Deleted
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Post by Deleted on Nov 14, 2014 5:12:23 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 UNINTENTIONALLY
- taking steps to prevent grindng and making them publc was a good idea
I had to amend that a bit there on the one part. By all means, let people play subpar pcs if they want to. Some people are down with that. But let them know with some sort of notification that the choice will indeed result in that subpar combo, so that if they want to avoid that, they can, but if they want to play that, they aren't prevented from it.
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Post by Deleted on Nov 14, 2014 5:14:26 GMT -5
Lol. Quite.
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Post by BitterFlashback on Nov 14, 2014 6:05:16 GMT -5
You mentioned in another thread...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. For the specific mud Im plannng to make there would be a few "species" of monsters which would be randomly generated. What youre suggestng is interesting but some of it is implausible; it would require a great deal of CPU use for something players would rarely see. Hunting and sleeping would definitely be doable, but spawning and despawnng as needed are necessary evils because of technologcal limitations. 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. This actually syncs with my ideas on how to handle craftng. And Id been throwng around whether or not creatng an in-universe version of chemistry (very dumbed down, because there are limits based on the time period and irl interfacng) which it's sounding like there'd be some interest for. 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. noted. i am defintely in favor of limiting staff interaction as much as possble by transferring the abilities (and responsibilties) to players / coded reactions whenever plausible. 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. Havent they already turned lead into gold with a supercollider? i swear I heard that years ago; the electrical costs made it an unfeasible way to crash anyone's economy. But as to coding real-world physics, that imposes a very high data entry cost to a game where youd want to be able to use even a little of it. 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. Nope, that was fine. i was literally looking for code-related feedback.
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 UNINTENTIONALLY
- taking steps to prevent grindng and making them publc was a good idea
I had to amend that a bit there on the one part. By all means, let people play subpar pcs if they want to. Some people are down with that. But let them know with some sort of notification that the choice will indeed result in that subpar combo, so that if they want to avoid that, they can, but if they want to play that, they aren't prevented from it. Noted. that was more: put the option out there in case they don't want to screw themselves.
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Post by lyse on Nov 14, 2014 7:23:10 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
Have you ever played Firan MUX? It recently closed but it was a good example of over coding, but it had good ideas too. Ultimately staff drama made them close it down. the good: you could app a character or you could pull a character off of a sheet a lot of stuff was automated the bad: a lot of stuff was automated, including sex, pregnancy, and monthly cycle characters could be rerostered often rode hard and put away wet
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dorksun
staff puppet account
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Post by dorksun on Nov 14, 2014 8:31:59 GMT -5
hah. hellmoo had pregnancy too, and the need to make your character piss regularly, but even they shied away from periods.
the only game i played that coded shit wasn't a mud at all though, but a graphical game, and they removed it after months of ppl smearing the entire map with shit every round
later on they made it possible for clothes to burn and the entire playerbase stripped down and began burning their clothes and everything else they could lay hands on, to the point that they discovered a bug in the burning code caused the ambient temperature to raise and raise and never fall and they all died of severe burns
good times, good times
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Post by topkekm8s on Nov 14, 2014 8:34:41 GMT -5
wtf game was that you have me fascinated
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,033
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Post by punished ppurg on Nov 14, 2014 16:02:01 GMT -5
That is definitely Space Station 13. Not a MUD, but BYOND is so archaic as to get an honorable mention as one.
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Post by BitterFlashback on Nov 14, 2014 18:04:45 GMT -5
Have you ever played Firan MUX? It recently closed but it was a good example of over coding, but it had good ideas too. Ultimately staff drama made them close it down. the good: you could app a character or you could pull a character off of a sheet a lot of stuff was automated the bad: a lot of stuff was automated, including sex, pregnancy, and monthly cycle characters could be rerostered often rode hard and put away wet Whoops, missed your post earlier. sorry about that. I didnt play Firan but i knew of it. I have a friend who winds up staffng just about any MUD she plays on; Firan may have been an exception, but she did tell me a lot about it. What youre saying meshes. i understand they also had some issues from attempting to make metal limited and making players mine it from finite veins.
