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    Best posts made by Sparks

    • RE: General Video Game Thread

      @Sunny said in General Video Game Thread:

      @Sparks

      Yeah, it was totally a lalafell. And it made me really, really happy.

      Hit up Lodestone someday and do an unrestricted search for "Chicken Nugget" as a character name; the search results are hilariously long. Even just in Primal (my datacenter), there's like 50+ lalafell with names that are a variation on that.

      That said, I probably have little ground to throw stones here; my comment in our FC roster is honestly "Chicken tender." Because I almost obsessively train/feed/tend to all the horsebirds that get left in the FC house stables...

      posted in Other Games
      Sparks
      Sparks
    • RE: Gray Harbor Discussion

      @faraday said in Gray Harbor Discussion:

      That is peculiar. You can try it in your browser's incognito mode and see if it's some weird caching issue. Otherwise I'm kind of at a loss, since it's working for so many other folks.

      Maybe the IP address for Gray Harbor used to host something malicious in the past and the firewall thinks it still does, and so all traffic to the HTTP/HTTPS ports is being blocked if it's anything other than a GET or HEAD command? I've seen packages like ZoneAlarm Pro do that when an IP is flagged as dangerous in its database.

      The theory could be tested by temporarily disabling the firewall and making one request, just to see if the websockets work. (And then turning the firewall back on immediately, because please don't run an Internet-connected computer without security software.)

      Regardless of the actual cause, though, it's almost certainly going to be something specific to that computer, not something anyone externally can fix.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Game of Thrones

      @Lotherio Martin has said in interviews many times that the Song of Ice and Fire books began as a fantasy retelling of the War of the Roses. So you're absolutely right about it being England, though not Arthurian.

      ETA: Apparently Rinel also commented on this while I had the editor window open. Oops!

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: General Video Game Thread

      Soooo...

      Horizon Zero Dawn.

      Oh my god.

      (If anyone needs me, I'll be hunting robot dinosaurs for the foreseeable future.)

      posted in Other Games
      Sparks
      Sparks
    • RE: If you work hard, son, maybe someday you'll RP

      @Arkandel said in If you work hard, son, maybe someday you'll RP:

      @Sparks As @Thenomain often repeats like the cranky old man he is, code can't solve social issues.

      The code facilitates, that's all.

      Yes, agreed. But the point I was making was not that "code will solve all issues about finding RP", but that "I think that adding a +wantrp command which takes a summary of what you want to do in a scene does not actually facilitate finding RP in any meaningful way which the current Ares +scene code does not already provide." Given that the premise of the conversation was that Ares in specific needed such a system because +scene was insufficient.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Real World Peeves, Disgruntlement, and Irks.

      @surreality said in Real World Peeves, Disgruntlement, and Irks.:

      Coming to the increasingly annoying realization that I have finally reached that point in my life in which I can't get away without getting a decent screen-printer-scanner-etc. calibration dohickey and software. Which aren't necessarily super duper expensive, but sure as shit aren't cheap.

      Honestly, I'd recommend just getting a used DataColor Spyder from a generation or two ago. They keep coming out with new ones with Shiny Glitzy Features, but those Shiny Glitzy Features aren't actually really that useful in many cases. I've still got a Spyder 3 Pro (they got up to 5 and then put out the SpyderX) and it works perfectly well to calibrate things for the purposes of my photography work.

      I did the Spyder -> Spyder 2 -> Spyder 3 Pro upgrade jumps, and then realized I wasn't actually getting any benefit from the new features; I've felt no burning need to upgrade since, and the 3 Pro still works perfectly well for me. But the people who do keep riding the continual upgrade cycle on those keep selling off the old ones as they jump to the next.

      The SpyderX costs $270; a used Spyder 3 Pro can be found for $80-90.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Atlantis Client

      @Auspice - the issues that were reported were all in the experimental 64-bit build. If you're on the 64-bit build you should be okay on Catalina; if you are not, you're fine until you get Catalina, at which point it will cease to work. I need to get the 64-bit build in better shape and put it out.

      I might honestly just flip the Atlantis GitHub public and let other people start coding it, too.

      posted in MU Questions & Requests
      Sparks
      Sparks
    • RE: Our Tendency Towards Absolutes

      @Ganymede said in Our Tendency Towards Absolutes:

      I'm not sure how any of this has to do with what I believe Sparks is talking about, which may be why she casually walked around what Too Old for This was saying.

