MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard
    1. Home
    2. Rook
    3. Best
    • Profile
    • Following 0
    • Followers 2
    • Topics 24
    • Posts 578
    • Best 225
    • Controversial 0
    • Groups 1

    Best posts made by Rook

    • RE: A Constructive Thread About People We Might Not Like

      @Thenomain
      Wait, what? In MUdom? Oh yes it is. It is how we operate. It is what most MU*s are all about, outside of theme!

      @Auspice
      I think that MSB is much the same crowd as WORA, we've all just aged and grown wiser with the scars and limping of experience. And yes, the ex was entirely the reason it all happened in the first place. Live and learn.

      posted in Mildly Constructive
      Rook
      Rook
    • RE: Which canon property/setting would be good for a MU* ?

      Those types of players, IMNSHO, are the types that have to be handed silver invitations to Events, have to be 'asked' if they are going to be there, and otherwise ego-massaged. I got no time fo that. You want to play, get your ass to the scene.

      Otherwise, you get what's coming to you for inactivity. But, I won't allow you to bitch and complain that OTHER PEOPLE are lazy or not doing things, when it is just not true.

      I think all games have these types of people, and those types of people either learn to participate... or they get bored and go to other games/mediums. I have seen characters who have trouble getting involved because they are too niche, too specialized, or just have built-in personality "quirks" that the player wanted to try that simply prohibit interactivity. It sucks to have to reign in your character to work in a team, but it is a lesson that every RPer eventually has to learn - to balance cool personality that might work in a movie with a personality that can get along in a cooperative RPing environment.

      posted in Mildly Constructive
      Rook
      Rook
    • RE: Which canon property/setting would be good for a MU* ?

      Any setting in which there are characters based on a theme where one or a few characters go out and save the world is an inherently bad system for a MU. You cannot have a game full of Witchers, Jedi, Sailor Moons, or Buffys. Either every character on the game is going to be one of those, crammed into a small geographic location, or you will have characters that are second-class citizens. It's a bad game design for a social, cooperative media such as MUSH. It works fine in MMO and small-group games or table-top.

      My opinion.

      posted in Mildly Constructive
      Rook
      Rook
    • RE: Which canon property/setting would be good for a MU* ?

      Realism? Most people I know, you know, we all know... are not the epitomes of their Thing. Olympic athletes, maybe. Yeah, yeah, I get that most games are superhero/fantasy games on logarithmic scales, but even in the scale of a game system... it always bugged me how some players have this attitude of "Best or Bust". Not you, specifically, but Gamers Out There (aka: They).

      I know a lot of players who enjoy "casual play", and those that are gunning to be on E-sports leagues/ladders. There are those that scoff and ridicule if your Fighter doesn't take Feat, Feat, Feat and Feat but your Knight better take Feat, Feat, Other Feat. Game systems that encourage this sort of behavior have, frankly, started to bore me. I think, personally, that this is where "Template starts" have started to crop up and become a thing. "Want a Good Fighter? Take this Template, and we'll kit you out. Take all the guesswork|creativity out of it for you."

      It's the "Dude Do You Even Lift?" of the RPG player world.

      -- Rook, again with the cane-waving.

      posted in Mildly Constructive
      Rook
      Rook
    • RE: Room parent / exitformat weirdness

      You're likely going to want to have a non-login Wiz character on the game (I usually give them the name of the game itself) and @chown everything that the game owns to them. That way, things don't break if original builders leave, they can't @destroy stuff in a huff, whatever. Not to mention that @search becomes your friend and not an obstacle.

      Just be careful with that inherit flag, as it can introduce security vulnerabilities, as Ashen mentioned. I'd strip INHERIT and the WIZ bit, instead grant the objects/Attributes Visual.

      You can do other things, too. Instead of using a normally-private attribute like &BUILD, try flagging your 'Street' exits with a trash flag like NOBLEED or HTML or (if you have them compiled), the MARKER flags? The reason that this should work is because (I believe) that any player can hasflags() an object without special rights.

      posted in MU Code
      Rook
      Rook
    • RE: Dragonlance?

      It seems, from this thread and another (or two?), that people are thinking about D&D RPG settings. Too bad that we cannot do polls on the forum to get a feel of various setting interests.

      posted in MU Questions & Requests
      Rook
      Rook
    • RE: Alternative Formats to MU

      So we replace one client with the next, with... what new features?

      We already have a client that updates and optionally pings/flashes/jumps up and down when there are updates/activity.

      Will your web client allow for persistence of customization for things such as Macros, Events, Auto-response, Auto-walk/mapping? What about spawning new windows on events?

      Since it's taken us two decades to develop any sort of reliable web-based integration from the game server, how long does anyone bet that a reliable full-feature replacement of the MU Client will be?

