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June 10, 2008

Hello. Just registered here.

 

I primarily play DiscworldMUD, but sometimes I play others, such as RetroMUD. Although DiscworldMUD is the MUD I have played the most. 

Keywords: discworld, discworldMUD, first post, mud, New, register

Posted by Jake Shirley | 0 comment(s)

June 09, 2008

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Keywords: alphawolf, game, game host, host, online, wolverine

Posted by Wolverine88001 | 0 comment(s)

May 24, 2008

this roleplay log is from abandonedrealms.com

 

 

Title: My name is YOSHIMI
Date: 30/11/2007
User: Not shown.
   
 
[    Human
	
] Aplaro Hastaefeldt the Berserker
^^===== This guy is the reason I had to have this discussion.

Oh. And if you see Pinnalia in the game, call her Yoshimi.

-------------------------------------------------------------

Yoshimi says in a very soft voice, 'Well, whoever complained is right.'

Yoshimi says in a very soft voice, 'My name is the name of a song.'

You peer around yourself intently.

You tell Vanisse 'Is it all right to go out of character in this explanation?'

Vanisse says 'Well...you could still be about a song, but with a different name...'

Vanisse nods.

Yoshimi says in a very soft voice, 'It's called Yoshimi Battles the Pink Robots.'

Vanisse blinks innocently.

Yoshimi says in a very soft voice, 'And a lyric in it is that she's working for the city.'

Vanisse says 'Pink robots??'

Yoshimi says in a very soft voice, 'Hence an application to Justice.'

You nod.

Vanisse says 'Pink??'

You nod.

Vanisse boggles at the concept.

You agree absolutely.

Yoshimi says in a very soft voice, 'It's a good song too.'

Yoshimi says in a very soft voice, 'Anyway. That's my namesake.'

Vanisse says 'Hmm.'

Vanisse falls down laughing.

Yoshimi says in a very soft voice, 'My pet is also along the same lines.'

You pat Zaireeka the white quartz tiger on its head.

Vanisse says 'A pink robot?'

Yoshimi says in a very soft voice, 'That's the name of one of their albums.'

Vanisse says 'Oh.'

Vanisse boggles at the concept.

You sigh.

Yoshimi says in a very soft voice, 'My friends thought it would be interesting if I made Yoshimi, applied to Justice and named my pet Zaireeka.'

Vanisse falls down laughing.

Vanisse says 'Well, you can keep the pet, but you'll have to get a name change.'

Yoshimi says in a very soft voice, 'Keira kept her name.'

You whine to anyone who will listen to you.

Vanisse says 'Wasn't me.'

DAMN! You snap your fingers.

Vanisse chortles mischieviously.

Yoshimi says in a very soft voice, 'Well. I think I'll disappear until whoever complained rage deletes and this all blows over.'

Vanisse says 'Don't worry, we'll have a note written to all so people will still know who you are.'

Yoshimi says in a very soft voice, 'Can I do that?'

Vanisse blinks innocently.

Vanisse falls to the ground and rolls around laughing hysterically.

Vanisse says 'No, unfortunately not.'

Yoshimi says in a very soft voice, 'It is quite probable that I will have to depart suddenly and without warning.'

Yoshimi says in a very soft voice, 'Such is the nature of my activity these days.'

Yoshimi says in a very soft voice, 'Could you at least tell me who complained?'

Vanisse says 'Aplaro'

Vanisse shrugs helplessly.

You sigh.

Yoshimi says in a very soft voice, 'I give him two weeks at most before he rage deletes.'

Vanisse snickers softly.

Yoshimi says in a very soft voice, 'Can't we wait til he goes away?'

Vanisse says 'That'd be against policy, and I'd be a very bad girl.'


Vanisse shakes her head.

You sigh.

You think long and hard about the issue.

Yoshimi tries to come up with a cunning way to get out of this predicament without getting banned.

Vanisse snickers softly.

Yoshimi says in a very soft voice, 'You see. The name fits me very well.'

Vanisse shrugs helplessly.

Yoshimi says in a very soft voice, 'It's like taking away the soul of a person.'

Yoshimi says in a very soft voice, 'Can't I appeal to your half-evlanity?'

