grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
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Post by grumble on Nov 2, 2014 18:15:20 GMT -5
tehre r lotz uv powrfal crepes in arm.
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Deleted
Deleted Member
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Post by Deleted on Nov 2, 2014 20:19:26 GMT -5
Would you define what power creep means to you? Sure. In SOI under Kites management, long term players tended to get roles that had higher stats, skill boosts, and then long play time. Trying to be a serious combatant as an entry level 0 rpp role was a laughable joke. Not enough players died to cause turn over, and very few people got lowered rpp levels (that i saw). Once the game had been running for a while, newcomers were not on the same power level as the veterans, which in turn discouraged some newcomers. In tabletop dnd, a game master I played with for some time had a rule that if your pc died, you came back in at level 1, or, at half of the level of the party. It meant that if you lost a pc, you got to play a henchman or color character for the rest of the campaign. A couple people stopped playing with him due to it. In www.kongregate.com/games/MastheadStudios/guns-and-robots_preview , there is no ranking system for games. Play ten games and you will get one or two shotted at least once. Where is the fun in that? I define power creep as the average, and the floor of the game keep ratcheting up. It happens in some games due to poor balancing in content releases. Example, the complete inequality in early vs late released prestige classes for dnd 3.x edition.
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Post by BitterFlashback on Nov 3, 2014 0:42:56 GMT -5
Would you define what power creep means to you? Sure. In SOI under Kites management, long term players tended to get roles that had higher stats, skill boosts, and then long play time. Trying to be a serious combatant as an entry level 0 rpp role was a laughable joke. Not enough players died to cause turn over, and very few people got lowered rpp levels (that i saw). Once the game had been running for a while, newcomers were not on the same power level as the veterans, which in turn discouraged some newcomers. Thats horrible. no, the system i'm working out wouldn't be anything like that. To paraphrase what i said earlier with more info, this would be a passive system. You automaticaly get a larger pool of points based on total play time, negative marks in a certain time period, and how many points you've spent at chargen within a certain time period. Caps would be based on how high you've gotten your skills in-game vs. a hard cap i haven't determined yet. It's not something that can be rewarded; it's meant to take the sting out of going from a long-lived character to a new charactr, Staff can't award you points, so favoritism's out and you dont have to worry you won't get points because your playtimes suck. the purpose in counting points you used (within some time range) is so you can't just churn out decent characters back-toback to attack people with. Of course, if i make this game, minimizing staff involvement is goingto be a critical point in it. the main deterrent i have to making a game, odd as this may sound, is the social commitment involved. In the off-chance the thing was popular, i'd be stuck with dealing with people in it, and as an introvert that's not especially appealing. So my goal would be to make a game where i could trust the playerbase, mostly leave them to their own ends while adding things for them to build with/towards, and make staff duties mostly administrative rather than game-masterish.
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Deleted
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Post by Deleted on Nov 3, 2014 1:40:06 GMT -5
As would be ideal. If you give people the tools they need to shape the world, they will do it. As so many complaints about being blocked from doing so have more than demonstrated on these very forums, imo. And minimal involvement by staff means minimal opportunity for favortism, cronyism, or bias, so also seems like a good thing.
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Deleted
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Post by Deleted on Nov 11, 2014 21:47:04 GMT -5
I like the idea, certainly, and hope that you succeed, bitter.
But I'm jacking power-creep for my own lingo, to mean: A pc twink greifer that seems way too focused on rape.
Because, once we give them a name, they'll be easier to defeat.
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Post by BitterFlashback on Nov 12, 2014 6:18:23 GMT -5
I like the idea, certainly, and hope that you succeed, bitter. But I'm jacking power-creep for my own lingo, to mean: A pc twink greifer that seems way too focused on rape. Because, once we give them a name, they'll be easier to defeat. Well thanks (i think). i'm not 100% sure what you mean but that may be the insomnia talking. You mentioned in another thread... I'm not good for a real response, as, the only problem I've ever had with any game, ever, has been the code. With armageddon, the code was too limiting, and that was fine. I played every assortment of anything I could, eventually got bored, because it's all pretty much the same in the end. Storylines only ever really changed because of good, reliable Roleplayers, and that was enough for a while. Would you elaborate about limtations of code you've encountered? Id be interested to know where you believe MUDs have fallen flat.
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dorksun
staff puppet account
Posts: 42
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Post by dorksun on Nov 13, 2014 10:15:34 GMT -5
have any of u ever played hellmoo? despite the fact that mudsex and rape were hardcoded into the game, i actually liked the transparency of its skill system and the general simplicity of how its stats influenced the skills. it even let u improve skills by using them, up to a certain point.
ppl used to be able to grind their stats and skills thru use to the top limit (save for exponentially decreasing likelihoods of a .01 increase) and obsessed over doing so, grinding their lives away. eventually the coders completely cut out stat grinding thru use and only let ppl grind skills thru use up to a certain point, making them spend xp to get skill levels from then on out.
besides that, there were commands that showed you the damage ranges of your weapons and the damage-blocking ranges of your armor, plainly and numerically. and there were working helicopters, and working ships, and superpowers that let u fly or teleport or psychically project, and its a shame it was all kind of dragged down by the whole yknow, mudrape thing
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dorksun
staff puppet account
Posts: 42
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Post by dorksun on Nov 13, 2014 10:34:46 GMT -5
ofc the great irony of hellmoo is that its character creation process was some vague ass roleplay shit where youre a kid wandering about your neighborhood "before the bombs drop" and the things u bring into the bunker with u represent the skills youve selected and etc. new players used to get lost in that shit and give up all the time. armageddons character creation process is simple, straightforward and sterile in comparison.
