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Post by armqwerty on Feb 21, 2013 21:26:13 GMT -5
It's dudes like Psi that make me uncomfortable when I PK. Never know how psychologically stable the person behind my victim is.
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bmj2
Clueless newb
Posts: 81
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Post by bmj2 on Feb 21, 2013 23:13:06 GMT -5
It's dudes like Psi that make me uncomfortable when I PK. Never know how psychologically stable the person behind my victim is. Seen someone that had such a mental issue after he was PKed that he griefed over his next three pcs on his killer.
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mood
Displaced Tuluki
JOHN DARNIELLE #1 FANZONE
Posts: 335
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Post by mood on Feb 23, 2013 15:47:20 GMT -5
I think he posted once or twice he had a girlfriend but I can't imagine that's very fulfilling. What, you mean Ourla? B) also he plays jesus rock in a church band lol.
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gibb
staff puppet account
Posts: 15
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Post by gibb on Mar 19, 2013 20:34:12 GMT -5
Psi,
I don't think it's fair to say that all the staff are bad. I do agree that there are some people on staff who probably shouldn't be there -- but there are also some pretty solid people on staff. Also, you can't blame this game for not writing 2 or 3 novels. If you want to write a novel then buckle down and start writing one - this game isn't stopping you.
From a coding perspective, small improvements have continued to be made even in recent years. And a lot of game changes are the result of player feedback. I think the whole process could be open sourced more than it is but I still think it's a step up from what most MUDs have.
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Post by jcarter on Mar 19, 2013 20:57:59 GMT -5
I think the whole process could be open sourced more than it is but I still think it's a step up from what most MUDs have. I can't speak for what most MUDs have, but the couple of other RPI MUDs I've checked out have had way more responsiveness in coding and adding new features. I looked at the GDB board and the biggest code news now is that they're removing trap and every instance of flash powder from the game as well as retconning the history of it, something that wasn't even done with kanks. Oh yeah, and the new Armageddon engine that's apparently been in development for over 12 years. In respect to other games and engines, Armageddon is terrible. I don't think I've seen another MUD with cruder crafting system than Arm's. The combat system is completely lackluster in every way imaginable; it boils down to two people autoattacking and occasionally trying to kick, disarm, or bash if you're daring enough.
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gibb
staff puppet account
Posts: 15
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Post by gibb on Mar 19, 2013 21:09:30 GMT -5
"Oh yeah, and the new Armageddon engine that's apparently been in development for over 12 years." Lol. Yeah that was pretty sad. "Oh that's a good idea -- that will work correctly in arm 2". There was no arm 2. I want my cake now . Brand new muds are probably THE best about taking in feedback for changes. But I still think that arms code base slowly but surely improves. And the fact that it is still being worked on after 20 years is saying something. Morgenes has made quite a few positive changes to it over the last couple of years.
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blargle
Clueless newb
Beast Master
Posts: 63
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Post by blargle on Mar 19, 2013 21:23:52 GMT -5
You have to give them credit for staying the course, I think. Maybe not everything is lollipops and sunshine but when is it ever? Would it be great for a shiny new code base with a bunch of amazing whiz bang features? Of course, but these are volunteers here. They don't get paid, they probably do it because they love it. It is impossible to always see eye to eye on every matter and with every person but I think they deserve the benefit of the doubt.
Am I trying to imply that they can do no wrong and they are right all the time? Hell no, but then again these are people, not robots. They seem to want to get more in touch with the player base by discussing the possibility of having a community chat every few months, I think that is a positive step forward.
This is from the perspective of a player who started playing back before karma even existed, but went long stretches of time in between playing. So I consider myself a new player. I've had maybe 3 or 4 characters since that half giant ranger I started with. So maybe I haven't played enough to get burnt out or burned by the staff, so my view on it all is generally positive.
I like this site because I do think Arm should be a little bit more transparent about how things work. I understand the desire to keep it mysterious and what have you but, really, why should anyone have to play for years (probably an exaggeration?) to learn what skills branch, or how x effects y.