Yoshimi says in a very soft voice, 'Half-elvanity rather.'

Vanisse blinks innocently.

Vanisse says 'I don't have vanity!'

Vanisse glares around icily.

Yoshimi says in a very soft voice, 'You know, like humanity except half-elvantiy.'

Vanisse says 'Oh.'

Yoshimi says in a very soft voice, 'I wasn't calling you vain.'

You sit on the soft cushions covered with books.

<HERALD> Odile the Crier gossips 'Cateroth has been barred for breaking the peace code of the tavern!'

Yoshimi says in a very soft voice, 'Is there any way at all I could retain my name?'

Yoshimi gossips: 'Good job Cateroth.'

Vanisse says 'You could keep it as a last name.'

You think long and hard about the issue.

Yoshimi says in a very soft voice, 'That's not as good.'

Vanisse says 'Compromise though.'

Vanisse shrugs helplessly.

Yoshimi says in a very soft voice, 'This is such a bother.'


Vanisse agrees absolutely.

Yoshimi says in a very soft voice, 'You know, someone once said that circumlocution is like the fig leaves that cover the disagreeable part of politics.'

A bolt from the heavens streaks past.

You cringe in terror.

Vanisse looks around and whistles innocently.

Yoshimi says in a very soft voice, 'What was that?'

Yoshimi says in a very soft voice, 'But as I was saying.'

Yoshimi says in a very soft voice, 'As you can see by my circumlocution, this is disagreeable politics.'

Vanisse says 'This isn't politics. This is me enforcing the rules of the realms.'

Vanisse says 'And you talking a lot to try to get out of it.'

Vanisse pats you on your head.

Yoshimi says in a very soft voice, 'Indeed.'

Yoshimi says in a very soft voice, 'How about this.'

You think long and hard about the issue.

Yoshimi says in a very soft voice, 'I have an idea for a compromise.'

Vanisse raises an eyebrow.

Yoshimi says in a very soft voice, 'I keep Yoshimi as my last name.'

Yoshimi says in a very soft voice, 'Choose another first name.'

Vanisse nods.

Yoshimi says in a very soft voice, 'And after this discussion get inducted into Heralds.'

Vanisse falls down laughing.

Yoshimi says in a very soft voice, 'What do you say?'

Vanisse falls to the ground and rolls around laughing hysterically.

Vanisse says 'Heralds?'

You agree absolutely.

Vanisse says 'Why Heralds?'

Yoshimi says in a very soft voice, 'Because I don't see Vhrael.'

Vanisse says 'I thought your whole life was about Law and Order.'

Vanisse says 'Bleh'

Yoshimi says in a very soft voice, 'When my first name was Yoshimi, it was all about Law and Order.'

Vanisse beats her head into a nearby wall.

Yoshimi says in a very soft voice, 'But changing a name is a big deal.'

Vanisse says 'And last name means time to write boring poetry?'

Yoshimi says in a very soft voice, 'Not boring poetry.'

Yoshimi says in a very soft voice, 'Why are you belittling your own coterie?'

Vanisse says 'It's the generic thing we get.'

Vanisse shrugs helplessly.

Yoshimi says in a very soft voice, 'That's my suggestion for compromise.'

Vanisse blinks innocently.

Vanisse says 'Why do you want to be a Herald?'

Vanisse says 'And, Heralds kind of needs active members, we're inactive enough as it is.'

Yoshimi says in a very soft voice, 'Because I wish to serve the city.'

Vanisse says 'They don't really serve the city.'

Yoshimi says in a very soft voice, 'Well, now we're just splitting hairs.'

Vanisse chuckles politely.

Yoshimi says in a very soft voice, 'Basically, I was never an orphan.'

Yoshimi says in a very soft voice, 'And I never broke the law and got talked to by a guard.'

Yoshimi says in a very soft voice, 'Now that my first name is Pinnalia, I was raised by two loving parents.'

Yoshimi says in a very soft voice, 'Who educated me in the way of the pen.'

Vanisse blinks innocently.

Vanisse beats her head into a nearby wall.

Vanisse says 'You can't do that.'

Cateroth yells 'MOO!!!'

