MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard
    1. Home
    2. Thenomain
    3. Posts
    • Profile
    • Following 2
    • Followers 15
    • Topics 75
    • Posts 5860
    • Best 2526
    • Controversial 16
    • Groups 4

    Posts made by Thenomain

    • RE: Roleplay +Prefs

      @Cobaltasaurus

      I do, but I never give up a chance to see if you want to jump on a particular code-wagon.

      Without the help files in front of me, I can think of a few things:

      • escape() instead of secure(). Escape will comment out commas and similar. However, when you read the attribute, you will probably need to s( get( <blah> )) to turn it back into legible text.
      • The attribute flag 'no_parse' (or possibly 'no_parse') on the $command attribute. This will mean that the system is reads the text as typed (tho space compression still happens). The danger here is that when you read it, you must use get() or v(). If you don't, you risk running the contents as the object, which could be pretty horrible. If this is what you want (it happens), you want to do it this way: [setq( x, get( <blah >))][eval( %#, s( %qx ))] <-- there may be better ways to do this.

      If you're using my update to @Sammi's notes system, the latter half of the 'no_parse' method is kind of what I do, because showing a %r as a return is pretty darned important for notes. What I think I do is more like this:

      &c.note [no_parse]: $note/add *:@check everything; @set target=attribute:[eval( %#, %0 )]
      

      So this way, the note is stored already parsed, and I don't have to do the 'get() with wizard privs, but eval() as the player' trick. Nope, it's set in stone when it hits the attribute.

      I haven't tested this to make sure I'm right, but I'm pretty sure that I am and this is the way I'd recommend it.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Pokemon Go

      @Arkandel,

      ThatGuyThere's self-described pedantic comment is that "no" is not a proper answer to "what's your email?" I'll agree that the lie of "I don't have one" is fine, but I obviously had to reply because technically correct is not always the best kind of correct, therefore making me technically correct or, er, something.

      But you've nailed it. It's not like the cashiers themselves care. It's more that their managers care, and force them to care. The things I've seen managers do to get good metrics...

      ...but we have another thread for that kind of story.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: Pokemon Go

      @ThatGuyThere

      I quite accidentally give the answer "why do you want it?" to the e-mail check-out question, which in social conditions is pretty rude since I should be smart enough to understand the context and not create conflict. Mind you, the people asking you for it should understand that "no thanks" is socially an answer, especially to one designed to kind-of trick you into thinking purely logically and give the honest answer (which "what is your email?" absolutely is).

      All you need to do in these situations is be polite.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: Roleplay +Prefs

      @Cobaltasaurus

      The easiest way is to setunion( <list of dbrefs>, )

      If you want them to remain in order, then perhaps:

      setq( d, <set of dbrefs> )
      iter( setunion( %qd, ), setq( d, delete( %qd, rest( matchall( %qd, %i0 )))), , @@ )
      %qd

      I'm on a tablet and I can't check, mostly I can't remember if delete works that way. Maybe ldelete()? Anyhow, what I want deletes words at a numeric list of positions. You are skipping the first one with rest(). Should work.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Sort by last character?

      This also isn't for customization. It's a report on numerical rank descending. So there's that.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Roleplay +Prefs

      @Cobaltasaurus said in Roleplay +Prefs:

      @Coin said in Roleplay +Prefs:

      @Cobaltasaurus said in Roleplay +Prefs:

      5 is what you absolutely love. Roughly.

      What if I love it gently? Why are you boxing me in, Cobalt? GOD.

      Don't be a creep.

      He can't help it.

      Also, I advise putting a "-" in place if there is no item, to be clear that the field is intentionally blank.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Making a MU* of your own

      [mod voice]

      Guys, this thread is in the Constructive board. Keep it civil or I put this whole thread in the Mud Pit, and I liked the conversation up until then so I'd rather not.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Interest/Volunteer Check: Major Multisphere Chronicles of Darkness

      @Templari

      The thing about cops is that they enforce the law. That's their job. I've seen it more than a few times where the player doesn't let go of this to enjoy the rest of the game. These people are like the vampires who call for torpor because someone dissed them slightly. It's not fun.

      Also not fun is getting in a situation where you can't do something because one side or the other is decrying how It isn't fun for them. Well now nobody is having fun.

      I don't mean to not pick on the criminal characters, because this kind of person lives everywhere, but we have a far better vocabulary to say which criminal tropes are antagonistic, and we are otherwise okay with the music pirates and prostitutes, and sometimes even the mafia and tong characters.

      But here's the thing about police: Their job is to stop things from happening. I thank many of them for being in the line of fire and doing some very hard shit, but in the broader perspective, on a role playing game about the dark horrors of our world where we're playing monsters, the cop is the antagonist. Not always, sure, but eventually it will be the morally questionable against the thin blue line.

      Like any antagonist group, I'd be careful with who I'd let in, until we can rephrase their role on a game to something less absolute.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Making a MU* of your own

      @ThatGuyThere said in Making a MU* of your own:

      @surreality
      Oddly enough the staffer who I thought told No the best was a female staffer. Treason. Granted said staffer had plenty of other issues but was very good at giving a firm and reasoned no.

      ... Wut?

      Treason was reasoned by the sense of "she has a reason" but her reasons supported her own ethics, which were about how she thought the world should work. Not a few times that reason was "because I said so".

      I wouldn't call her a PHB but a lot of people did. She knew how to say "no" and wasn't afraid of it, but her double-standards, ignoring problems, and (apparently purposefully) misunderstanding people was well-known.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Fallen World MUX!

