grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
|
Post by grumble on May 6, 2015 21:29:44 GMT -5
i am glad 2 c this discussion take place.
|
|
alaire
staff puppet account
Posts: 45
|
Post by alaire on May 6, 2015 22:03:51 GMT -5
Bugger. Jazet just knocked my computer to the floor and I lost the whole huge post I was making that answered all of the questions posed since the beginning of the thread. SO. I'm about to start over, but I think I'm going to try to quote differently... hm. Let's see... yeah, okay, I think I know how to do this. My fingers are crossed anyway!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 6, 2015 22:30:20 GMT -5
Are you and Jazet wrestling for computer access? How does one knock a computer to the floor?
|
|
jazet
Clueless newb
Posts: 97
|
Post by jazet on May 6, 2015 22:32:33 GMT -5
Are you and Jazet wrestling for computer access? How does one knock a computer to the floor? She's using a laptop, I walked near it, caught it as I got too close and the lid shut and it slid to the floor. Zero impact, but it was enough to close the lid and cause some shit.
|
|
alaire
staff puppet account
Posts: 45
|
Post by alaire on May 6, 2015 22:52:59 GMT -5
Only elves? And are the boards always under construction? It seems half finished to me ---- I think the links are a little... non-comprehensive. They sort of skip around and a lot of the pages could be condensed. Not only elves. Humans are open and have been open since the end of August, last year. Other than humans, yes, elves are open for those who have at least 1 rp point. Then there are duxthu, goblins/goblyns, and dwarves. Shailids and Maynths are being worked on right now. Shailids are the burrowing snake-people, and Maynths are rather pretty little fairies. The boards aren't always under construction, in fact I don't remember the last time it happened... maybe the day you're talking about. But I will admit it, Jazet and I are rubbish when it comes to creating webpages. I wish we had that talent, but we just don't, sadly. We thought about hiring someone to build us a good page, but that's not going to happen right this minute... it is, however, something we're discussing, and have been since we opened humans. Just haven't had the chance to do it. Oh my goodness could it. I've been working on the docs, as has Jazet, the entire time. But we're not going to put up half assed docs either. We want to be sure before we post anything so as to avoid confusion. Still, if you have questions, don't be afraid to ask. And I mean, if you want a story, we'll tell you a story (say about something significant in history that you aren't sure about). So long as your pc would have that knowledge, we don't have a problem with that. Depending on the time of day and day itself, you may meet someone right upon login, or not at all. The MUD is very, very big, something that is kind of necessary because of the contentious nature of the all of the races when everything is put in. As for combat being slow, I've not had that experience, but... I don't tend toward combat heavy pc's (most of the time. You caught me on a day when I am ). Do other people feel this way? Do you want the actual speed of combat increased, or do you want more ability to emote with an action (such as: kick aiming for %character balls)? Thanks to anyone that gives feedback! Agreed. Right now I'm working on rooms to add more variation to the forests and jungle. I'm hoping that this will make travel more interesting, but we definitely want it to feel like a long trek from city to city, village to village. I actually think it's less restrictive than a lot of other muds, but that's just my opinion. Part of the reason I agonize so much over documentation, languishing on what to make typical and what not to make typical because I don't -want- to be restrictive, but I do want the culture and society to grow and flourish. As for names, I'm not sure there are specific names we would not accept for humans. I mean, you need to protect the last names because that's the difference between an enclaver and a slum-born character. But first names... I've seen Greek God names and typical earth-human names with some variations on spelling. If you come up with something that we just won't take, we'll explain why, but honestly, I'm not sure if we've ever... maybe one time had to turn down a character because of a name, and I think that was because it was a curse word. There are, but you're going to have a hard time finding one in the human area. Still, there are places where using one would make sense, it's just that no one has tried yet. I think you'd be surprised how few staff avatars there are. There are only really three staffers (unless you count builders: Kalister and Faith were hired just to put objects into the game). One is in charge of code (Claint), we call Jazet the Head Builder Admin, and I am the Admin in Charge. We -need- to be working on the MUD for the most part, but really I -do- like to play. So my most recent staff avatar is a great time, but she's really a flavor character, as they say. Going to break it up here, and will post again shortly with more answers. I hope this is kind of what you had in mind when you came here to ask about the MUD! I'll do one more post like this, then I'll pick up again tomorrow.