Yoshimi says in a very soft voice, 'And encouraged me to become a Herald.'

Vanisse yells 'Poo!'

Yoshimi says in a very soft voice, 'Why not?'

Yoshimi says in a very soft voice, 'I just did.'

Cateroth yells 'Is ent dangeroos!'

Vanisse says 'You're the same person.'

You boggle at the concept.

Cateroth yells 'Is wants to be a Hoorald!'

Vanisse beats her head into a nearby wall.

Yoshimi says in a very soft voice, 'No I'm not. My name is Pinnalia.'

Vanisse says 'ARGH'

Yoshimi says in a very soft voice, 'The name is the person.'

Vanisse says 'Name change doesn't mean the person changes.'

Vanisse says 'You still have the same background.'

Yoshimi says in a very soft voice, 'The history is attached to the name.'

Yoshimi says in a very soft voice, 'Names are powerful things.'

Vanisse beats her head into a nearby wall.

Yoshimi says in a very soft voice, 'And you immortals are always messing with them.'

Vanisse says 'Now you're just trying to get me to leave your name alone.'

You are now Pinnalia.


   
Replies:
   
Title: My name is YOSHIMI
Date: 30/11/2007
User: Kessor
Reply: LMFO THAT'S AMAZING!!! GOOOO YOSHIMI!!!!!!!!!!!!!
   
Title: My name is YOSHIMI
Date: 30/11/2007
User: hargan
Reply: lol

awesome.
   
Title: My name is YOSHIMI
Date: 01/12/2007
User: murfin
Reply: You're a poo. Don't waste my time. :(
   
Title: My name is YOSHIMI
Date: 02/12/2007
User: green
Reply: messing with Vanisse is my favorite pass time &.&
   
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Posted by animalprimate | 0 comment(s)

May 20, 2008

http://www.zalanthas.org/blogs/brideofson/archives/001417.html

None of this is set in stone yet, but I wanted to give you some idea of the concepts we're looking at.



Items:

The only truly fixed factor in determining an item's cost is its weight. For example, 2 stones' worth of any material is always worth more than 1 stone's worth.



The risk associated with gathering the resource should be reflected in its value.



In order to have ongoing demand, most finished goods and some raw materials should decay in some fashion. This would be based on material and type of item.



Some items will decay through wear and tear, like clothing and weapons. Many of these things will be repairable up to a point, however repair will have diminishing returns until eventually the item must be replaced.



Other items will decay over time, like food.



How well a crafter made an item is reflected in its value. ... a tailor of middling skill could make a high-quality simple shirt, or a low-quality fancy shirt.



Jobs:

Every settlement should have a 'job board' (this could be handled as a rumor-type system). Employers can list openings.



In general, wages will be set by the market, based on how much employers are willing to pay, and how little employees are willing to work for.



Different types of jobs will need to be handled differently. Some will be hourly pay, some contract, some based on production.



There should be a minimum/maximum wage to prevent this from getting "broken."



Risky jobs, or those requiring more skill, should pay more.



Most resource gathering will be handled through trade, by exchanging items gathered for coin. However, we'll probably need code to handle resource-gathering jobs within cities, like claypit digging.



Resource gathering within cities should pay less than doing it in the wilds, because of less risk.



(Note from Vanth on resource gathering jobs: I would actually prefer -not- to have automated, static jobs that revolve around gathering, but rather to have something like a "commodities market" in major locations where you can buy and sell these materials for a price which depends on the market conditions--supply and demand--i.e. sometimes salt brings a good price, but if everyone goes out salt gathering the price eventually falls as mass quantities of salt are stockpiled.)



There will probably also be quest-type jobs, like "go hunt down the traitor Amos." Some of these may only be available to clans (see clan economics, below)



Shops:

We prefer to see a PC-run economy, so while there will be NPC shops, they will not be able to be competitive against an intelligent PC shopkeeper. NPC shops will be able to be edged out of a specific market in these instances.



Have a "help wanted" bulletin board of some sort in a central area. Let players both post and remove their offers of employment.

-On the same BB, let players offer their services to employers, and likewise both post and remove posts.

-Let employers hire both PCs and NPCs.