      2E Magic is very simple. Choose an effect, add so many effects and dice that you're rolling at -10, add so many bonuses that you end at +5. It's a min-maxer's wet dream, but it's otherwise straightforward. Kind of.

      posted in Adver-tis-ments
      Thenomain
      Thenomain
    • RE: WTF And?

      Cobalt.

      lte( 5, 3 )

      Is 5 less than 3?

      posted in MU Code
      Thenomain
      Thenomain
    • RE: How Many Alts Would An Alt User Alt If An Alt User Could Use Alts

      @Lotherio said in How Many Alts Would An Alt User Alt If An Alt User Could Use Alts:

      @surreality said in How Many Alts Would An Alt User Alt If An Alt User Could Use Alts:

      @Lotherio I'm not saying there's anything wrong with the terminology, just that what people have been talking about here re: 1 alt? They are talking about one login only. They are specifically referencing games that in your terminology would be described as 'no alts permitted' as per the explicit policy on those games.

      That works for me, not arguing that, just supporting the confusion @Sunny expressed in main and alt and the confusion that could abound.

      I understand the confusion, but not the anger that came from clarifying it. I also don't believe that limiting to one character bits or two makes a lot of difference in this discussion, no matter what it's called.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: How Many Alts Would An Alt User Alt If An Alt User Could Use Alts

      @Kanye-Qwest

      Well I did say I didn't know how we got to the conversation, so I was covering my bases, and that I started pedantic to make a broader point which I did, then clarified "alts" because I knew someone else would get pedantic, and there it is, someone else being pedantic about it, and AIGH I'M DOING IT AGAIN!


      @Sunny

      I can't remember the last time I've heard the term "main". More than five years, I think, so yeah our experience is vastly different.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Making a MU* of your own

      @Swaggot

      To mimic @Three-Eyed-Crow, set it up as an online tabletop. A Mush is this persistent online environment which itself takes time and effort to set up. It sounds like you'd want a rapid design methodology, which I know is more about the code than the people but you need to be able to enact on your ideas once you have them.

      RPGnet may be a good play to generate the player interest.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: How Many Alts Would An Alt User Alt If An Alt User Could Use Alts

      @Kanye-Qwest

      I can own that.

      Twenty years of this hobby plus I like to talk.

      Thenomain does mean "cannot be shut up".

      Ahhem.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Making a MU* of your own

      @Arkandel

      I can deal with getting shit for playing on a game I'm staffing, because either they're right or wrong. If they're right, I apologize and fix it. If I'm wrong, I tell the player that they need to stop whatever it is they're smoking and chill the fuck out.

      As @Sunny said elsewhere, it's up to both staff and players to make a game work. I will say it's up to staff to set the expectations of the players, but it just takes one know-it-all with their own staffing ideals to come in and make a stir to give the nearest staffers a chain-migraine, passing from staffer to staffer until someone can step in and stop it.

      Now, on the perfect game that person will be the first staffer on the scene, but we're humans. We all want to play our own games. So on a realistic game, that person is probably going to be another player.

      Ah! And so Thenomain loops the tangent back to the original topic.

      With a core set of players, emotional flare-ups are mitigated. Hopefully with "hey, stop that and come over here to play this awesome scene". Unmitigated, they can end up as negative feedback loops in the OOC Lounge. (And he keeps tying it all together, folks!) One player or staffer saying, "Hey, this isn't cool," one player or staffer passionate about the game and willing to help others, then the negative gets nullified and possibly turned around. "Hey wow, these people enjoy their game. I should try enjoying it too."

      Yeah yeah, that doesn't always work, but that's why I used the phrase "critical mass", a more organic term to describe that tipping point, where even the nay-sayers aren't going to cause a stampede away from your game.

      And let's not forget Brus' #1 Rule of Mushing: Chill the fuck out.

      Once you're chill, you can sort through a lot more stuff than when you're not. Like: Someone giving you grief for playing a character on your own game. As long as you're creating fun, or at least not absorbing fun, then nobody should care. I'm going to posit that if they still care, they're wrong.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Interest Check: Single Sphere VtR Game

      To briefly support this tangent (and then to say that we need to stop it), Lovecraft was hardly the first to approach the idea of the unknown or the Other, he's just the most popular in our corner of nerddom because of all the adorable Cthulhu plushies.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Making a MU* of your own

      @saosmash said in Making a MU* of your own:

      @Thenomain Definitely make sure that you are gonna be playing on this game you want to run, for sure

      I stopped playing on The Reach when I started Headstaffing it, because the people I was dealing with day in and day out were making me depressed. But I was certainly very active in it. Sometimes I'm known to swank around when Fallcoast (its successor) does something and I'll say, "They can do that because of what I did."

      For most people tho, yeah, being able to play there is what creates that investment, and you absolutely want to be invested in your own game.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Making a MU* of your own

      In my experience (warning: anecdotal), a core, at least somewhat active player base of around 10 creates the critical mass that a successful game enjoys. It doesn't seem to matter how you gain or maintain this mass, whether it's through pie-eyed ideology or staff-favor bribery.

      I'ma +1ing @saosmash's ideas because they are probably more transparent, but in the end you're looking for a core player base. Make sure that you are part of that core player base, repeating Sao's point "b", above.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Fallen World MUX!

      I may finally get around to playing the inventor of non-lethal gadgets and goes around being non-lethal vigilante. Like a cheerful, easy-going Batman.

      posted in Adver-tis-ments
      Thenomain
      Thenomain
    • 1
    • 2
    • 192
    • 193
    • 194
    • 195
    • 196
    • 292
    • 293
    • 194 / 293