Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Orin

Pages: [1]
1
General / Idle chatter
« on: June 21, 2017, 05:29:21 PM »
I'm getting a kitchen remodel over the next week or so.  They forgot my lazy susan on the invoice, though... so I called to complain.  Apparently they just didn't order it, but oddly enough there was one in stock but not assembled.  We get it for free due to their oversight.

Woohoo, new kitchen.

2
Game Design / MUD prompt system - numeric or not?
« on: May 01, 2017, 05:08:37 PM »
Many MUDs have a prompt system which allows the user to quickly determine their character's health, mana, stamina, or other methods of determining various statistics.  In some situations we see prompts like:

hp 100/100, mana 98/100, move 55/100>

and in others we see:

<**** / ^^^^^^ / ||||| / hidden>

What is your preferred prompt type? Would you rather have a game give you a numeric value eg. Dungeons and Dragons hit points, or more of a health "bar" giving you just a gauge of how healthy or alive your are?

3
Game Design / Should all things have an ending?
« on: April 25, 2017, 03:12:43 PM »
Just like a good book, should an RP MUD have an ending so that it doesn't grow stale?

I feel like in some MUDs I have played on, I have seen the story slowly degrade over long periods of time.  At a certain point it feels as if the game world suffers, and leads to a lack of quality roleplay.  Closing shop, giving one last important event or plot, and allowing the players to see the end of the game seems like a pretty awesome thing to do.

That isn't to say the game world could not be remade at some point with a newer plot, in a different time, or in a parallel universe.  Who knows?

What are your thoughts on this?

4
General / Python programming 101
« on: April 24, 2017, 11:31:22 AM »
Python is one skill that I find a lot of IT positions would like their new hires to have.  I have some very novice/intermediate understanding of programming and have written a few Python/Powershell scripts for various places I've worked in the past few years.  I've decided to deep dive into Python, both to further my IT skill set and perhaps start contributing some code to the games I'd like to build.

I've started to run through Learn Python the Hard Way (v3), and Automate the Boring Stuff.  Besides these two very common courses on learning Python, are there any others that you found helpful?

5
Roleplay Culture / Rewarding RP in tabletop games
« on: April 19, 2017, 07:04:04 PM »
I run various D&D games and like to reward players for exceptional roleplay.  For example I have a campaign where players are essentially pirates.  The other day they made one of their own walk the plank, leaving him in the sea as they sailed away.  One of them had chummed the water ahead of time to draw sharks in as well.

For exceptional roleplay in a tabletop game, how do you reward players besides just handing out XP? In a 5e campaign I'd give some inspiration points, but this is a 3.5e game, so I'm a bit more limited in what I can do.

6
General / Optional Realities Meetup
« on: April 14, 2017, 10:34:58 PM »
If one of us was to spin up an IRC server for a meetup, how many users would be interested in joining?

7
General / Stocks you're watching
« on: April 14, 2017, 01:18:01 PM »
So it sounds like Jeshin used to be big time with trading in the oil markets.  I've never had much luck with picking stocks until recently when I decided to say, "fuck it I'm just going to play around."  I have always been a big advocate for Bitcoin, and found a couple penny stocks that looked undervalued which were operating with a focus on Bitcoin.

OTCMKTS:BITCF
OTCMKTS:MGTI

I bought in to BITCF when it was at 0.05 a share, sold at 0.36... I have a problem with trying to call the peak and bottom apparently. 

In any case, are you watching any stocks?

Got any idea on how the markets are going, or did you find an article you felt was worth sharing/discussing? Post it here!

8
Text-Based Games / [Pitch] ASOIAF RPI
« on: April 13, 2017, 04:20:47 PM »
Following Jeshin's format:

Name: Winter is Coming
Core Theme: A song of ice and fire (Game of Thrones)
Sub Theme: Territorial disputes (Siege of other House's castles, raiding of their economic builds)

Setting: Winter is Coming is a permadeath RPI setting in the A Song of Ice and Fire world by George R.R. Martin.  Players typically would start out as commoner class guilds which are common in most MUDs.  These guilds (warrior/soldier, thief/spy, ranger/raider, merchant/crafter) are very much the building blocks of the nobility class.  The noble class runs various regions of the game world, and are always vying for control of more land and resources.  While the nobles can build various buildings, NPC armies, and improve the region, without the commoner classes backing them their region will fail and they can be easily overthrown. 

