Respeccing because you are learning the system is one thing I would agree with, as is respeccing to fill a Sphere need discovered when things slow way down. But players respeccing in order to specialize a character to be more uber-badass, eh, I'm not so much a fan of.
Posts made by Rook
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RE: FS3
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RE: Mass Effect: Andromeda: The Thread
Should I even mention that this is one reason Half-Life 3 will never see light of day, now that Steam has turned into a distribution platform company and not a game company?
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RE: Fading Suns 2017
@HelloProject is right. I will say that this very perspective (or lack thereof) is what convinced me that pursuit of my non-WoD game was pointless. I mean, musoapbox is a good resource, there are very good people here... but it seems that WoD conversation gets orders of magnitude more attention than non.
I thought I was alone in that feeling.
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RE: IC Message Code/Alternative to @mail
Eh, Evennia might be comparable to Penn/Mux/Rhost in about 2-3 years of solid development, as they get features added in... but right now it is very clunky and I'm not really impressed at all.
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RE: IC Message Code/Alternative to @mail
This sounds like a fun coding project. I've seen need, with some players on some games, for a system for simulating all sorts of non-real interactions (chatrooms, IMs, email, snail mail letters) that could all be part of one system... hmmm, the thoughtings...
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RE: Web Based Client
One can always SSH tunnel out of their firewalled network to a trusted host, and from there to the game(s) in question. Sometimes this is needed if you are dead set on using a GUI-based MU client (SimpleMU, Potato, etc). It requires an SSH account on an external server that you can use, as well as the ability from inside your network to connect to arbitrary ports on your SSH account's server. This is not a recommended approach, it is a sledgehammer-flyswatter sort of solution, but for some it is the only solution.
Benefits:
- Encrypted, non-sniffable traffic, because that's what SSH tunnels are for.
- You can appear to connect from your server IP, if that matters to you for any reason.
Drawbacks:
- You have to have a server/SSH account to use.
- You have to not work in a draconian environment where the security team, for whatever reason, blocks outbound non-standard ports. This is extremely rare, but yes, I've seen it happen.
- It's a hassle to fire up PuTTY on your windows workstation for every tunnel you want to build.
- This is highly technical and can take hours to figure it out if you aren't familiar with the SSH client or concepts behind tunnelling.
- You cannot talk about it. You say that you're "tunneling" out of your work environment, and believe me, corporate security WILL come see what you're doing and shut you down.
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RE: RL Anger
@Three-Eyed-Crow said in RL Anger:
People who schedule 1.5 hour meetings to get your help on something, and then show up late and unprepared.
Special hell reserved for the people who do this on Fridays. In the morning. GTFO.
Can there be an additional special hell reserved for people who do this on Fridays, in the afternoon, starting at 4:30pm. And don't actually choose to schedule this until 1pm. (This has happened to me more than once in the past three months.)
This happens to me all the time because I guess I'm seen as someone who can get shit done, and done right. Sometimes it sucks being a senior type person, when all you want to do is sit back and MU* on a Friday. AMIRITE? Work can GTFO.
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RE: RL Anger
People who schedule 1.5 hour meetings to get your help on something, and then show up late and unprepared.
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RE: Emotional separation from fictional content
I used to feel very strongly about staffing and how things were done, until I found myself on the dirty end of the WORA stick. I thought that I handled the situation the best I could, with the information I had at the time, and I got smeared hard.
But this event led me to mature in the thinking of how I dealt with other staff. I realized that communication is a huge deal, and in hindsight, with better communication, I found myself thinking that yeah, I could have handled things better. I was young, didn't know how to communicate well enough, but (I said to myself) at least my downfall wasn't prejudiced decision. That constitutes a large portion of what I have found wrong with "crap staff" in my MU time. Staffers who made decisions based on personal gain, friend favoritism, and so on. Being denied a PC slot, only to watch someone with a worse app than mine get it, and find out later that said applicant was a friend of the staffer in question. That type of shit.
I find now that I give the benefit of the doubt, having seen behind that staffing curtain once or ten times. But patterns, patterns are what make it an easy decision for me. Seeing a staff make repeatedly similar decisions over a period of time is a killer, something I cannot look past.
Then again, I rarely have to interact with staff anyway. The second edge of this sword is that I used to run a LOT of plots on games. I'd plan and include all sorts of people, do all sorts of drop-in scenes and so forth... now I don't. I found that bad staffers absolutely killed my drive to contribute for them, make content for them, only to have them stomp on it for their own personal reasons.
