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    Best posts made by Taika

    • RE: Gamifying Plots

      @thatonedude said in Gamifying Plots:

      Also there is nothing less satisfying as a player than coming into a game fresh off the street and unable to find a foot hold to get established. If I were to join a game where groups were given priority 24/7 over single players it would mean to play I would have to join a group. Now for the sake of putting this in perspective, let's pretend the only group willing to take on the new player is headed by the MuSoapBox famous VaSpider. I have to join that group or never really get into things or just not play. There is the option to bring my friends but I'm guessing my experience in not getting a foot hold would make me not want to do so.

      There is nothing more discouraging than having to spend 2-3 weeks pulling teeth to get any rp at all, or getting some staff plot and having it be a complete shitshow of staff-alts and chaos.

      Regarding plots, I find it super easy to do an off-the-cuff type group plot with leads people can chase down than something bigger. Holding a story-arc is a feat of pacing that I really struggle with. What I love running is that more intimate one-on-one or one-on-two type plot that really digs into backgrounds and plots and the character themselves. This is hard to do without knowing the pc, and how they will react or think. I mean, I could find some kind of blunt force trauma to break a pc, but what's the fun in that? I'd rather finesse and dig and find ways to mess with them that will, eventually, build them up into a stronger character.

      I also find that it seems the type of pc's that like to run solo for plot type things are also the hardest ones to get to know in rp. I get that pc's can be shy or spook easy and not open up, but throw a dog a bone and help me help you have fun, right? XD

      posted in Game Development
      Taika
      Taika
    • RE: Looking for a MU or Two

      MotM might not work, then. It's a fantastic game with amazing code and a great combat system - but it is, at the end of day, Chun-Li multi-kicking and Morrigan from Dark Stalkers and the like.

      posted in MU Questions & Requests
      Taika
      Taika
    • RE: Game Idea

      I planned on using Theno-code. Because it is awesome and a handful of people know it well enough I might be able to get some help if something happens.

      Going to try and get tinymux installed tomorrow on the server. Hopefully it'll work alright and I can figure out how to upload the code to it.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Shadows of Paradise: help wanted!

      @golgoth - Reminds me of Waste It's and Waste Em's from HoL.

      posted in Adver-tis-ments
      Taika
      Taika
    • RE: Zero to Mux (with wiki)

      So, I think this how-to is hitting the obsolete end of things. Digital Ocean has completely changed their layout in the last year, and the thread makes it messy and hard to follow.

      Would it be possible to update this to fix the glitchy bits and/or streamline so it's easier for a nublet to follow along? I'm really struggling this time, and even the first time I had set up Descent it was a kludgy mess that took quite some time to get fixed by a knowledgeable codey person.

      posted in How-Tos
      Taika
      Taika
    • RE: Code Discussion: Ambiance Emits

      Oh, Oh, Oh! @Cobaltasaurus ! shifteyes

      Can, can you make... bites lip a rumor code? Not like '+rumors', but a simple, easily updated code for an npc type object that sits in town square and hollers about rumors at random? Not more than once an hour, to avoid the spam aspect. Maybe even just a pemit to a player when they first arrive so there's some rp fodder, but also hooks and ways to stay up to date on the happenings.

      I would kill to be able to do something like: +rumor/add (east/west/specific object in specific place for regional rumors)="Breaking news, poor old widow Wilson's home was bombed tonight in a seemingly random attack. No one even saw where the bomb makers came from or when they set it. She just exploded from what seems to be a crude pipe bomb."

      Because Reasons >.>

      posted in Game Development
      Taika
      Taika
    • RE: Game Idea

      Quick update:

      New build staffer prettied up the front page of the wiki.

      Added all the merits from CofD to the wiki - listed with name, prereqs, book name, and page number. Should make data entry for a cgen easier, since all the prereq's are already in one place and listed. Going to work on the V:tR book for merits, next.

      Slapped up news/help/snews/shelp info into a few files on game after @Thenomain fixed my screw up with the install of the system. (I swear, if code was like cooking, I'd be the idiot burning water. -_-)

      New buildy person has desc'd up all of the starting zone rooms, and I think they're working on adding some side rooms.

      Non-measureable progress:

      Begun chewing on plots and hooks in my head.

      Started working on npc's.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Crescent Moon Mux / New Orleans CoD Mux

      Chronicles is 2e.

      posted in Adver-tis-ments
      Taika
      Taika
    • RE: Fallout: Montreal

      Might be easier to make a 'player' discord than trying to lock the history to hide spoilers 😛

      posted in Game Development
      Taika
      Taika
    • RE: How does a Mu* become successful?

