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    • Following 0
    • Followers 11
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    • Posts 2611
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    Best posts made by Sunny

    • RE: +poseorder and +repose

      Something you might want to make sure it has is the ability for players to turn it off.

      Edited to add: This is literally one of the few things that I, personally, will not just not play on a game if it has it without the ability to turn it off, but I will straight up quit a game that institutes it without an off button. That's just me personally, though I know I'm not the only one. The 100 mush had a huge blow up over it.

      posted in MU Code
      Sunny
      Sunny
    • RE: Sunny's Playlist

      @Roz said in Sunny's Playlist:

      @Sunny ^5 for Lycenes

      Seriously. Talk about a great group of players. So much good stuff.

      posted in A Shout in the Dark
      Sunny
      Sunny
    • RE: Big city grids - likes and dislikes

      @faraday

      Because a code dug room is more real/lasting/permanent than a temp room. It exists as something more than a temporary description.

      posted in Game Development
      Sunny
      Sunny
    • RE: Diversity Representation in MU*ing

      @surreality said in Diversity Representation in MU*ing:

      @GreenFlashlight <calmly wipes down the monitor> Costumer dude in that series is the real hero, no lie.

      I loved that character so much.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Big city grids - likes and dislikes

      @seraphim73 said in Big city grids - likes and dislikes:

      @faraday said in Big city grids - likes and dislikes:

      Yeah sorry, I don't get it. The Holodeck is by it's very nature ICly fake.

      Oooh! I think I can shed some light on this part of it... I don't believe that @Ganymede et al are using the Ten Forward/Holodeck 1 example as an IC example, but rather what it's like on an OOC level. For them it's the difference between going into a room that is always the same thing, and a room that can be whatever you want it to be... since one of them is wildly changeable, it doesn't OOCly feel as real to them as the room that is always the same (unless changed by IC events).

      YES.

      posted in Game Development
      Sunny
      Sunny
    • RE: Gauging Interest in a new Erotic RP MU* (with anonymous survey)

      Kushiel games were a thing for a while and they worked just fine with plots and sex and an erotic focus. It has worked before and will work again.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Development Thread: Sacred Seed

      @ominous I find the implication that I don't appreciate logic or internal consistency offensive; I do. However, things can be this and also fun. Of course different strokes for different folks, but the discussion is regarding the creation of a world for playing characters in, and considering that this a completely alien culture and history and people and world, logic in relation to real world earth scenarios and governments has very little relevance. Context and cultural history and all of these things can be different, ending up not creating a world that looks like this one. That can be consistent...and also fun.

      posted in Game Development
      Sunny
      Sunny
    • RE: Vietnam War MUSH

      I feel like I'm in the Twilight Zone here. Did anyone ever not dismiss this account as outright nonsensical trolling from the FIRST TIME it started making threads like a billion years ago? Hello?

      This is like the eleventy billionth blatantly racist/sexist game thread this poster has made. Folks are JUST NOW noticing this? what? it's not quiet! It's not even a tiny bit subtle!

      WHAT THE ACTUAL FUCK YOU GUYS

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Managing Player Expectations

      @arkandel

      I understand your perspective, I just don't agree with it. It makes perfect sense, but I also think that it's wrong.

      Problem players -- actual problem players -- should be dealt with as such. The things that you're describing need disciplinary actions, and cannot be solved by addressing the problem of mismatched expectations. Their problem isn't mismatched expectations, their problem is that they're jerks, so while they might occur in the same fashion, they are two very different things with very different solutions. Addressing the edge cases in this scenario ends up meaning you don't actually address the real problem for the reasonable people on your game.

      posted in Game Development
      Sunny
      Sunny
    • RE: Interest in Cyberpunk MU*?

      @carma

      I don't think 'best practices for a command line interface' has much to do with target demographics. @faraday provided a pretty good explanation as to best practices on interfaces that are as much (if not more) of a consideration than the target audience. Yes, target audience is a factor, but it is not the only factor.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Open Sheets?

      @cobaltasaurus

      How much PVP do you intend for there to be?

      I literally have no answer for 'games in general' beyond 'it depends'. Specifically for Sacred Seed, if you're planning on discouraging PVP completely, then I think Open Sheets are the best. If you're going to allow any PVP at all (including allowing for political action against one another for rank/reputation) then semi-open.

      posted in Game Development
      Sunny
      Sunny
    • RE: Seeking DIY Advice

      How will people find RP?

      • What can you do to encourage/help with that?

      What do you expect people to RP?

      • What can you do to support that?

      How strict will you be about your theme?

      • How will you enforce that?

      What level of safety do you feel it is your responsibility to provide to your players?

      • How will you communicate that to them?
      • How will you enforce that?

      Does your planned IP need permission, or is blanket permission out there?

      • Do you care?
      • What are the consequences of the above answer, and how will you address them?

      What is the role you feel a grid has in roleplay?

      • How do you best execute that?
      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Development Thread: Sacred Seed

      @tempest

      Those people still aren't hurting anything, and it's best to keep your mouth shut rather than going to those games' development threads to poo all over everything.

      posted in Game Development
      Sunny
      Sunny
    • RE: Battling FOMO (any game)

      I induced my own meltdown at one point by going, "what happens if I stop reaching out to people?"

      ...not pretty, do not recommend. Ego still recovering. DO NOT DO. Danger, Will Robinson, DANGER.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Space Sim w/Economy

      You can still get/play Trade Wars and it has held up pretty well too.

      posted in Game Development
      Sunny
      Sunny
    • RE: Antagonistic PCs - how to handle them

      I think there's also something to be said about it being more about tone differences, than superfriends vs not-superfriends. WoD in particular is really susceptible to differences in tone being basically like...gamebreaking/immersion breaking.

      If we're not all taking the game at the same level of seriousness (not like, obsession with RP seriousness, but like, my fancy hat is important and we are not here to laugh! seriousness). Witness: the fishmalk showing up to Elysium, and how often that was a straight up night killer.

      If people are playing two different versions of the game in WoD, it can get really hard to reconcile really quickly, even when it's tone and severity of said tone. In a lot of other settings, it's super easy to disregard the little bits of cognitive dissidence that goes on, but in WoD (old and new!) it's basically baked in that you have to care about wtf your neighbor is doing.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: CoD Ancient Rome game...

      This sounds fun. ^^ My interest is def perked by the religious stuff.

      posted in Game Development
      Sunny
      Sunny
    • RE: Attachment to old-school MU* clients

      I use a modern client (BeipMu) so I can't say I'm attached to old-school clients, but I still use a client at all because the only place I play isn't Ares and doesn't have everything I need on the web. When I was playing on games that had everything web accessible, I still used a client because one of my games needed it, and I was not about to have two programs open.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: What Types of Games Would People Like To See?

      @Ominous

      You asked why people, if they want narrative games, use mechanic heavy systems. They use them because they want the structure for their narrative-focused roleplay. My point is that the level of system structure and the narrative vs gamist scale are not by requirement linked. Because they aren't. It is completely possible and done quite regularly.

      posted in Game Development
      Sunny
      Sunny
    • RE: What is a MU*?

      @il-volpe said in What is a MU*?:

      Hmmm. I find I feel that having a grid is a defining element of MU-ness. They were created to have multi-player Zork.

      I disagree. There's several games that I would consider MUs that don't have grids, they just have lists of rooms to pick from or some similar accommodations.

      posted in Mildly Constructive
      Sunny
      Sunny
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