      Actually, it's because I took a very long time writing that post between doing various other things in other tabs (I got maybe a little wordy), and Too Old For This posted directly above mine while I was doing so; I simply didn't notice it before I clicked post and wandered off into another tab. I only noticed it just now when I came back to the thread.

      @Ganymede said in Our Tendency Towards Absolutes:

      I think Sparks is criticizing the mentality that all staff are bad by default, and how this is deleterious in the hobby.

      Yes. Or even the mentality that all staff are bad in the same ways. Or even the mentality that because some staff are bad in a given way, we should assume that all staff might be and treat them as though they are.

      @Ganymede said in Our Tendency Towards Absolutes:

      I think Too Old For This is explaining that bad staffers don't get the boot as often or quickly as bad players, presuming an equal level of badness.

      That's how i read that TOfT's post, too. And I actually agree with it. I think that viewpoint is completely correct.

      I'm just not sure that assuming "because these staffers on this place did this specific thing badly, we need to prohibit all staffers from even trying to do a similar thing, and this rule should be applied universally to all games everywhere" is the solution to that problem. (Especially since I think a lot of actively terrible staff are really good at skirting the rules, obeying the letter while ignoring the spirit, so it still doesn't guarantee you can immediately point to a thing and say "you broke this rule, you are the weakest link, goodbye".)

      So a universal one-size-fits-all response to things seems overly broad, overly restrictive, and I'm not even entirely convinced it solves the problem posed.

      I am in no way perfect. I doubt anyone on this forum is, as we are all human. We all fail at things. I have certainly failed at things and fallen short at times. And I don't even disagree that some of the things that have been suggested are good ideas! I think they're great guidelines, and I would encourage GMs who feel comfortable with them to adopt them!

      And if one specific MU* wants to forbid certain things in GMing? More power to them; rules can be great! Staff should absolutely stick to those rules that their headwiz lays down, in addition to whatever further restrictions they put on themselves with their own rules and comfort level.

      But I don't think "we need a rule for all MU*s that no GM can use NPCs in a personal romantic subplot for a character" is necessarily useful. Just like I don't think saying "we need a rule for all tabletop games that no GM can use NPCs in a personal romantic subplot for one of the characters" is useful.

      Some GMs do that badly, and it ends up turning into favoritism, no question. But try to demand a blanket ban on that, try to apply that rule universally, and you've just done away with all the wonderful story and interplay that came out of Matt Mercer bringing Yeza in as an NPC to flesh out Nott's backstory, over in Critical Role.

      Perhaps I am overthinking this.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Real World Peeves, Disgruntlement, and Irks.

      @surreality said in Real World Peeves, Disgruntlement, and Irks.:

      @Ghost I couldn't tell you my mobile phone number if there was a gun to my head.

      I can tell you two of my mobile phone numbers (I have a lot of test phones; yay wireless development). That's two out of... uhm, more than I want to admit I have in my bag. The only reason I can do this, though, is that one is the number I have literally had for twenty-two years at this point and the other I have used in testing at work so many times that I know it by heart and can dial it in my sleep.

      I can also tell you my parents' land-line phone number, as they still have one and the number has not changed since I was 4 years old.

      Beyond that? That's what I have a cloud-sync'd address book in my phone for. I have too many contacts I've amassed over the years, and plenty of other things I need to spend my brain-space on.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Atlantis Client: How to autolog

      @dillinger said in Atlantis Client: How to autolog:

      @sparks A cool feature I'd love in Atlantis 2.0 is the ability to have multiple panes. I'd rather use triggers to move OOC chat lines to new spawns and then just view them at the same time in another pane. I set this up in Mudlet recently using a script called YATCO (Yet Another Tabbed Chat Option) but I'd like Atlantis more if it had this ability.

      Technically in Atlantis 1.0 you can rip spawns out of the window and drop them anywhere, but I think I'm the only person that actually uses multiple windows. (If I'm in a scene and there's an Events or Plot channel for OOC chatter, I spawn it and then rip the spawn out to drop next to the main Atlantis window.)