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RE: CyberSphere Recruitment Drive
@Thenomain Can't stand either, actually. MOO, MUCK, I think I tried a MUSE once... No, it's MUSH or MUX or pass, for me.
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RE: State of Things
Interesting. I hadn't heard of this... but it just goes to prove a few things.
Anything can get all twisted and turned to mean something entirely opposite... but the sick thing is that people then believe that new meaning. It just goes to show how easily swayed and driven today's people can be, out of ignorance.
That's the scary part.
You could take a picture of, I dunno, a daisy in a pot and post a meme of hatred, get a huge internet segment to push it as a joke, and suddenly I would bet that daisy sales at florists would plummet.
Doesn't that scare the shit out of any of you?
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RE: Most 'Plug & Play' Friendly Server?
I don't always code, but when I do, I code in Rhost.
As said above, I agree with @RnMissionRun. I love the challenge of rethinking code and building it myself from scratch, so I loved the Rhost codebase for the power and security of it. Most people do not have the ability to do that, because they want their game up and running as fast as possible, hence SGP and other code packages that are drop-in and go.
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RE: Emotional separation from fictional content
@Roz said:
This thread is so strange. I see multiple people talking straight past each other and basically reading the worst possible versions of what people are saying.
I believe that I've seen this in "conversations" between staff and players, players and players, hell even staff and staff on games before. Lesson: Passionate opinion almost invariably leads to stagnant thinking about it, and closes the mind to new opinions or thoughts. You see it every day.
But my point here is that this is the crux of why people get kicked off of games, in a lot of cases. Two different viewpoints, both talking past each other and eventually someone steps over a policy/polite line and gets booted.
As to policies themselves, yeah they have to exist for when they are needed in disciplinary conversations. However, no, I don't think that they are applied until that happens. People chase their passionate opinion and end up crossing a line, and I think that they choose to cross that line to prove whatever point they have. Yes, there are the occasional assholes just trying to be disruptive, but they never last long (like trolls on a forum). People go activist, is all. Which, to me, means that this position of theirs isn't their usual, day-to-day position/attitude/voice, it has simply "come to a head" with them and they needed to stand their ground on whatever it was.
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RE: Thought Experiment: Material Design and MUing
I haven't read the material.io design manifesto, but it's a design manifesto, so as far as I think that it'd be applicable to a MU... well, it's essentially a design document.
I think it would most evidently be applied in the clarity of the grid, the rooms, the help files and so on. I think most games strive for this by having Room Parents to enforce coherent and cohesive theme, and they standardize all code output to have lines and so on. This is pretty common.
I am anal as a coder, and so when I build out a game, I have a structured document that I upload to build out the first 100 objects so that anything with a dbref of #100 or less is a game-owned object, usually OOC grid and Master Room objects.
Oh, and I guess that my ansi color schemes, while the player can recolor the entire game's primary and secondary colors with preferences on themselves, are very MD in that they are 'flat'?
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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.
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RE: Quiet Quiet Rooms?
One could easily diff the two move.cpp files and produce a patch.
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RE: Quiet Quiet Rooms?
I've looked at the source, and it shows that the messages should be squelched if the room is set BLIND?
BLIND
FLAG: BLIND(B)
When set on an object that can move, the '<object> has arrived.',
'<object> has left.', and '<object> goes home' messages that would normally
be generated and delivered to the new and old locations are suppressed.When set on an object with location, the '<object> has arrived.',
'<object> has left.', '<object> goes home', '<player> has connected.',
'<player> has disconnected.', and '<player> has partially disconnected.'
messages are that would normally be generated and delivered to everyone at
that location are suppressed.Not sure why the help says 'an object with location' there, as the sourcecode says:
if ( !quiet
&& !Blind(thing)
&& !Blind(loc)) -
RE: Quiet Quiet Rooms?
This isn't going to solve your issue or answer your question. BUT. When I ran a MUX, I hacked the sourcecode to remove those messages on basic moves, since my game required all the exit code and teleport was only allowed via coded commands that had it's own emits.
I really should download and compile the source and go in and look at the most recent MUX code, from a wiz/config standpoint. I know Brazil and I talked about the differences between Rhost and MUX at one point, on this very subject.