more relative to the time period and conflict between things like church/state, religion/reason, the 'glorious' old traditions and the rise of new ones, a few KAP style adventures along the way.

      ETA: Spelling

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: PennMUSH Code Help

      As another source for answers too ... mush.pennmush.org:4201

      Great folks there. Usually pretty quick with answers usually and, if not, good about checking channel history to answer questions when idle.

      posted in MU Code
      Lotherio
      Lotherio
    • RE: Coming, sooner or later: Valorous Dominion

      @kitteh This is something we definitely want better addressed. We're hoping the political system is a start to give credit to non-combat types as viable. A shift of emphasis of skill focus for what sort of things might be occurring on a regular basis as well. While entirely meta, failing rolls for simply running of a major House is going to indicate short falling on what is due to city/state/tithes/etc. Reputation will be an important factor to politics both at home and at large (the warring city-states, whether at war or being bought and sold), having influence outside of 'combat' will be important in swaying what may/may not happen.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Coming, sooner or later: Valorous Dominion

      Quick update.

      The combat side of code is mostly working. From stance modifiers to armor reduction and the weapons that bypass those. There is a little tweaking to do; give certain defenders the right of first attack against uncontrolled attacks, flip who is damaged when flail rolls a 1. I may be forgetting more.

      If there is anyone who might be interested in running little bits of play testing, I'd be glad to have you swing by at this point, just let me know here or by PM and I can send out the IP/TP.

      Elsewise, by the end of the week we'll begin flushing out political/resource system and moving towards finalizing theme more and more.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      Just two cents.

      MU's are not games be default. Games can be played on them. There are still social MU's out there. I'm sure if we hunted long enough we could find an educational MU out there. When I play on one, it's more improv play (acting/writing). A MU may express it is a game. If there are rules I follow them. Games do not always involve conflict, rules yes, mostly competitive but not always.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Skills and Fluff in WoD

      @the-sands This is like a flip flop from the other thread. Weren't you the one saying skill description (drive 1 - automatic, drive 2 - manual) was fluff? I never said no such thing about Olympic medalists, you've made some leaps and bounds to speculate something I never commented on.

      posted in Mildly Constructive
      Lotherio
      Lotherio
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