      That said, Atlantis 2.0 has a system internally called 'blocks' to build layout. Right now I don't have a good way to expose it to the user, but blocks can be 'stacked' in any pattern; input windows are a block, output spawns are a block, etc. You can have 1, 2, or 3 input panes easily, and it would be trivial to have side-by-side output panes. I just did a quick test and it worked fine, but I had to build the block stack manually in code.

      I'd need to think how to expose that to the user, though, since I don't want to overcomplicate the spawns system.

      What I might do is make 'channels' that are patterns of text pulled in to a block, and 'layouts' that are one or more blocks. And it would default to one channel and one (or two) input panes per layout, but you'd be able to set up side-by-side or whatever else.

      The plugin system will also allow panes to be defined, so you could make a map pane or a pane of combat stats or something similar, when I finish it.

      posted in MU Questions & Requests
      Sparks
      Sparks
    • RE: X-Cards

      @Roz said in X-Cards:

      I'm generally great at digging up old threads, but I'm having trouble thinking of how to even start searching for that one.

      This one? (I used 'trigger' as the search term.)

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Dead Celebrities 2019

      I M Pei, arguably one of the most renowned and distinctive architects in the world, at age 102. I'm not really an architecture nerd—or even given much to paying attention to individual architects at all—but he was one of the few whose work I recognized, and I really loved his style: clean, geometrically simple, and focused on natural light. He was the man behind the Louvre pyramid, the Bank of China tower, and though he wasn't the designer of the Apple retail stores it's not a secret that they were inspired by his aesthetic.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Mass Effect MU*?

      @ganymede said in Mass Effect MU*?:

      Because I really can't stop laughing about your idea. I mean, could you imagine a Hanar Maury Povich show?

      I think you meant Elcor, but yes, that's brilliant. 😉

      (Though I can imagine the Hanar having a televangelist who wants to talk about the Enkindlers.)

      posted in MU Questions & Requests
      Sparks
      Sparks
    • RE: Will it PrP? A place to propose PrP ideas and get feedback

      @AeriaNyx said in Will it PrP? A place to propose PrP ideas and get feedback:

      I have a ton of random ideas, some of which are just that, nebulous little content nuggets that I haven't fully worked out in my head.

      I still have an entire Evernote folder full of those, from before my time on staff. (Sometimes I mime it for ideas still.) So I feel you on that!

      @AeriaNyx said in Will it PrP? A place to propose PrP ideas and get feedback:

      Hey, potential PrP runners, have you got something you want to get feedback on? Have tips or tricks for running combat you'd like to share?

      Find a dice mechanic that works for you, where you can run it easily and fairly quickly, which will get through the combat in a timely manner, but still allow for the PCs to get moments in the spotlight. It may take a while; I think it wasn't until the fifth PRP I ran with it that I had the right numbers so my system balanced out properly.

      For me, what I ended up doing was giving each enemy a 'successes needed' value; each time someone attacked that creature, their successes were subtracted from that. When the value hit 0 or lower, that opponent was downed.

      Then I had three difficulty levels; I think they were 20, 30, and 50, when I settled on my final balance numbers. A normal attack was at 20, and the successes you got were just subtracted from the pool normally; 10 successes, 10 points from the target's successes needed pool. If you wanted to do something a little more difficult/dramatic, that was at 30, but the successes would be multiplied by 1.25. If you wanted to do something downright cinematic—the sort of thing that would be shown in slow-motion during a fight scene in a movie—that was at 50, but if you succeeded, the resulting successes were multiplied by 2.

      Similar rules for damaging the players existed; the monsters had a 'challenge rating', and I would just do the gmcheck dice rolls to represent the monster's attacks in return, and then use harm on the player for the monster's successes multiplied by 1 + (<cr> * 0.1), so a monster with challenge rating zero would have its successes multiplied by 1, CR 1 would be 1.1, CR 10 would by 2.0, etc.

      It was simpler to run than it probably sounds. Still, I meant to make a spreadsheet to automate it, but I had planned to do that after NaNoWriMo back in 2017, and... when I finished NaNo that year, I joined staff and didn't need a PRP spreadsheet any longer.

