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    Posts made by Sparks

    • RE: Client-Side Spacing

      That said, you could almost certainly do it using ahear via softcode, depending on how pose/say work on that game. If it comes from a language system you'll be able to check the enactor, for instance.

      However, trying to write softcode in browser from a phone is not something anyone sane should attempt, so someone else may be able to help.

      posted in MU Code
      Sparks
      Sparks
    • RE: Client-Side Spacing

      Sadly, since there's no OOB data classifying lines over standard telnet from TinyMUSH, while it's possible to make extra lines show up in Atlantis through the event system, it would be very hard to do without potentially affecting @mail, +bb, etc.

      Only the server has context to know the type of output, in order to reliably do this.

      posted in MU Code
      Sparks
      Sparks
    • RE: Cary's Playlist

      @Cupcake said in Cary's Playlist:

      I am so excited to be rping with you again!

      does the dance of happy alongside Cupcake

      posted in A Shout in the Dark
      Sparks
      Sparks
    • RE: Alamias' Playlist

      @Alamias said in Alamias' Playlist:

      Beast @ Children of the Atom

      Which CotA incarnation? If it was CotA2 or CotA3, I may remember you!

      posted in A Shout in the Dark
      Sparks
      Sparks
    • RE: What do you WANT to play most?

      I admit, I've been missing Lost Stars (original, invite-only science fiction game a friend and I ran years ago) something fierce lately, in part because of discussing the old DICE system I designed for there. But thinking on LS for systems design discussion reminds me how spaceships plus mysteries around ancient alien ruins was a fun combination.

      LS had a distinct story arc, though, and we pretty much concluded it.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Stabeest's playlist

      Nope. Ianthe was best. #myrindacrew4life

      posted in A Shout in the Dark
      Sparks
      Sparks
    • RE: Sparks' Playlist

      @Meg said in Sparks' Playlist:

      hi you 🙂

      Hi you!

      posted in A Shout in the Dark
      Sparks
      Sparks
    • RE: Sparks' Playlist

      @scar said in Sparks' Playlist:

      ❤ Orianne

      ❤ Christian. 😄

      posted in A Shout in the Dark
      Sparks
      Sparks
    • Sparks' Playlist

      Man, I'll probably regret this. Never admit to your sordid past!

      A few off the top of my head...

      CURRENT
      Arx: Pax (staffbit), Hana, various plot-NPCs
      Spirit Lake: Summer

      PAST
      Aether, Aether II: Alida Dimitrius
      BSGU: Hallie (the second one, I gather)
      CotA 2: Sparks
      CotA 3: Firestar, Jubilee, Singularity (coder staffbit)
      Fear and Loathing: Aleyna
      Firan (just the highlights here): Sabinus, Soffie (the original one), Fida, Chinnon, Jana, Gemella, Sarina, Sabiana, Jeanne (staffbit)
      Mass Effect: Alpha & Omega: Locke, Naren, Doyle, Lizzie, Cada
      Noble Ends: Althea, Corbendt
      NorCon: C'stian, Katriona
      OutremerMUX: Floris d'Waymel
      PioneerMUSH: Edward
      Robots in Disguise: Nautica
      Transformers: Lost & Found: Nautica
      X-Factor NYC: Orianne, Kaylee

      Also, just plain Sparks on a hell of a lot of testbed or general gathering games (BrazilMUX, OGR/Gateway, etc.)

      posted in A Shout in the Dark
      Sparks
      Sparks
    • RE: Mass Effect: Andromeda: The Thread

      @Arkandel said in Mass Effect: Andromeda: The Thread:

      @Sparks said in Mass Effect: Andromeda: The Thread:

      Apparently, my blade can cut through reality itself.

      Found Superboy!

      No, that's with biotic punch. 😉

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Mass Effect: Andromeda: The Thread

      @Tinuviel said in Mass Effect: Andromeda: The Thread:

      I've had numerous instances of enemies clipping through solid objects that they can then fire through, without me being able to return fire. That seriously needs to be patched.

      Ironically, I've had the opposite problem. Enemy on one side of a barrier, me on the other, I melee through the obstacle and the enemy dies. This only seems to happen with biotic punch and the asari sword.