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,032
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Post by punished ppurg on Nov 13, 2014 17:42:40 GMT -5
InfernoMOO (A Hell shard) is a lot better regarding character generation. You can pick from a few presets so that new players don't gimp themselves, plus there's the option for hand-picking skills and etc.
Also the whole grind to be tough thing was deconstructed in multiple ways - someone can grind, but it won't make them any stronger in the long run (unlike Hell where they'd have more unspent exprience due to grinding up a skill instead of learning it).
Check it out if you want to see that sort of thing.
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Post by lyse on Nov 13, 2014 18:10:12 GMT -5
have any of u ever played hellmoo? despite the fact that mudsex and rape were hardcoded into the game I kind of don't want to now. I kind of feel like some players from here have made their way over to Arm.
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dorksun
staff puppet account
Posts: 42
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Post by dorksun on Nov 13, 2014 18:31:56 GMT -5
is infernomoo the one where they replaced the orphanage full of rabid orphans with a clone lab full of defective clones because too many ppl were fucking the npc rabid orphans? did they ever get around to cutting out the rest of the objectionable stuff too?
despite sex being coded in most of the hi-lvl players were generally keen to shun/rob/lynch anyone actually caught sexhaving
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Post by topkekm8s on Nov 13, 2014 21:04:06 GMT -5
sexhaving? lol
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Post by BitterFlashback on Nov 14, 2014 4:54:30 GMT -5
So what Ive picked up is: - Dont code sex
- give people a way to gauge weapons besides dying with them or from them
- if you let people customze characters, give them options that wll keep them from screwing themselves over
- taking steps to prevent grindng and making them publc was a good idea
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Deleted
Deleted Member
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Post by Deleted on Nov 14, 2014 4:56:04 GMT -5
I like the idea, certainly, and hope that you succeed, bitter. But I'm jacking power-creep for my own lingo, to mean: A pc twink greifer that seems way too focused on rape. Because, once we give them a name, they'll be easier to defeat. Well thanks (i think). i'm not 100% sure what you mean but that may be the insomnia talking. You mentioned in another thread... I'm not good for a real response, as, the only problem I've ever had with any game, ever, has been the code. With Armageddon, the code was too limiting, and that was fine. I played every assortment of anything I could, eventually got bored, because it's all pretty much the same in the end. Storylines only ever really changed because of good, reliable Roleplayers, and that was enough for a while. Would you elaborate about limitations of code you've encountered? Id be interested to know where you believe MUDs have fallen flat. Why yes, I would. For one, there are near-infinite varieties of animals on earth, imho, evolving from others. In my perfectMud, A base of stock animals with varying qualities (paint horses vs. Arabian, or small lizards vs. Komodo dragons) would that all hunt, mate, sleep, and reproduce. Their offspring would have similar traits in greater or lesser value, so small lizards may become smaller, or larger. Literal natural selection. In Real life, there are near unlimited applications for many a thing. I.E. Peanuts. Just because we haven't found all the variable uses for watermelons yet, doesn't mean there aren't uses for them as peanuts, or flax, or wood. In my perfectMud, there would be near unlimited uses for many things. I might have a ranger that goes outside, kills bears, harvests their claws, uses boiling alcohol to turn the claws into glue, glue rabbit hides onto boots, and create a pair of good sneaking boots. I had a very good friend of mine play Arm once, and he ragequit after some strange, yet predictable (for arm) stuff happened between a prostitute, and a dwarf. Well, he tried to set the Gaj on fire, effectively committing suicide. Staff told him he couldn't do that, but it would have been nice if he could of at least tried, maybe? He could have gotten taken down by law enforcement, or just burned himself up as patrons either laughed or tried to put him out. But.... In RL, there is infinite combinations of infinite varieties. In my perfectMud, I'd settle for a hundred combinations of a hundred varieties. The code couldn't support his 'desired' actions, and the staff wouldn't. I find that a huge limitation. I'll never have PerfectMud, unless I build it myself, frankly, because it would require a physics engine. The secret to that being possible is that IN MY COSMOLOGY, PHYSICS IS ACTUALLY SIMPLE. But then again, I'm a nutjob who thinks they can create gold from other elements, as well as another element with less 'electrons and protons' than Hydrogen. ::chuckles for about a minute, then falls flat:: I don't know what to tell you, Bitter. I can go on and on, but without your facial expressions, and other cues, I'm not sure if I'm making any sense, am answering your question sufficiently or satisfactorily, or what. TL;DR Everything possible in real life, and more, should be possible in my perfectMUD. I have problems with mobs, char creation, items, crafting, and almost all of the base components of most MUD code. If we can have a dialogue type of discussion, I will likely be more coherent to you.
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Post by BitterFlashback on Nov 14, 2014 5:00:48 GMT -5
Postng error?
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