@faraday
Let's use WoD as an example again. Looking at how roll works, ignoring the fact that we need a + in front of roll for some reason, there's other things where I just feel things could be way simpler sometimes. Like the fact that if you have an ability that adds a particular number to a roll, you can't just type that ability in and have it add to the roll, you have to go look that ability up or find your notes to figure out how much it adds, which is all kinds of annoying as shit when you know what you're using and don't necessarily remember the number.
And, time and time again, even the most slight typo in roll will just make it not work, like, you have to type out a word exactly, you can't even be one letter off, or shorten it for the sake of simplicity.
And, if you are going to use roll, the lack of easy to use macros without knowing soft code is something else I'd say would be incredibly helpful to improving the user experience. Granted, this isn't the most simple and newbie friendly feature, I feel that it'd go a long way in making a game that relies primarily on roll more manageable for a player who figures out how to use it. After a while you end up with your most useful macros and no longer have to constantly type out an entire roll, especially when you have a particularly complex roll. Even Byond Tabletop (a non-MU that functioned on very crude scripting code) had easily accessible macros, and that was back in like 2005.
Like, I feel like these are basic quality of life things.
But in addition to that, you also have to figure out whatever proprietary XP spending code someone uses, which wouldn't be that bad except people tend to name their code the same things as other people's code, but it works entirely differently (multiple kinds of xpspend written by different people). And very few of them are particularly simple, considering that I've rarely encountered XP spending code in a WoD game where I didn't have to constantly go back and check the file.
Speaking of, the bizarre goddamned relationship between +requests and +jobs and just, like, it confuses me for reasons I have trouble articulating, but you'll have games that will explain +requests, and then you have to interact with them using jobs, but then in some games +myjobs is for staff and in some games +myjobs is for players. And then other just really weird shit that gets confusing, especially since, more often than not, these games put staff only commands in the files, and you have to figure out wtf is going on in this wall of text. I don't understand why +requests and +jobs are the same system but use two different commands, as I have seen games that just used one or the other, and also avoided putting staff commands in with player commands, and it was just an overall less confusing experience.
And then there's combat code where you need to learn like a mountain of goddamned unintuitive things. Mega Man MUSH and similar games come to mind. Staff don't care if I say it because they know the combat code is trash already, but it's like the definition of a completely hot mess. And it's not exactly an isolated thing. It seems like whenever combat code gets more complex than roll, people go a bit nuts on syntax and the amount of data you need to keep up with, rather than abstracting some things.
Overall, a lot of code is just overwhelming, there's either too much shit to keep track of or too much involved in doing something incredibly simple. If anything I'd say that Faraday's stuff has avoided this for the most part, but I don't think it's unreasonable to think that it'd be cool if when someone codes something more advanced than that, it maybe not simultaneously get overwhelmingly crazy and difficult to deal with. This is what I'm going for with my MU.
@Rook
I don't really disagree with what you're saying, but I do think that from a lot of what I'm reading, what I perceive as being a problem is more complex than my original thoughts when I made the thread.