      Unless you are actively participating in a development effort (like Griatch and team seem to be), I wouldn't hold my breath. Seems like something that will eventually go the way of pay-to-play, and you'll lose a lot of the current crowd with that.

      posted in Suggestions & Questions
      Rook
      Rook
    • RE: Has anyone ever tried to resurrect a dead game with a group of dedicated players?

      It would be cool, if the game was approval-less, for a group of us to ninja the game and play. Get back to the roots of MU*ing, as it were.

      posted in Mildly Constructive
      Rook
      Rook
    • RE: +poseorder and +repose

      Alright. I'm convinced. ("And yes, Rook, too much cane-waving.")

      posted in MU Code
      Rook
      Rook
    • RE: Anomaly Jobs: +myjob/cc

      I wrote my own. This code, every time I look at it, is amazingly overcomplex. And I thought I was bad.

      EDIT: I don't write 'public' code, and for many reasons, won't. Thus, my code does exactly what my game needs it to do, and isn't done in such a way as to be 'modular' or 'customizable'. I do not mean to deride the actual coding. I haven't peer-reviewed it, so I have no right to do so.

      posted in MU Questions & Requests
      Rook
      Rook
    • RE: Alternative Formats to MU

      I have hung out on MUDConnect, and in their forums, you will find that a lot of players there aren't into the RP-centric focus of MUSH. Go there and read the threads. They want the hack-n-slash and coded combat and singular style of play instead.

      A lot of the resistance is the dependence on other players to get their fix, having to wait for poses, people being actually available for RP. With a MUD, you can go into a room and beat/bash/win for two minutes, then step back out. You can't do that with roleplay on a MUSH.

      So it is, in that case, not a UI limitation. There are far more MUDders than there are MUSHers, every time that I've looked. Many MUDs have gone graphical/web, and grown, so there is a large argument in that favor there.

      posted in Suggestions & Questions
      Rook
      Rook
    • RE: Stuff Done Right

      @Chime
      Something I've been working on, off and on. SQL-based webapp that the game reads/writes to.

      posted in Mildly Constructive
      Rook
      Rook
    • RE: Suppressing "has left" in TinyMUX

      Common building practices enforce @odrop/@osucc, and most @tel usage is softcoded now, which can be coded to do the emits. If not, set an @otport on a Player Parent Object, or set/lock it in CharGen.

      posted in MU Code
      Rook
      Rook
    • RE: [REQUEST] Comprehensive MUSH experience

      Rook reads all the stupid opinions of others, shaking his head. "Fucking idiots," he thinks. Putting on his usual smile, he chirps, "Yup. Metaposing is awesome!"

      posted in MU Questions & Requests
      Rook
      Rook
    • RE: Alternative Formats to MU

      Whether the interaction is via telnet protocol, web sockets or another TCP medium doesn't matter. Evennia proves that.

      As has been said in this thread, the protocol itself is old, venerable and outdated.

      But at face value, it is just text being sent back and forth. The channel in which it is process doesn't matter to the end-user.

      posted in Suggestions & Questions
      Rook
      Rook
    • RE: MUSH Community Revival

      There, so tell me why this is a bad idea. Tear it apart, make me stop thinking about it.

      posted in Mildly Constructive
      Rook
      Rook
    • RE: Quiet Quiet Rooms?

      Diff created, and in reading through it... it seems like Chime is doing more than just simple changes to move.cpp in comparison to trunk MUX. I cannot find much in the top-level documentation, but the diff suggests renaming of HAVE_REALITY_LVLS to REALITY_LVLS, some mention of FIRANMUX configuration calls and so forth, in addition to the expected touches to various functions in the code itself.

      Might be safe to use against a game, might not.

      Disclaimer: I am not a maintainer of either of these codebases, so use at your own risk, quasi-obviously.

      posted in MU Code
      Rook
      Rook
    • RE: FFA Grids

      You'd spend more time tearing out and redescing stuff you don't want than just building it yourself. That is, unless you truly just plan to dump it into the DB and play on it?

      posted in MU Questions & Requests
      Rook
      Rook
    • RE: Alternative Formats to MU

      I think you're right, @Lotherio. I know it is a barrier for me to play most MUSHes, and I happen to know how to do it, none of that barrier crap.

      Theme and Setting are huge in the pull of interest to new blood and old blood alike. The lack of original games out there is a terrible lack of draw to factor into the equation.

      posted in Suggestions & Questions
      Rook
      Rook
    • RE: Strange Game Dev Inquiries from surreality (condensed)

      I agree with @Thenomain here. Trying to 'size up' to some amazing writers can cause a lot of stagefright. Logging for the wiki might also be a scary thing, and would make me balk at doing any completely reasonable NSFW RP that might otherwise happen naturally.

      Other than those two things, I'm all for people doing thar thang as they wish.

      posted in Mildly Constructive
      Rook
      Rook
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 11
    • 12
    • 6 / 12