      I'm hoping for the best with a sort of... 'Choose your own adventure' mindset. Grid modification/exploration, plot easter eggs (some blatant, some more subtle) hidden in grid descriptions, NPC's that hamd out plothooks, random scenes (not necessarily plots) with npcs (gives staff a chance to learn a person's pc better and stay in touch with grid space better), adventures that range from combat to mystery to crafting.

      No idea if it will be particularly successful, but the intent is to cast a broad net, give players more control in direction (without sacrificing theme), and offer the chance to use skills that might not get much use on other games (computers, survival, animal ken, socialize, etc).

      posted in Mildly Constructive
      Taika
      Taika
    • RE: The Descent MUX

      Yes, yes it is.

      posted in Adver-tis-ments
      Taika
      Taika
    • RE: Fallout: Montreal

      Heehee! I learned the hard way. I am too old for that fiddly shit and had to split it into two servers after mucking it up.

      posted in Game Development
      Taika
      Taika
    • RE: Making Territory Relevent

      Code is a problem. I don't know any coders and haven't had much luck going the self-taught route. Without some kind of 'this is why it isn't working, we do this instead, and here is why' I just get frustrated and give up.

      I have some on the game that I think I can codge together and tweak and repurpose from, but writing up a system from scratch is beyond me like woah.

      Luckily, all the base stuff is in, and all I have to do is deactivate templates I don't want to use.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: The Descent MUX

      We still have a ways to go, but you're welcome to pop by. 104.236.218.102 port 6667. I'm Pestilence. Death is vamp lead, and Famine is a general rulesy guy.

      posted in Adver-tis-ments
      Taika
      Taika
    • RE: WoD Games in the Works

      <- Pestilence on Discord/Chupathingy @ City of Shadows. Been a bit bent over the ol' greased barrel of life. Just came down off a jaunt with the noro virus and my laptop keyboard lost a spacebar in the last week. Plus 4 adults and 5 kids under one roof is an insane amount of chaos. I should have a Bluetooth keyboard to limp along with shortly.

      Please send coffee.

      Looking to reclaim some time to work on CoS post-Holidays. Hell or high water.

      posted in Game Development
      Taika
      Taika
    • RE: Descent Reboot

      I should go dig through the code to find the helpfiles and try to read them.

      If I'm remembering right, that was part of the reason we made plot xp the bread and butter, and kept the daily xp down to .2/day. Yeah, you can still buy a merit/week, or a skill every 2, so there's some growth, -but- the people doing the 'work' in terms of running things, or participating will definitely have an edge.

      I like carrots a lot more than sticks.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: The Descent MUX

      There is wolf plot all over the place right now. I started a big thing and then banned our one active wolf (sorry, but SO not sorry). And we have a handful of new wolf apps coming in.

      posted in Adver-tis-ments
      Taika
      Taika
    • RE: City of Shadows

      Heehee #YetAnotherMageThread.

      I think, honestly, communication'll be pretty key. Being upfront with the 'hey, please don't cosmic phenomenal power the game right out of the box or I will find you some itty bitty living space'. It's probably wishful thinking.

      Now I'm idly wondering if Shadworun's mage treatment would work for WoD mages. Total sensory dep and heavy doses of drugs to keep 'em compliant.

      posted in Game Development
      Taika
      Taika
    • RE: How much plot do people want?

      I do have a system called +plots. It's basically a way to toss out plots staff wants run, or ideas players pitch. It's pretty neat. I found on a site that had a repository of code (not github). It's inelegant, but I added some things and made tweaks (like +plot/add posts to a bboard like +events does, so they can work in tandem.).

      Sounds like the hard part might be getting people to play the 'what if' game to chat up ideas and inspirations for plots, or encourage people to request plots.

      Though, getting handed a pre-written script to ST would suck. I won't do it 😛 I like keeping people on their toes a bit.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: The Descent MUX

      A crash just means we're a real game now!

      Updates:

      We've had a lot of new people come in, which means a lot more rp and plots happening.

      The wiki has been steadily getting an overhaul because Gehenna is a serious workhorse.

      We've also got some new wiki-code up thanks to @Cobaltasaurus.

      The game has a handful of new code tweaks and add-ons (+bbnew, for example), so we're evolving into a more polished game on a handful of fronts.

      There's been a handful of grid spaces unlocked. We started with Hell's Kitchen, Clinton, Lincoln Square, and Central Park. Players have plotted it up and unlocked Chelsea, the Theater District, and scheduling is being done to open Midland and Upper West Side.

      The pace, I would say, is 'comfortably busy'. There's things to do, without it being an overwhelming list of stuff that needs to be done right now.

      And we're testing out a second iteration of the survival system that gives some pros and cons to each main, neighborhood square.

      posted in Adver-tis-ments
      Taika
      Taika
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