      Apparently, my blade can cut through reality itself.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Mass Effect: Andromeda: The Thread

      Yeah, the economy in Andromeda is suuuuper broken, it seems to me.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Mass Effect: Andromeda: The Thread

      I'm not entirely convinced I agree with that. I feel like the side quests are way better fleshed out than DA:I, so far; they feel more like the Witcher 3 inasmuch as that the side quests are their own little stories which flesh out the world. DA:I, the side quests felt more like, "Oh, hey, here's a chunk of map that doesn't have a quest marker. Better drop something here."

      With the Hinterlands in DA:I, I often felt like I was doing random unrelated stuff just to level up as much as I could before I moved on. I haven't had that problem in ME:A yet. They even encourage you to leave a planet and come back later, because things will have changed given time. So in that one sense, it feels more like a living world than a bunch of icons to tick off a regional map.

      Other than that quibble, though, your summary isn't fundamentally wrong. (And the animations... my god. It's like staring into the face of the sun during some cutscenes. You go blind if you don't look away.)

      Multiplayer is a blast, though, especially with the new vertical elements to a battlefield. My asari duellist play style can best be described as "EAT BIOTIC DEATH FROM ABOVE!"

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Where's your RP at?

      @Thenomain said in Where's your RP at?:

      @Sparks

      I cannot tell you how many people have asked me to do this, mostly by stealing ideas from RfK which did something much like this, but with far too much staff interaction required.

      Could you send me a copy of this system for me to pick apart? Thanks.

      I wish I could. The original version of DICE was my very first big softcode systems project as a wee baby MUSHer; I have long since lost it, to my infinite regret, along with the rest of the Lost Stars database.

      I do still have a design document for a DICE 2.0, since I have been considering recreating the system conceptually as an Evennia module.

      (However, I get the sense that this is all rather off-topic for the thread.) 🙂

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Coming Soon: Arx, After the Reckoning

      @Ominous said in Coming Soon: Arx, After the Reckoning:

      You have an easy IC excuse for a slight change in personality. The weight of leadership has changed him.

      Especially given all the almost existential-level threats either currently arrayed against the Compact, or on the horizon as a future problem. That's a rough time, ICly, to be someone taking the reins; the weight of leadership may be even heavier than it would be in more peaceful times.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Where's your RP at?

      Well... to be honest, @Arkandel, I didn't have to deal with that problem much, since Lost Stars was an invite only game; anyone who got invited was able to have things hand-tweaked. (I had two staffers, myself and a friend; I was not looking to have a game with a huge population, because then I would cry and hide under my desk at the workload.)

      I think, if I had a larger game that was using a second-generation DICE now, I'd probably have made it part of the chargen system; once you'd set up your career, you'd get asked for a percentage split between skill, profit, and story. Based on that split and your character's age, you'd get a certain amount of additional skill mojo to put on your sheet. Then when your character was approved, you'd get a certain amount of money in the bank (calculated off age and the skills). And the remainder of your time would be sent to staff to use as a hook into things. "Oh, hey, this person's app has them spending 60% of their time up to now doing story-related things, and they're a stellar cartographer. Let's say they were exploring uncharted space, and hook them into this plotline, as well as throwing them a couple cool metaplot hints and an NPC contact."

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Where's your RP at?

      @Auspice said in Where's your RP at?:

      Economy systems are cool in theory, but finding the balance is hard. You have to be willing to throttle it hard... or else risk the people that have little to no RL demands dominating the entire game.

      What I did on Lost Stars (a private invite-only PennMUSH-based science fiction game ages ago) was a system I called DICE, where you had 100 units of 'time' per week. The system was then made of blocks, that would take an input, operate on it with a function, and then output something.

      You could literally set up a block that said, "I have Skill X / Career Y, I will spend 40 units of my time this week making money at that." The input was time, the function was your skill/career, the output was money.

      But if you wanted to train a skill up, that also cost time. (As opposed to XP; there was no XP to buy up skills, you just had to spend the time training them. It was level * 150 time, so level 1 of a skill took 150 time units, level 2 took 300, etc.) That was another block you could place in the system. The input was time, the output was progression towards a skill. (Basically, learning a skill had a 'meter' that had to fill.)