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Deleted
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Post by Deleted on Nov 15, 2014 4:00:45 GMT -5
TL:DR Whatever they said. @bitter, points for successes, failures needed to raise into a skill bracket. Thus you need to try to challenge yourself to really improve, risk failure, but trying again and succeeding repeatedly will still get you somewhere, just not everywhere.
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delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Nov 15, 2014 15:23:19 GMT -5
They should just cap the age limit and have it swing with karma. If you have 0 karma you can't play a veteran because your age limit is 22-23. If you have 2 karma it opens up to 30 so if you pick age 30 your skills go to 20% or something. If you have 4 karma it opens to 40 and 40% on skills, so on and so forth.
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Deleted
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Post by Deleted on Nov 15, 2014 18:16:24 GMT -5
Not a bad idea. I like the age limit/karma progression there, and it establishes the fact that experience (IG, virtual or otherwise) accrues over time.
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Post by BitterFlashback on Apr 1, 2015 21:36:00 GMT -5
Next good patch should be appointing a Public Relations staffer or... I think coding in realistic restraints where someone doesn't have to be subdued to be restrained would be nice. Like when you're in prison the templar just hands you those shackle item and says put those on, but they're just for show. or make it a usable command for anyone holding rope binds or shackles that ur vic can opt to resist or not (nosave subdue, or arrest if u only are letting law pcs do it). take a few hp or stun pts taken from either party depending on the results if they resist. success or failure can be based on plugging in the perps subdue skill + str + agi + offense against the vics flee skill + str + agi + defense. maybe include size into the equation. + bonus to the perp if vic is sitting or resting also like jesh said adding a few other ways of controlling ur vic aside from shackling/binding (blindfolding, gagging etc) but have them all covered under nosave subdue and (and arrest for law pcs). if u have it off and a non law pc tries to do any of them to u in a lawful zone they get automatic crimflag just like they tried to subdue u when ur awake other players can unbind, break shackles, or unlock/pick shackles and remove blindfolds and gags on another pc if that pc has nosave subdue/arrest on or is asleep. seated/resting vics get a big penalty to resisting those attempts gagging can only be attempted if the resisting vic is sleeping, subdued, or already bound by the wrists. nosave vics will be gagged regardless binds can be broken out of/surpassed or not based on the quality of the items against the vics str agi + sleightofhand skill. if sleightofhand or agi checks thru they can escape w/o breaking the binds. only str is rolled in for breaking out of lockable shackles, and with high-quality shackles made of stronger materials pick is ur only option. limit production of these to law or slaver orgs after picking or unlocking shackles they stay on along with the penalties until they are physically removed by the vic or another pc via nosave subdue/arrest. when a law pc (or some criminal lucky enough to acquire the law shackles) successfully binds someone with shackles they automatically lock when wrists are secured ur char cant get items from worn or held containers or draw weapons etc w/o using palming, which should be reduced in skill when wrist shackled and incur a little mv damage when it fails. a more observant shackler may notice if the vic been really exerting themselves when they were left alone. if ur wrists are bound shackled u can still can pick up items from the ground but ur item inventory limit is reduced bigtime. if u have a weapon or hard/sharp object in ur inventory u can hold or dw it for defense or for an extra boost to breaking ankle shackles. blindfolds and gags can be removed by the vic unless they are wristbound (playability over realism here) or subdued shackles or binds can be applied to wrists or ankles as separate wear locs (binding the wrists or binding the ankles). same possibly with gags and blindfolds (over mouth and over eyes) for playability and multifunction purpose (being able to be blinded and gagged). alternate idea for gags and blindfolds is just adding two extra 'on face' slots that can be used for any object. if slots are taken by other items, can be removed when awake and resisting (nosave steal) vic is subdued (not sure if code supports this yet) or wristshackled if their ankles are shackled or bound they will almost always trip when attempting to run (drunk code at max, say) and sneak skill is neg effected. if wrists arent also shackled vic can untie binds and break ankle shackles more easily using blunt or sharp objects depending on quality and material of shackles or binds. all attempts take off movement pts and even more for trying to break shackles if vic is seated or resting give them adjusted drunk code for standing, with it being more difficult if both wrists and ankles are bound. being blindfolded adds to this penalty. use agi in the save throw Cross-quoting this because i'm stealng these ideas.
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