Re: Brainstorm a New Mud? [Archive] - ForumsHQ
Posted: Wed Nov 10, 2004 9:07 am
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.
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.