      @AeriaNyx said in Will it PrP? A place to propose PrP ideas and get feedback:

      Personally, I have this idea brewing to place a chest someone in public and have a journal inside it that gives clues to the next location and so on, like a crazy weird treasure hunt all over the grid. I have no idea to what end this would be. Like, maybe it leads to a camp of bandits? Maybe it leads to a shardhaven/dungeon?

      Puzzles can be a lot of fun. One of my absolute favorites of the PRPs I ran took place in a literal ghost town; a town called Frosthaven which was utterly empty, save for skeletons scattered about. But when night came, the players could see the spirits of everyone in the town, standing atop the walls as though keeping guard. (Those sensitive to the dead had heard them before, but at night everyone could see them.)

      In order to figure out what had happened—and therefore, what they had to do to fix it—the players searched for clues. I had three journal objects prepared, each written in a different language by a different individual involved in the events, which I dropped when they searched somewhere that seemed feasible for that journal to be. If they translated all three journals, took the entries, and put them in a single list by date, they could see what had happened, and then figure out where they had to go to make it right.

      For yours? Honestly, I'd think about a theme for the end-point. Is it a demon taunting someone? Is it some prankster laying a path? Is it some helpful individual, bound by Writ against offering direct aid, who's leaving these breadcrumbs in hopes that they'll be able to eventually lead the players to something useful against something in a later PRP?

      Answering that will give you an idea of what tone the puzzles should take. Taunting, helpful but vague, etc. Where they're going to lead might not be terribly important right away, if you lay the clues out in such a way they can only be found during GM'd events; you could pace things and see what players' interpretations are, because sometimes they'll have an even more cool idea than the GM had.

      (RE: something for a later PRP, I had intended to run several PRPs around the individual responsible for the situation at Frosthaven. Over the course of multiple individual PRPs, this character's full past and motivations would have become clear. I think story arcs like that, where people involved with different PRPs can come together and figure out the bigger picture by sharing information? Those can be really fun.)

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Good or New Movies Review

      Someone on Twitter pointed out that if you make Pattinson Terry McGinnis and cast someone older as Bruce Wayne (I think they suggested Neal McDonough), you could probably actually make a pretty good Batman Beyond movie.

      And that I would watch.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Atlantis Client: How to autolog

      Since the clean modern rewrite I've been working on is Atlantis 2.0, the 0.8 and 0.9 version get referred to as 1.x.

      posted in MU Questions & Requests
      Sparks
      Sparks
    • RE: MU Things I Love

      @SinCerely said in MU Things I Love:

      @Sparks You hit the sweet spot. Good god damn, woman.

      I'm glad; I felt that one was really important to get right and give a lot of meaning.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Good or New Movies Review

      @Roz said in Good or New Movies Review:

      @Sparks Omg Pax it was not Neal McDonough in the tweet it was Michael Keaton AKA Batman from the Tim Burton movies for the most awesome parallels ever I am so ashamed of you right now

      I hang my head, appropriately chastised for not looking back at the original tweet before writing that post. Keaton does make much more sense!

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Atlantis Client: How to autolog

      @misadventure I'm more of a tea person. Coffee is a last resort fuel. 🙂

      posted in MU Questions & Requests
      Sparks
      Sparks
    • RE: Difference between an NPC and a Staff PC?

      I would counter this; there's times where, for plot purposes, it's useful for an NPC to be disguised for some particular interactions and not OOCly painted with a neon "HI I AM A PLOT NPC" sign. If you have a particular NPC who is trying to be like "I am a normal bartender, yep" for plot reasons during a specific arc, if they are OOCly marked as an NPC people will often find reasons to "intuit" that something is up and act differently around the perfectly normal bartender. It's not even maliciously done, but OOC knowledge will make even tiny IC hints seem much more obvious than they really are. So I actually don't know that I think I agree entirely with saying every single identity an NPC might assume for a given long-term plot must be OOCly advertised as an NPC at all times.

      But even if they aren't explicitly called out as such, I feel like you should hold yourself to whatever rules you would as a clearly marked NPC. If that's "the NPC never gets to have the spotlight on an on-screen scene, and is there to facilitate the player story" then you should stick to that even if the NPC is wearing a PC cover identity. If they have access to more than PCs do then they still count as an NPC and you need to follow whatever your rules for NPCs are.

      posted in Mildly Constructive
      Sparks
      Sparks
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