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Post by jcarter on Mar 20, 2013 11:34:57 GMT -5
You have to give them credit for staying the course, I think. Maybe not everything is lollipops and sunshine but when is it ever? Would it be great for a shiny new code base with a bunch of amazing whiz bang features? Of course, but these are volunteers here. They don't get paid, they probably do it because they love it. It is impossible to always see eye to eye on every matter and with every person but I think they deserve the benefit of the doubt. I don't think I'm asking for the world here when I criticize the staff and the coding base for things like brew, which has been a broken mess for 10+ years. Even if they wanted to make a quick fix they could have turned it into a crafting skill like every other. The 'quest' system of mining and gathering salt is so incredibly simple that it probably took less than an hour to script, for anyone who's actually messed around with MUDs before. Instead of having people mine shit 5 rooms away from the gates of Allanak, why not randomize the stones that the templar wants in order to actually force the pbase to move into different areas and interact? Yeah it's volunteers but come on, some of this stuff is so simple that it could be done in an afternoon. At any point in time there's at least 10-12+ people on staff for a game that generally has a peak number of 40-50 people online. The problem has nothing to do with time commitments, it has to do with mismanagement. I can't find the exact quote on one of the Arm facebook pages, but Shalooonsh complained about how it was an incredibly uphill battle just to get one of the d-elf tribes to be pointable from the Hall of Kings. That's an issue caused and exacerbated by piss-poor administration. I'm not sure what you mean by 'staying the course' because from everything I've seen they haven't, most notably starting with the humiliating failure of Arm 2. Over the course of a decade, some policies have radically changed. Some for the worst (less overarching plots, no new clans, no more upward movement for templars, nobles, merchant house family members) , and some for mixed reception such as skill levels now visible. I definitely agree Morgenes is a positive force in the game and I agree that he's made some positive code changes (extended subguilds + magicker subguilds after how many years?) but at the end of the day it's one guy wading through all the bullshit.
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blargle
Clueless newb
Beast Master
Posts: 63
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Post by blargle on Mar 20, 2013 13:05:12 GMT -5
Well I wasn't really commenting on a specific member of staff or group thereof but I mean, the game has been around for over two decades now right? That is an accomplishment in and of itself. I suppose I mean to give some credit for longevity. Most muds just kind of dwindle away and die out, for some reason, whatever it may be, Arm has managed to not do so thus far. So the staff, over the years, must have been doing something right. It also seems that there is some overarching plan, or idea that has, maybe not always, but for the most part been kept in line with? So staying the course might have been the wrong way to phrase that.
I agree with you that there are many seemingly small little things that could and probably should be changed or implemented. Maybe these are some of the things that could be brought up during the community chat sessions in a constructive manner? Maybe most of the staff recruiting has been focused on the support roles rather than people who actually know how to code? This is probably understandable because I imagine keeping track of and managing clans is pretty time intensive, and a vital role to keep the mud functioning.
As for Morgenes, it does appear as if he does get the most useful shit done compared to the multitude of other staffers. I don't know if the credit lies solely with him or if he is just the public face of a collaboration of work (see this is where the transparency bit suffers again).
There seems to have been drastic changes to the staff of the mud since Arm2 went into production and subsequently crashed and burned. Do you think the administration of the mud had gone to shit before that, during, since, or has remained the same?
Do you have links to posts where they explicitly state the policy changes you've mentioned? Or are you referring to anecdotal experiences?
I've read somewhere recently, might have been here or on the official boards that the staff has decided to put more emphasis into what the players do to drive events, rather than driving them from the top down. I can see pros and cons for this approach just as I can see them for the opposite approach. However I do not think it is good to go all in with either approach, there should be some middle ground. If they really have decided they are not going to try to drive events at all and take a totally hands off approach then yeah, I could see that leading to stagnation and that isn't very good policy.