|
|
grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
|
Post by grumble on May 7, 2015 1:04:21 GMT -5
... even with all the rooms, Esos id a good mud... the number of rooms IS kind of irritating, though.
|
|
grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
|
Post by grumble on May 7, 2015 1:07:23 GMT -5
Honestly, if there were a way you could shrink the city...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 7, 2015 1:13:01 GMT -5
... even with all the rooms, Esos id a good mud... the number of rooms IS kind of irritating, though. The explorer in me loves the possibilities. The pragmatist in me (who as a player just doesn't like mounts, too expensive for my typical pc's income) feels like carrying the food and water, supplies etc, on foot, would be a death wish. Then again, I've died in some hilariously incompetent ways before, like walking off the bridge/path thing in Tow straight into the ocean. >.< Major facepalm.
|
|
jazet
Clueless newb
Posts: 97
|
Post by jazet on May 7, 2015 6:24:13 GMT -5
My theory on there being too many rooms: Don't go there. Nobody is forcing anyone to go across the world. But there are some player types who HAVE to know what's beyond. It's there for them.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 7, 2015 7:27:42 GMT -5
For what it's worth, the Mines of Moria in SOI were far too large, initially. Like 2,000 or 3,000 rooms or something, and very maddening to navigate. I added scripts for a boar-driven mining cart system, that basically amounted to a scripted "bus line". Hop on the bus, hang out while it speeds to the next stop (a key part of Moria). Stay on, or hop off, and repeat. I found this useful in allowing orcish exploration on a large scale, but also helping PCs get where they needed to be regularly in a more timely and less confusing manner.
I dunno if you already support this sort of thing, or if it would even make sense for EoE's major city(ies), but I thought I'd mention it.
|
|
jazet
Clueless newb
Posts: 97
|
Post by jazet on May 7, 2015 7:41:07 GMT -5
For what it's worth, the Mines of Moria in SOI were far too large, initially. Like 2,000 or 3,000 rooms or something, and very maddening to navigate. I added scripts for a boar-driven mining cart system, that basically amounted to a scripted "bus line". Hop on the bus, hang out while it speeds to the next stop (a key part of Moria). Stay on, or hop off, and repeat. I found this useful in allowing orcish exploration on a large scale, but also helping PCs get where they needed to be regularly in a more timely and less confusing manner. I dunno if you already support this sort of thing, or if it would even make sense for EoE's major city(ies), but I thought I'd mention it. We worked on a gondola system similar to what you describe on Esos in our elvish city. It worked out well, but nobody ever used it. The city though, isn't all that hard to navigate, because I've got this compulsive need to put things into square shapes and have the roadways make sense in an excel map. I'm not really sure how it would work in a forest environment or in the hills. But yeah, we've got people working on a mine-lift that would function that way as well. But they are doing it IC, slowly. SO SO SLOWLY.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 7, 2015 8:08:45 GMT -5
Players love to take their sweet time with building projects.
|
|
|
Post by JEDIKITTY on May 7, 2015 8:25:40 GMT -5
Stahp being so square, Jazet. How does the players build something into the world and at a faster pace? I'm guessing some players may feel that their time of roleplay on working on it or stuff would deem appropriate enough because we're living a fantasy world, things shouldn't take months and months of real life to see created because I think players would get bored to continue working on it. So what is an example for players to show effort to see some 'changes' in their work? Like would it be fine if they just sent staff logs of them working on the things? How does staff determine that this is progressing 1% or 78% or is it entirely up to the player to communicate with staff? Do they have to show quality logs, regardless of how much time they roleplay it out and in the world, drop some wooden planks and boards with description of 'is part of a halfway built <something something here>'? I think this might help those merchanty types who wanna haul in their ideas and machining IG a good guideline and what to expect.