-Let employers set wages, and let them choose how to pay those wages: hourly, daily, monthly, etc.

-Let employers set the "shift" hours for NPCs.

--Let NPCs get upset and quit if their shift is too long/pay too little.

---So, Amos hires NPC-Malik for 10 coins an hour for 6 hours a day. But if Amos wants his shop to be open all day long, either he has to cover the rest himself, or he needs to hire someone else to cover, because Malik won't work more than 6 hours a day unless he's getting paid 15 coins an hour.





Clan Economics:

An idea from Raesanos: Clans are merely groups of people who perform tasks. These tasks would be roughly classifiable as quests, hunts, forages, etc. The same thing independents do, but with unique opportunities and the enjoyment of working as a group. Here, quests would not only be automated (salt-buyer NPC) but also RPTs. Basically, the T'zai Byn of the current game operates under this model. Unique automated quests could exist, such as a clan who is paid to guard the automated caravans that travel the world. Net result: clans operate in the same economic world as everyone else.



No more bottomless clan cooks or magickally refilling water tuns.



Trade and Caravans:

allow for trade agreements between towns/regions

-have a master room/page where imms can easily adjust the goods and quantities traded through these agreements

--perhaps these agreements spawn caravans when it's time for goods to be delivered.



The basic tenets of Sanvean's proposed caravan system:

* Profitable travel between civilized points should require time and risk.

* An automated system that allows players to travel between cities at a reasonable cost of

time/money should be readily available.

* Prices in an area should reflect that area's scarcities and abundances or resources as well

as the overall world environment.

* This process should not create significant extra work for the builders.

The PC experience:

PCs can go to an inn and sign up for a scripted caravan that is going to the two closest

locations, paying an amount of coins that makes travel non-trivial (100-200 coins?). They

can buy space for additional cargo on the caravan. It is possible for caravans to be filled and

PCs have to wait. Two thirds of the caravan's occupants are virtual. Caravans leave every three

game hours (currently one RL hour, I believe).

The staff experience:

Staff can adjust caravans, postponing, editing, etc through a web interface. This allows them

to respond to player events as necessary as well as providing a mechanism for adjusting the

system as necessary.



Caravans will be raidable.

Posted by Raesanos | 0 comment(s)

May 19, 2008

http://www.zalanthas.org/blogs/brideofson/archives/001416.html

Had a meeting with the game on a big screen, and everyone sitting around it with their laptops, and people who weren't at the beach house joining us from home. Did this as a planning session for a major event. We materialized the staff of pontification with the drumstick of pontification.



Sat on the roof at night and chatted over the ocean sounds.



Too much Rock Band.



Had an upper staff meeting to talk about game administration stuff.



Drank a loooot of beer. A local place had an oatmeal stout that was so addictive that I almost robbed the place with a bottle opener and installed my face directly to the tap.



Did some Arm2 building on my laptop while it wasn't my turn for Mario Kart.



Got to meet a bunch of the great people who came for the first time last year or this year, which I always really enjoy, and getting to know people personally really makes working with them a lot more fun.



Hung out at the beach and pool. It was great.

Posted by Raesanos | 0 comment(s)

May 18, 2008

http://feeds.feedburner.com/~r/mudreading/~3/292876274/answerless-g

Sometimes there seems to be an interesting expectation among some of our players. These players expect every question about the game world to have a single, definitive answer. This may be a good sign: it means our game world is well-defined enough that it feels like there is an answer to every such question. The problem, of course, is that there isn’t.



There may be more too it, though. Let’s take an example question: “Would my character refuse to wear this cloak that is the color of their enemy clan?”



My answer would be “Well, that is up to you. We certainly don’t have a rule that says you must or must not, so it depends on if your character hates their enemies so much they wouldn’t even wear the same colors as them.”



Some people don’t like getting answers like that. Mostly because it doesn’t answer their question, but I think it goes a little deeper. Some people feel that unless they do what we would have done, they are doing it wrong. It is not surprising that people have this expectation: surely they have been told before that they are doing something wrong, when they thought it was a matter of opinion. That is part of the process of learning a new game and is very common even for fantastic players.