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Post by jcarter on Mar 21, 2013 10:34:04 GMT -5
Well I wasn't really commenting on a specific member of staff or group thereof but I mean, the game has been around for over two decades now right? That is an accomplishment in and of itself. I suppose I mean to give some credit for longevity. Most muds just kind of dwindle away and die out, for some reason, whatever it may be, Arm has managed to not do so thus far. So the staff, over the years, must have been doing something right. It also seems that there is some overarching plan, or idea that has, maybe not always, but for the most part been kept in line with? So staying the course might have been the wrong way to phrase that. I understand what you mean now. I disagree that Arm's longetivity is due to the staff doing things right. imo it's only lasted this long for three main reasons: 1)Someone was willing to run the game (kind of a no duh thing) 2)Staff maintained the same formula. Harsh world, two opposing city states, permadeath, roleplaying intensive, magick is rare. 3)The most important - the playerbase is overall good at making the most of what they have. That kept things alive but at the same time let the world grew stale. There's only so many times you can make a warrior and have them in a merchant/noble house/Byn and have it still be interesting because, in general, the experience isn't really going to change much. Still a list of "chores", the occasional mission or whatever, and some politicking. What makes it pop is what players you get surrounded by, and how they mix into the formula. Whether your boss is a dick and you want to backstab them, or you get into a rivalry with another person, whatever. It's the players that actually make the roles interesting because the codebase and setting have become stagnant that it's the only change you can ever expect to see. The pbase has been vocal about a number of things. Some were receptive, some weren't. I can't speak for others but I personally haven't found Nyr to be receptive to feedback or criticism, especially once his mind is made up. Looking through a handful of GDB threads, you'll find his approach is to dig up a discussion from 2007 and huff out a "ugh, we've already discussed this before guys" and then lock the thread. I think it's silly to have to butt heads over a passing hobby at best, especially when there are other alternatives and more important things to worry about. As you can tell, I have very different opinions on how things should be. I think that the present way the game is run, requiring weekly updates and having constant supervision over clans, is just a waste of time and that the effort that's used to send e-mails send requests back and forth about character updates could be better focused elsewhere. Yeah I like Morgenes and he seems to be one of the few people that actually enjoys working on the game and having fun with it. Unfortunately, one person doesn't undue the massive amount of time wasting spent hemming and hawing over discussing trivial changes that could be added to the game; see the Shalooonsh example while above. I'm sure there's plenty more, and if bmj2 wants to chip in with their experiences I would be interested in hearing it. I think it takes a certain kind of person to actually volunteer to staff a text-based game. The ones who actively seem to enjoy the game, the atmosphere, and interacting with the pbase and enhancing the experience (Vendyra, Shalooonsh, plenty of others I'm forgetting) seem to get burned out pretty quick and leave. On the other hand, you have people that are absolutely powerless dweebs in real life. I think I brought over the post by Narlacc that described his first meeting with Nessalin - online he was abrasive and had no problem speaking his mind, at the Arm Imm Meeting in real life he's a soft-spoken dork. You also have Vanth, who is a fucking whackjob. I found her blog a while back and she considers herself a "sex worker activist". She had these long, rambling posts about white male patriarchy...one of them accused white men of being against street hookers and prostitution because of the stereotype of pimps being black and white men can't stand the idea of black men controlling white women. IIRC that blog post also started with something along the lines of "White men are the most frequent visitors of sex workers. I don't have the exact figures to back that up, but that's what anecdotal evidence has told me". And oh lord, Nyr. A broke, frail redhead that spends how many hours per week heavy-handedly moderating a small message board in addition to his other "duties" as producer of a text based game with an average of less than 50 people online at any given time. People like that don't administer a game for nearly a decade because they're looking to create something cool and have fun playing with other people; they're doing it because it's the only place where they feel like they have actual power and control over their own lives and others. This is their corner of the world that they've carved out and said this is my castle and I am the king. It's kind of inevitable though with MUDs in general. I don't have links off-hand and I suck at searching but everything I mentioned is official policy. I personally don't have a problem at all with imms taking a hands-off approach towards the game and letting players be the main drivers of plots, as they have put down on the GDB. It's a really cool idea in concept, but here's where players get annoyed: if staff are going to have them be the movers and shakers, then they want support. If I'm creating a clan from the ground up, then yeah I want support to take the money my clan made or had invested from outside parties and use it to rent out one of the many unused multi-room apartments in Allanak as our headquarters. I don't want to go back in forth for 10 months and jump through hoops just to get things done. As an example, the Guild bar in the 'Rinth had its door that led to the clan safehouse burn down and replaced with a "curtain". For at least 5 months the Guild boss tried to replace it with an actual door, including gathering up the raw wood and putting them by the door. Nothing ended up getting done. For a game that's supposed to be player driven, that sure is a whole lot of effort just to get an object called "curtain" renamed to "door". This kind of thing has been brought up on the GDB before, and it gets handwaved with canned answers like well you actually didn't jump through enough hoops or whatever. Anyway that's a whole lot of words for things but it summarizes my views on the game and state of things pretty well. For what it's worth I enjoy these discussions and this board in general because it's like watching a 'behind the scenes' documentary or doing a post-mortem analysis.
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