Location: The game would start between two sections of Westeros, likely the Vale of Arryn and the Riverlands.  This would allow players to war against an opposite nation and for staff to build out further locations, documentation, lore, and so on.

Feature List: Economic/nation building, war and pvp -- buildings built by nobles may start as things like farms, houses, barracks, mills, blacksmiths, mines, banks, markets, and other typical functions of a real world economy.  Each of these buildings provide commodities such as food, wood, metals, weapons/armor, luxury goods, and of course taxes.  With all of these commodities you would be able to perform actions such as increasing your population of workers (requires food/housing), increasing your militia/army (with food/barracks/tax money), and so on.  As your nation is built up, you can send NPC armies out to protect your lands or raid other regions.  Commoners such as soldiers can use these armies to defend, attack, or blockade areas in game.  Other classes have distinct job roles they can perform to help build their nation up, and all classes have a purpose to that end.

Playstyle: The code provides a basis for groups to work together to an end goal.  Within this idea I see strategic resources becoming a flash point between nations (if you only have one iron mine, you can only build so many pieces of armor) and smaller battles occurring frequently.  Playing a merchant or noble may allow for those who want to tavern sit and focus on RP a chance to do so, planning strategic attacks on their enemies or betraying those around them for personal gain.  Playing a more commoner class allows those who enjoy combat, PvP, and exploration a world to fight over.


Note: As the game starts it would likely focus mostly on nation building, bug fixes, balance issues, and further building.  Staff would permit players who have proven themselves as being able to roleplay chances to play higher guilds and sponsored roles.  They would also have the ability to enact world events such as famines, floods, disease, raiders (random NPC's which make keeping your nation safe rather difficult), and maybe even a magickal calamity or two.  All of the game world events would take place before the War of the Five Kings.

9
Game Design / MUD Codebases
« on: April 12, 2017, 04:44:49 PM »
Mostly to discuss various codebases for community visibility and so that any potential mud admin has a resource to look over before deciding on their foundation.  There are a lot of them out there! Some are deprecated in favor of others, some are abandoned, and still others are in use years after their final commit. 

What codebase is your favorite to work with or play on?

Is there a specific codebase you would recommend, or warn to avoid?

What codebases are actively being worked on, whether public or private?

10
Text-Based Games / What are you currently playing?
« on: April 12, 2017, 03:29:08 PM »
What MU* are you currently playing, or would like to get into? Has something recently piqued your interest? Has an old game suddenly become filled with players again? Let's hear about your experiences today.

As of right now I'm not focused on any RPI's, but have played various hack and slash casually in the past month or so.  Aardwolf is always a good destination for that type of gameplay due to the large playerbase and content.  I've also popped on to the old Federation 2 game, which is mostly about leveling up due to monetary gains.  It's interesting in that I've never seen another MUD offer a speculation/trading system, and one of the levels you actually have to speculate on various commodities to get to the next rank.

11
General / A Song of Ice and Fire
« on: April 11, 2017, 09:28:56 PM »
We're still waiting for the Winds of Winter.  Today, GRRM decided to tweet a couple interesting tidbits.  His publishers are asking him to do some new stuff!

https://mobile.twitter.com/GRRMspeaking/status/851854175805878272

as well as the usual celebrity rants

http://i.imgur.com/E2M4HMM.png

At least he's in good spirits and able to make jokes about himself still.  No ETA on the next book, but I'm hoping sometime in 2018.  Any thoughts on when/if it will happen?

12
Game Design / Unwritten policies
« on: April 11, 2017, 06:14:11 PM »
ArmageddonMUD recently went through a turbulent time period where several players were banned simply for having a user account on another shadowboard.  Staff's complaint was that the users of this board participated in attacks against their game and community, though one could argue that not all banned players fit their assumed profile.  One bad apple can ruin a bunch.  While I won't go into discussion on the legitimacy of the shadowboard, I would like to know what others think about unwritten policies.

If staff members don't clearly state that it is against their rules to engage in certain behavior, is it still alright to enforce it? Should the first reaction to such behavior be a ban, or is there a better solution?

Pages: [1]