If a player is unsatisfied by this answer, a good response would be that if there was a rule about what to do in every situation, role playing would cease to exist, and you would only ever be a drone doing what the rules tell you. A lot of rules have to be guidelines rather than directions to allow for people to act as individuals in a society. Sometimes people are still unsatisfied by this answer, maybe because they still disagree, maybe because I didn’t explain it well enough, but I generally leave it at that.



There is another thing that might happen when this question is asked. Some staff member might pause, think about it, then give an answer. It might end there, but often responses like this turn into undocumented policy. If they say “Oh no, they would never do that” then the player might tell other players, and eventually the game has an unspoken rule that you never wear the colors of your enemies. The staff member may have felt this was true, but often the staff member is just giving an opinion or advice and didn’t mean to imply this should always be the case.



The trick is, in my opinion, to never tell a player to do something when it isn’t clearly documented that they must do it. Staff word is as good as documentation, as it should be. If you are giving an opinion or advice, clearly frame it as such. Saying “You don’t have to do this, but a good idea might be…” should be enough. Some people will inevitably misinterpret that, but at least you can easily explain why the misinterpretation was wrong if you said it like this to begin with.



When telling a player something that isn’t documented as true, but you think it should be, tell them that you are documenting it right then and there, then do it.



Another goal is, of course, to set the expectation that players won’t get an answer to every question. The only way to do this is to consistently not answer questions that don’t have answers, and make it clear why this happens. Sometimes that can be tough, especially as you want to use your imagination, put yourself in their shoes, and come up with some ideas, but ultimately that is the best thing for the game.

Posted by Raesanos | 0 comment(s)

April 30, 2008

Haven't managed to do a whole lot of anything other than school related stuff. Just...meh...exhaustion is the key word. Can't say a whole lot more!

Posted by Avaeryn | 1 comment(s)

April 25, 2008

http://feeds.feedburner.com/~r/mudreading/~3/277420692/rae-on-armag

I recorded a videocast where I talk about ArmageddonMUD. Sanvean of Armageddon has been doing these for awhile and I decided to give it a shot. In this episode (assuming I’m going to do more) I talk about setting up new staff members for the game and an interesting character I played years ago.



Is there anyone else in the MUD community doing these? I’d love to see videos like this about other games!



It is split up into 3 YouTube videos and is about 22 minutes long:



Part 1/3

Part 2/3

Part 3/3



And there is a discussion of the videocast going on here:



Armageddon community discussion on the videocast

Posted by Raesanos | 3 comment(s)

Well those 9 months went very fast and here we are its all over now.  :)  I have a beautrful baby girl and I couldn't be prouder!  She was born on Tuesday and now that its over you will see a few changes coming to MudDomain!  More to come...

Posted by Paradigm | 5 comment(s)

April 03, 2008

http://feeds.feedburner.com/~r/mudreading/~3/263582409/easy-supply-

A realistic economy is a goal of many MUDs. Many of the benefits of a realistic economy can be created with very little work.



Here is a simple supply and demand system. Every time a player buys an item, increase its cost. Every time a player sells an item, decrease its cost.



Voila. Supply and demand. The system works well to make high-demand items expensive and extremely common items cheap. There are just a few tweaks that would keep things working.



Tweak the settings for how much the cost is effected by each purchase or sale. You can’t assign the “right” values deterministically. It depends on your playerbase’s size and behavior, and will change over time.



Consider having the prices normalize gradually over time. That way a surge of unusual activity will be offset sooner, and items that are bought but not sold (such as consumables) will not simply increase in price forever.



Consider a minimum and maximum price. EG, do not allow an item’s cost to change to 50% less or more than its original cost. This is a good approximation of other factors not considered in the system and helps catch flukes before they cause a problem.



To expand on the system a little, keep a multiplier for object types and materials, if you have them. Start at 1. Each time a player buys or sells an item, increase or decrease the multiplier (by a small fraction). Have the multiplier effect all objects of that type or material. Now, if silver longswords are in demand, the price of silver broadswords will increase as well.



To expand on the system even more, keep these set of values separate for each city, region, or whatever granularity is appropriate for your game. Then travelling to a region where an item is more rare will yield a better payoff.

Posted by Raesanos | 1 comment(s)

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