Jeshin
GDB Superstar
Posts: 1,516
|
LabMUD
May 26, 2015 23:30:15 GMT -5
Post by Jeshin on May 26, 2015 23:30:15 GMT -5
|
|
Deleted
Deleted Member
Posts: 0
|
LabMUD
May 27, 2015 2:48:03 GMT -5
Post by Deleted on May 27, 2015 2:48:03 GMT -5
That sounds really over-complicated and completely dysfunctional for common gameplay. I guess final judgment will have to wait until it has been experienced in practice, but it looks far too convoluted, with an over-emphasis on fast command input and reaction to information, i.e. a scripter's dream and a newbie's nightmare. It also sounds horrible for casual PvE combat, although there could be a simplified mode for that.
The balancing factor of RPI combat has always been that while experienced players might have an advantage due to knowing the code, their characters' combat performance isn't determined predominantly by the player's skill with the game engine. It sounds like this system will be the exact opposite. It sounds like a system where combat is a semi-OOC competition that inexperienced players have no chance in.
This looks like it should have been a specialized system for showy 1v1 duels between characters played by players who have knowingly made characters that are likely to engage in this form of combat. For regular soldiery and hunting, it looks like something I wouldn't wanna touch with a ten foot pole. A text-based medium needs the largely automated nature of MUD combat for everyday purposes and larger fights.
|
|
Jeshin
GDB Superstar
Posts: 1,516
|
Post by Jeshin on May 27, 2015 9:04:34 GMT -5
It is worth noting (in Japheth's defense) that FutureMUD and by extension LabMUD are an engine. LabMUD itself is a self-proclaimed testing ground and showcase game for the FutureMUD engine which is supposed to be capable of supporting both complex and simplified combat. Now I haven't spoken to Japheth specifically about what kind of combat support he's offering but from an engine perspective I'm sure there will be some way to streamline/simplify combat on games that don't need the level of complexity he's trying to test.
And if I'm wrong and Japheth thinks that the proposed combat engine is viable, well so what? LabMUD is meant for feedback anyway so if you play it and hate the combat engine, let him know, provide that feedback, and hopefully/maybe he'll change it.
|
|
|
LabMUD
May 27, 2015 11:42:28 GMT -5
via mobile
Post by pinkerdlu on May 27, 2015 11:42:28 GMT -5
Sounds like shit
|
|
|
Post by jcarter on May 27, 2015 12:21:41 GMT -5
I didn't think it sounded convoluted, it was just laid out in a paragraph format instead of being broken down into a bullet list.
Major aspects seem to include Stance/Strategy - aggressive/neutral/defensive/etc Adjustable fighting prowess - Fight poorly with penalty or fight at your best Target and guard mechanics - guard person/object Distances - Near/medium/far/etc Special moves - Like kick/bash/disarm Spells/buffs that can interact like moves or provide special bonuses instead of cast fireball hit target, closest analogue in my mind being how wand items get used Location-dependent variables - Kick dirt move in a sandy room,etc
A lot of these concepts the Arm pbase has asked for or are standard in MUDs with some twist on them.
|
|
|
LabMUD
May 27, 2015 16:36:20 GMT -5
via mobile
Post by lyse on May 27, 2015 16:36:20 GMT -5
This is why MUDs need a PR person.
|
|
Deleted
Deleted Member
Posts: 0
|
LabMUD
May 27, 2015 17:08:40 GMT -5
Post by Deleted on May 27, 2015 17:08:40 GMT -5
Interesting. I'll try my best to quit logging in as a guest and compulsively hoarding/collecting clothes. I'm sorry.
It WILL happen again.
|
|
Jeshin
GDB Superstar
Posts: 1,516
|
LabMUD
May 27, 2015 17:30:16 GMT -5
Post by Jeshin on May 27, 2015 17:30:16 GMT -5
Why do MUDs need a PR person? I mean I -agree- but what specifically about this makes you say that? Is it Japheth's manner of engagement with the people interested in LabMUD/FutureMUD. Is it the way he presents information in his posts which may not be the most reader friendly? Is it all of these?
|
|
|
Post by lyse on May 27, 2015 18:53:07 GMT -5
Why do MUDs need a PR person? I mean I -agree- but what specifically about this makes you say that? Is it Japheth's manner of engagement with the people interested in LabMUD/FutureMUD. Is it the way he presents information in his posts which may not be the most reader friendly? Is it all of these? The real answer is a very long one. I understood what he was trying to say just fine and I didn't see any of it as a bad thing as it was written. The short answer is technical people aren't usually people people. I'm just saying in general a PR person should be a thing. Reading his post, then the reactions on here reminded me of that.
|
|
Najniaj
Clueless newb
Information please
Posts: 103
|
LabMUD
May 27, 2015 19:47:44 GMT -5
Post by Najniaj on May 27, 2015 19:47:44 GMT -5
I disagree, though it's a little bit of everything Jeshin mentioned, usually. Every mud is a community built around a platform being built and maintained by a group of people. Every community interacting on a platform provided to them needs to be able to communicate with the people providing said platform. People with a working knowledge of 'how' to communicate alleviate stress on both sides, making communication easier and both sides happier. This pretty much covers every community ever formed by man, starting at organized government and working our way down to a 5th grade classroom. (It's also why MUD/Game community forums sometimes bear frighting resemblance to both)
People who specialize in communication are a positive addition to any group without them. It's a no-brainer. (A wise man once told me, 'The first professional wasn't a prostitute, it was a pimp'.)
|
|
|
Post by topkekm8s on May 27, 2015 21:57:54 GMT -5
I'm pretty positive
|
|
|
LabMUD
May 27, 2015 22:24:31 GMT -5
via mobile
Najniaj likes this
Post by lyse on May 27, 2015 22:24:31 GMT -5
So you pretty much agree with what I said, but said it in a longer way.
|
|
aread
staff puppet account
Posts: 14
|
Post by aread on May 27, 2015 23:05:48 GMT -5
MUDs are a game, and like any game, if you want players, you need to sell it (not in a monetary way)
People play games that sound FUN. To MUD aficionados who will read walls of text this may not be an issue, because you understand from other games/research what is being talked about. But lots of other people are going to treat it like a sale's pitch, they're going to skim and judge. In a game like this, with a major feature being laid out before the full release, it's people's chance to look at how the game is going to play and why they should be interested. It's the equivalent of watching a demo at an expo or during an interview without polish for the textures and animations. It may be the coolest thing but it's going to look bad. Which is why something like this needs good communication to attract a playerbase. If players think something looks dumb, they'll go in with a bad perception.
|
|
Najniaj
Clueless newb
Information please
Posts: 103
|
LabMUD
May 28, 2015 6:46:32 GMT -5
Post by Najniaj on May 28, 2015 6:46:32 GMT -5
I said it wasn't. If I do, than what's the problem? You said so yourself...
|
|
|
LabMUD
May 28, 2015 6:57:05 GMT -5
via mobile
Post by jcarter on May 28, 2015 6:57:05 GMT -5
I don't think muds NEED a pr person, especially because there's no real way of vetting it without turning a volunteer position into a bureaucratic job interview. I just think japheth should note the response and try to reorganize how he writes in the future to avoid what are imo knee jerk responses to the format and not necessarily content.
|
|