|
|
jazet
Clueless newb
Posts: 97
|
Post by jazet on May 7, 2015 8:40:50 GMT -5
Stahp being so square, Jazet. How does the players build something into the world and at a faster pace? I'm guessing some players may feel that their time of roleplay on working on it or stuff would deem appropriate enough because we're living a fantasy world, things shouldn't take months and months of real life to see created because I think players would get bored to continue working on it. So what is an example for players to show effort to see some 'changes' in their work? Like would it be fine if they just sent staff logs of them working on the things? How does staff determine that this is progressing 1% or 78% or is it entirely up to the player to communicate with staff? Do they have to show quality logs, regardless of how much time they roleplay it out and in the world, drop some wooden planks and boards with description of 'is part of a halfway built <something something here>'? I think this might help those merchanty types who wanna haul in their ideas and machining IG a good guideline and what to expect. If it's a free standing structure, like a small shelter or cabin it is going to be a mixture of skill and the type of building. Everyone can learn to carve and chisel, so I'd expect if we're talking about a house made of wood, that a good portion of the materials be made using those skills. In some instances things like walls can be constructed from those materials. Once four walls are made, we'll close the room off (provided it's in the middle of nowhere), then after that if there's some RP done on making a roof, we'll enclose it. Poof, you got a house, you did the work, we just realized it for you. So that will take as long or as little time as you put into it. We'd not need the logs, really, in this case, because you're using the skills your character has to do this. Things like mastercrafts, we don't put limits on in regards to how many can be submitted, but we will look at your skill percent and make sure you're not drastically overestimating your abilities. That is not to say we wouldn't put your submission in game and inform you that while you don't have the skill level to accomplish it, in time you will, and it will be available for you when you reach that level. So to answer your question, in a long winded and round about fashion, a construction project would likely require a few rl days of work, just because of the pieces required to do it. And if it's something the code doesn't support, we'd give an arbitrary number: "You'll need to form up 25 long boards for me to make your raft, when you're done, send me a message." No big deal, really.
|
|
|
Post by JEDIKITTY on May 7, 2015 9:47:51 GMT -5
Stahp being so square, Jazet. How does the players build something into the world and at a faster pace? I'm guessing some players may feel that their time of roleplay on working on it or stuff would deem appropriate enough because we're living a fantasy world, things shouldn't take months and months of real life to see created because I think players would get bored to continue working on it. So what is an example for players to show effort to see some 'changes' in their work? Like would it be fine if they just sent staff logs of them working on the things? How does staff determine that this is progressing 1% or 78% or is it entirely up to the player to communicate with staff? Do they have to show quality logs, regardless of how much time they roleplay it out and in the world, drop some wooden planks and boards with description of 'is part of a halfway built <something something here>'? I think this might help those merchanty types who wanna haul in their ideas and machining IG a good guideline and what to expect. If it's a free standing structure, like a small shelter or cabin it is going to be a mixture of skill and the type of building. Everyone can learn to carve and chisel, so I'd expect if we're talking about a house made of wood, that a good portion of the materials be made using those skills. In some instances things like walls can be constructed from those materials. Once four walls are made, we'll close the room off (provided it's in the middle of nowhere), then after that if there's some RP done on making a roof, we'll enclose it. Poof, you got a house, you did the work, we just realized it for you. So that will take as long or as little time as you put into it. We'd not need the logs, really, in this case, because you're using the skills your character has to do this. Things like mastercrafts, we don't put limits on in regards to how many can be submitted, but we will look at your skill percent and make sure you're not drastically overestimating your abilities. That is not to say we wouldn't put your submission in game and inform you that while you don't have the skill level to accomplish it, in time you will, and it will be available for you when you reach that level. So to answer your question, in a long winded and round about fashion, a construction project would likely require a few rl days of work, just because of the pieces required to do it. And if it's something the code doesn't support, we'd give an arbitrary number: "You'll need to form up 25 long boards for me to make your raft, when you're done, send me a message." No big deal, really. How about those who do not have the skills to craft those materials themselves or build, but they managed to procure some through buying, bartering, selling, stealing? How different would it be for those players who DO NOT have the coded skills to do it, but they have the materials and they really want to build it themselves. (This is speaking if they do not decide to get someone who can build stuff or if they are UNABLE to find someone who can build stuff. E.G Unable to reach for a Nadu/Kavka and they got fed up of waiting for like RL days or weeks.) Are you going to go tell them to learn how to carve and chisel? I'm pretty sure those players would pout. How is staff going to cushion and support the determined(impatient) players who wants to see their dreams achieved?
|
|