Point taken. This has moved from a somewhat usefull debate on scripting vs nonscripting relating to majormud to only explaining something someone has no interest in having the answer to, because it then would require accepting "scripters are mudders too". A long held no no in "Normal Mud" circles and partial reason for never accepting majormud as a "real mud" environment in general.
apologies to invisigod -- but i'm not gonna let the above comment fly w/o a response.
Ripper, I've told you repeatedly: I'm not in "normal mud" circles. I played majormud far more than any other mud. I haven't played ANY mud in many years. I don't know why you keep accusing me of being some sort of outsider. I've been in this forum far, far longer than you have. :wallbang:
I just wanted an answer to a simple question of why many majormud players exclusively play majormud and won't touch other muds since they don't support megamud. So far I haven't ever gotten an answer to this question (I've gotten an answer to a lot of OTHER questions, namely ones I never asked!). I don't expect YOU to be able to answer this question, since you don't even fall into that category of megamud-zombies in the first place.
The reason I'm asking, does tie into the original question a bit. I'm trying to figure out whether I should abandon my project of recoding my bbs mud to be completely sysop-configurable open-source JS. Doing so would have allowed sysops to mod it to match majormud's interface exactly; after one ported mmud's database too, it would create a MajorMud environment with much more flexible properties (open source, no need for WorldGroup, ability to do on-line edits, ability to trade third-party modules). But I don't know if it's worthwhile to put so much time into a project that is just gonna be played by scripts rather than real people. So I would probably put unchangeable anti-script mechanics into the code again (as I always have). I'm trying to ascertain if that'd make the codebase completely unpopular in the majormud community, and the answer I'm getting is a resounding vote of that being the case.
Brainstorm a New Mud? [Archive] - ForumsHQ
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
Sorry miles, I guess some people just cant stop or take it to another thread. Might want to restart your Original Question in another thread as this one has not only been hijacked but craped on.
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
Ok, I read the beginning of the thread, but then it got real long, so i just thought I'd post a quick synopsis of a board idea i've been toying with off and on for years(I've played all your boards. I just don't think I'll ever open my own).
For starters, no new areas, or at least kept to a bare minimum. This isn't going to be a level to 250 board. Modified exp/rgen/all of the standard patches (ie lair mod, repent, recall), sys map, and slight tweaking of classes (for balancing that still isn't fixed).
Now, you might ask yourself...what's the twist? Quite simple, actually. This is a tournament board. The realm will be reset at a certain time, depending on the current tournament. People in the top x, or the top gang of max (X) characters, or the person who collects the most golden hide tunics...whatever you want, the "winner(s)" get either an item made for next round, or tweak(s) to their char (either for X tournaments, or permanent).
I think the editing options would be just pure fun. You make your base realm, back it up, and go to town on the current theme. In 2 weeks or a month, you reload the backup, reset the realm and change it to whatever's next. Doing it like this, I think you would (a) Provide a constantly updated realm, that dosen't require the user to learn 5000 new rooms or 300 new items, (b) Create a user base that feels privileged, because they have edits/items/etc that they have won, but at the same time they need to keep working, because it likely wouldn't be a permanent boost, and (c) Still encourage new players, with the fact that it's a constantly changing realm, so old players may not have such a huge advantage over new ones.
Obviously, this idea is far from complete. I had thought of doing it on a local board that's all but dead, and seeing if the sysop would put a portion of that months subscription's up as prizes, but my interest, like most of yours, has been steadily declining the last 2-3 years.
Personally I still enjoy playing a fresh game. I don't care if the board sucks, often, just because the first part of the game is easy, and yet still fun. I think this is an idea that would try to capture that, yet still provide flexibility for stuff like a 1-week tournament of 30x exp. and other outlandish stuff that should provide interest and fun.
For starters, no new areas, or at least kept to a bare minimum. This isn't going to be a level to 250 board. Modified exp/rgen/all of the standard patches (ie lair mod, repent, recall), sys map, and slight tweaking of classes (for balancing that still isn't fixed).
Now, you might ask yourself...what's the twist? Quite simple, actually. This is a tournament board. The realm will be reset at a certain time, depending on the current tournament. People in the top x, or the top gang of max (X) characters, or the person who collects the most golden hide tunics...whatever you want, the "winner(s)" get either an item made for next round, or tweak(s) to their char (either for X tournaments, or permanent).
I think the editing options would be just pure fun. You make your base realm, back it up, and go to town on the current theme. In 2 weeks or a month, you reload the backup, reset the realm and change it to whatever's next. Doing it like this, I think you would (a) Provide a constantly updated realm, that dosen't require the user to learn 5000 new rooms or 300 new items, (b) Create a user base that feels privileged, because they have edits/items/etc that they have won, but at the same time they need to keep working, because it likely wouldn't be a permanent boost, and (c) Still encourage new players, with the fact that it's a constantly changing realm, so old players may not have such a huge advantage over new ones.
Obviously, this idea is far from complete. I had thought of doing it on a local board that's all but dead, and seeing if the sysop would put a portion of that months subscription's up as prizes, but my interest, like most of yours, has been steadily declining the last 2-3 years.
Personally I still enjoy playing a fresh game. I don't care if the board sucks, often, just because the first part of the game is easy, and yet still fun. I think this is an idea that would try to capture that, yet still provide flexibility for stuff like a 1-week tournament of 30x exp. and other outlandish stuff that should provide interest and fun.
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
Sorry, one more expansion of this idea I forgot to post. As far as areas go, I was thinking you could make duplicates of each area...say, for example, duergars. You have your main area, but you could also duplicate that area (so it's the same, but take out the quest triggers). This second area is purely for scripting, and there'd have to be something in place to disallow players from scripting both area 1 and 2. Again, not a hugely thought out idea, but it'll help allow for a larger mud,while still keeping the familiarity of the game.