I think asking people to do anything but opt in to alts is a bad idea. I registered on HM out of fear, HeroMux because it was nice. On Eldritch, we occasionally get people balking about needing an email to get a wiki account, but for us it's just to send the invitation.
Posts made by Thenomain
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RE: +watch
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RE: +watch
This is not impossible but is roughly undoable. Multiple people live at the same address and ip addresses move around, or people log in from different locations, the code could play whack a mole for you, but it still can't do what you want,
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RE: +watch
With watch, you can opt out entirely. I find this a fair compromise.
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RE: A Modern +Finger?
Real-time reporting fulfills a very different requirement than after-the-fact reporting.
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RE: u() and you. AKA: How to give out permissions without realizing it.
Huh, that's unexpected. Maybe side-effect functions in TinyMUX run with different permission expectations than, e.g.,
lwho()
. I will leave this up to @Chime and @Glitch if they want to crawl through server guts. -
RE: A Modern +Finger?
@HelloRaptor said:
@Thenomain
+finger is +finger. Renaming shit almost never ends well.Neither does mis-attributing quotes, mister.
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RE: u() and you. AKA: How to give out permissions without realizing it.
@Rook's first example would fail in TinyMUX. Functions are always processed with the permissions of the item enacting/originally calling it. In the first example, a guest is running it. This is why the children of room parents can't list dark wizards, even if the room parent is Wizard or Inherit to one; the room child doesn't have the privileges.
Things fall apart if the function originates on an object bring called via a command.
$+do it:@set %#=royalty
will happily set the enact or royalty if the object has permissions.In TinyMUX, you can change the enactor of a function by using
objeval()
. I normally use this withlwho()
to get a simple list of anyone the player can see on the who list, excluding dark wizards automatically. -
RE: A Modern +Finger?
@Mercutio said:
@Rook said:
@Thenomain said:
Oh, and no calling player data with
u()
.Quoted for truth.
Assuming you're working in TinyMUX. It's safe in PennMUSH, as it gets evaluated with the permissions of the object it is on.
Even on Penn, do not use u(). Do not allow the player to make their own @afinger. This isn't about security, this is about sanity.
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RE: A Modern +Finger?
It should have:
- Identification: Name, alias, gender, web link (usu. for wiki), maybe position.
- Location: Room location, connection status.
- Any other things the game wants. (template, email)
- Any 5 other things the player wants.
The player things, including web link, should be under:
&finger.<item>
.All lookups should be on the game object as
&finger.<item>
as well. e.g.:&finger.position finger frob <ff>=get( %0/position ) &finger.web_link finger frob <ff>=get( %0/finger.wiki )
Oh, and no "afinger" notification.
Oh, and no calling player data withu()
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RE: Storytelling
@Arkandel said:
I get little feedback from the players - although when I ask them over pages if they're enjoying this they are, which, okay - but I can't engage them in actual roleplay
When the Senior VP of Blizzard North went on an Internet tirade explaining how Diablo 2 is an RPG, in the sense of computer games, I was one part bemused, one part baffled.
P&P RPGs are also rolling buckets of dice, but in the example I didn't see attempts for you to engage the players. Where is the drama of the situation? Did you, e.g., tell them that they get a ping and suddenly the guy looks more alert? Did you mess up their plans with innocent bystanders? Do you throw them red herrings?
Sarcastically, your problem could be Mage players, but I know that pretty much every RPG ever has this kind of player. If managing their over-gaming is important for your fun, then start messing with the expectations of the players.
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RE: Anomaly Jobs Activity Patch
@Chime said:
Added differently on each mush, which is why I recommend storing UNMODIFIED AJ objects and then override objects that inherit from them; your patches would pop right out and be easy to see.
Easy enough.
Now all I need is something to override it with.
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Anomaly Jobs Activity Patch
There is a way to change how Anomaly Jobs reacts to inputs. I'm looking for it, so I don't have to re-invent this stone wheel. On the whole it acts like this:
- On creating a job, status is 'New'.
- When a player uses +myjob/add to it, status changes to 'Staff'
- When staff uses +job/mail, status changes to 'Player'
- I don't think status changes otherwise.
Where is this patch? Thanks.
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RE: Storytelling
Once, when I was trying to stretch out with my nerditry, I went to a new LARP-Group that wanted to focus on both RP and system. The first giant event was all-comers, all-day, and I was pretty excited about it. I and my friends all made our sheets and our kinda-costumes and went.
The event turned out to have no plan but "see what happens when we get this many people get together", but they didn't tell us that until it was over.
I didn't go back to that group.
The other y'all-come events I went to had people grandstanding. I don't LARP at all for that reason. If I'm going to waste my time with drama, I want to be able to snark with friends and nosh on chips.
Sometimes—online—those people got upset with me when I mocked their grandstanding (by also grandstanding, yes). It was entirely in-character, but it reflected what I felt about people who felt that actions did not cause reactions.
We got good enough at Changeling Crownings on Haunted Memories that the event would go as such:
- Everyone comes, mills, poses in, whatever
- Someone says it was time to start
- I would generally ignore whatever happens next, because only once was it trying to add to the game
- Crowning
- See who walks out in protest
- Disperse
This was efficient. The first few times, staff tried to make events happen during them, but it caused too much headache. Don't stray from the agenda unless you know what you're doing.
I don't find the point to such events, any more, except for the times where people have to be brought together in a thematic way to find out what happens. A ball, a critical meeting, and so forth. Whatever the scene, be up-front about it. If more is going to happen, warn people so they can plan their evenings around it. Even a simple event such as "see who the latest Staff Friend is" (unless Ernst takes the Crown) takes a few hours. Throwing a chase scene at 10+ players with 1 or 2 staffers is going to be a nightmare.
Where was I? Oh yes. Don't do it.
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nWoDv2: Long-Term Aspirations
I and some others know this to be a truth, but in the newest incarnation of WoD, in what books, on which pages, is the following rule:
When you make notable progress toward a Long-Term Aspiration, gain a beat.
Wodologists have looked and so far have found nothing, but we heard about it somewhere, and it's established even here :: http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/32075-on-long-term-aspirations
Thanks.
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RE: Umbral Shards: Original Theme seeks Creative Types
Hey, at least he didn't steal your flat-file.
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RE: The State of the Chronicles of Darkness
I agree. I like the cut of their jib, here.
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RE: The State of the Chronicles of Darkness
Well at least I know who they want to hurt.
Me.
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RE: Eldritch - A World of Darkness MUX
@Chime said:
Missing letter drama aside... Theno, that is one ugly-ass font.
This is a little of the point. As a header-only font, it's meant to be attention-getting and, yeah, a hint of unnerving. I do like IM Fell English, but part of what makes Berylium so nice is that it isn't a historical font.
Like Fell English, it is also a free download. Install and see if that helps, @Bobotron?
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RE: Eldritch - A World of Darkness MUX
It is CSS @font-face. I don't have great details about support, but here is one place to start: http://caniuse.com/#feat=fontface