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    Posts made by 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: Making Territory Relevent

      Still open to location type or places for the setting - unless folks thought Manhattan worked well.

      And I kind of want to rename it. The Descent Mux could still work, but if I change setting and some theme around, I'd want to rebrand, basically.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Making Territory Relevent

      To simplify, but keep it relevant, it might be worthwhile to have tracker code flag up if someone uses a resource. That way, rp isn't necessarily hindered, but if Yoda from Rebel Pack uses a locus in Bark Vader's turf, the Empire can respond. Same would work for people feeding in a vampire's turf, etc.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Making Territory Relevent

      If anyone is interested, my skype is taikaovtings. I haven't gotten a server set up yet, or any of that. I really want to have a system sketched out before I push the code onto a server.

      There should be some code I can cobble up from another tidbit on there to keep manual track of things, otherwise it's a spreadsheet or a place on a wiki (Project tracker code I can poke and rework, I think). Which is clunky, but 'ok' until I can find a coder to do such an 'easy in theory' project for tracking things.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Making Territory Relevent

      We have several big wounds, plus a couple grid squares where the gauntlet was missing entirely. Might have to work harder to make wolf work without the packs pigeon-holing, but probably doable. It's been like 18 months since I saw the grid, so I'm not 100% on everything and working from an 'ish' of what I remember.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Making Territory Relevent

      I was thinking wolf or vamp. Vamp's could really jack each other up by wiping out populations in held territory. No people; no bluds. No food/water/shelter, no people. Etc.

      Wolf does get insular, but it is my favorite splat.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Making Territory Relevent

      I'm also leaning much more towards single sphere to start, as well. I think that'd help, too.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Making Territory Relevent

      @Tempest This is a fantastic idea! And one that didn't occur to me. Thank you.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Making Territory Relevent

      I don't remember the specifics of it, but it was basically, you get X points per Y to allocate to these 5 (I think) stats. Some of the stats were limited by others (population couldn't be higher than food and water, if you had shelter issues or security issues you lost people? Something like that). We didn't really have enough people, even with a limited number of unlocked grid rooms, to make it competitive. No one really fucked with other people's territory, so everyone had max turf in a pretty short amount of time. Which didn't have a huge impact on things.

      Then, like I said, the other system that was being written up was really confusing and complicated and I don't think it ever got playtested because of the momentum loss and collapse.

      posted in Mildly Constructive
      Taika
      Taika
    • Making Territory Relevent

      I managed to get my old tablet up long enough to pull the flatfile from TDM off of it. I have a LOT more time now (except weekends), and recognize a lot of the errors in judgment I made when I had it up last. Most of them involve premature open (stuff not in enough), not having the time to do it (this is honestly the worst one), and the botched attempt at a territory system, and putting unreasonable 'but you said you would...!' on a couple of folks (I should have just stepped up, made time, and done it myself. Instead, there was much muppet flailing and totally lost momentum.).

      Plus, the location was pretty rough. A pollution laden island isn't the best in a post-apoc setting, but I had expected to expand way beyond Manhattan Island over time.

      So.

      Before I even try to insert code onto a server, I'd love to try and hash out a system that'll work and not turn into 'I do X, Y gets better until it's all maxed', which is pretty much what I wound up when I tried to go super simple. The complicated one someone else wrote, I couldn't even wrap my head around - not a good thing.

      So what makes territory valuable, and what balances it?

      Secondary question: If not Manhattan Island, where?

      Or hey, there's always: Oh Hell no, you suck. Don't dooo eeet.

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

      Holy crap. After much insanity, I'm going to work on getting TDM back in-line and rolling forward. Apparently, the only time I actually get to MU* is when I am at work, and so I'll be able to work on rebuilding TDM's momentum on fri/sat of every week. i picked up a part time post and I babyait an empty, smallish building by my lonesome. It's kind of peaceful.

      Anyway! If you played, or were interested, or had stories and ideas, let me know!

      The only caveat is that I still don't really know 2.0 mage, at all, and could really use a staffer that does.

      posted in Adver-tis-ments
      Taika
      Taika
    • RE: The Descent MUX

      (This is why I am not the coder) ❤

      posted in Adver-tis-ments
      Taika
      Taika
    • RE: The Descent MUX

      +map and +map/(neighborhood)

      Never be lost again. There's some fine tuning and renaming to do so the abbreviations for the map, the travel system, and the grid rooms match up perfectly, but we have a map!

      posted in Adver-tis-ments
      Taika
      Taika
    • RE: The Descent MUX

      @Cobaltasaurus - Yeah, that guy, @thenomain is always bailing my ass out. He's pretty awesome. 😄

      posted in Adver-tis-ments
      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
    • 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: Mostly Mage, Partially Descent Mux

      @surreality - Upside: TDM is very small right now, so enforcing things like paradox and Hubris and the like is pretty easy. I pretty much know everything everyone is working on and what they want to do as a general direction.

      So as long as the population doesn't explode, smacking pee-pees is totally on the agenda. For all splats, really, that bite off more than they can chew.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Mostly Mage, Partially Descent Mux

      @surreality - Case in point, he initially wanted to play a Predator King.

      posted in Mildly Constructive
      Taika
      Taika
    • RE: Mostly Mage, Partially Descent Mux

      For what it's worth: I hate mage. I hate what big games with insanely high xp or unchecked creepers have twisted mage into. (HM with Juerg, FC/TR)

      TDM is a really low-and-slow xp game. .2 xp/day, .4xp per plotty/big social scene, with an extra +.2 for the ST. And 10xp from cgen.

      I think out highest XP pc has, uh... 21? 22? And we've been open 2 months or so.

      I think as long as we stay on top of asshats and keep giving people lots of plot threads to chase and the xp low, that mage will be alright.

      I thought about it a lot and poor Gehenna had to spend hours showing me the ways in which it will be alright. And that's when I realized my problems with mage aren't /mages/. I get frustrated with the complicated language, and I have that same kneejerk reaction to how mage touched my no-no places way back when by it being allowed to rampage unchecked.

      ETA: (Premature entry)

      My problem with mages are the uncheck abusers that go around using Mind 5 to force really messed up things on people. My problem with mage is multiple masteries and masaive epeens (impossible with 2.0 and low xp games. Unless we're open a few years). My problem with mage is that 'I can do it all and you don't get to participate' attitude.

      These are not mage-the-game issues. They are whole-mush issues and mage-the-player issues.

      posted in Mildly Constructive
      Taika
      Taika
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