      And other things could cost time, too; want to decipher that alien language? It'll take a roll (to determine how well you do) and then X amount of time working on it (where X is based off the roll). That was a custom block added to people involved in a plotline; you could even share those blocks around (to involve other people and get through a plot faster, provided they had appropriate skills).

      Of course, I had other blocks as well to act as drains. Want to keep that nice apartment? That was a block that said 'this apartment will cost you X credits per week'. Want to have a ship to fly around? There was a maintenance block to pay upkeep and docking fees.

      In effect, you had a breakdown that might say "Each week, I am spending 40 units of time on my 'job' running this fuel depot (which at my level means I'll get 1000 credits), 30 units of time on improving my engineering skill (until that's done), and 30 units of time on trying to reconstruct this weird alien device someone brought me (until that completes and staff moves that plotline forward). Also, 150 credits on my apartment, and 300 credits on my ship's docking and maintenance fees." And so each week it would run all of those.

      The practical upshot of the system was, being 'super active' didn't give you any significant benefit economically, and everyone still had to balance their time. You could not learn all the things and get all the money and do all the cool plot things. Even if you were on every day, you had no inherent advantages (economically, at least) over a player who only logged in once or twice a week. And it had the added benefit that your income/costs weren't dependent on other player action (as can often be the case with PC crafters in coded economies).

      It didn't work out perfectly; there are a whole honking stack of things I'd do differently in a modernized version of DICE. I would have the unused time carry over one week or so, because that way you would have a little leeway and not 'waste time' when training a skill or doing a plot (i.e., a block that would complete and expire) vanished, but you were away that week and didn't notice. I would automate a hell of a lot more of the block setup. I would have done away with the 'employee' block (where I could 'employ' someone to get X amount of their time per week for Y amount of my money), because it just contributed to system imbalance in ways that gave me headaches.

      But I think the concept, as a whole, still has a lot of value, and gets closer to a 'balanced' economy than a lot of things I've seen.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Where's your RP at?

      @Catsmeow said in Where's your RP at?:

      I would love a post-apoc game, but I also admit that I'm not fond of character death. It's more because I get excited to form the character. Then I'm excited to see how it works. If It was literally a rocks fall, your char dies - I would be less inclined to do that.

      See, I think a post-apocalyptic game works best if you make it invite only and keep it to maybe 15-20 people at most, ideally folks who already know each other and won't be jackasses to each other, with a semi-active GM team to run world events.

      Basically, run things more like a tabletop campaign ("Here is your party. Here is your world. Attempt to make the former survive the latter."), rather than a traditional 'Come on in, make your character, go nuts' game.

      Of course, that's a huge chunk of work to make happen right.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Coming Soon: Arx, After the Reckoning

      @Olsson said in Coming Soon: Arx, After the Reckoning:

      I had the opposite experience, I got a bit blindsided that some new guy coming in was gonna be my character's brother, and that two characters that had been playing as my distant relatives were gonna be nieces now. It didn't actually come to anything in the end, for unrelated reasons but it is the bit I like the least about the Roster experience so far. The upmake of your close family can suddently change without anyone having spoken with you.

      I feel like that happened more back in alpha, when a lot of things were fluid and still being laid down. I suspect the closer they get to being out of beta, the less likely any established family will have a significant change in the makeup of immediate family.

      I mean, yeah, that'd weird me out a bit too if there'd been a lot of RP around it, but if that happened in alpha I'd probably shrug it off. Since during alpha there was a fairly clear "we're still nailing things down, and there are 'under construction' and 'wet paint' signs everywhere, please be aware and play at your own risk for now" attitude towards things in general.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: RL Anger

      Much as I loathe HipChat, it integrates well with all the other software that I loathe. JIRA, TestFlight, etc. So there are valid IT reasons in some cases to use it, if you need everything to interoperate.

      Of course, more and more the Silicon Valley companies are using Slack instead, which is like Discord for business. (Well, since Slack was out first, I suppose more Discord is Slack for gamers.) And Slack is at least less obnoxious than HipChat.

      posted in Tastes Less Game'y
      Sparks
      Sparks
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