Re: Creating Mod10
Posted: Sun Nov 15, 2009 11:48 am
Once again, DeathCow, I thank you. Your response was elaborate and appreciated.
Some of your points:
QuoteAtm I'm doing all the building by myself, I'mworking on the quest outlines with one other person, although several people have access to the forum we are discussing the outline in, no one else is chiming in.
If you need someone around to chime in, I have proven myself quite capable of this. Also, I appreciate the idea of creating content in line with "stock" mud as well, and do my best to do the same. Although I do edit some areas to balance them with "prime spots." I also have a habit of adding in items here or there that seem appropriate...
QuoteAlthough I've included low level areas the bulk of mod-10 of course revolves around the end of the alignment quests, meaning high level content. Hehe, if I had unlimited time, I would create an entirely separate region, a sort of "mod negative 1" where players who've experienced the whole 1-40 transition countless times could go. An entirely unique area with a few new low level items and scripting spots. Nothing that is hands-down better than existing content, but just an alternative for the low levels that some (myself excluded) find boring.
QuoteI've finished a large amount of rooms but the part I find exciting isnt the amount of rooms, but the amount of things you can do per room. Lots of small things and story to read, and information about the sotry that had disaeared from the databases, that I was kind of enough to extract from the pre metro days databases.YES YES YES. Quality over quantity! I don't care if you have 7000 almost empty rooms, give me 700 that have good descriptions, balance and interest. And man, I *know* you use spellcheck, look at all those drunken typos. Even my new stuff I tried to incorporate into the existing story line. The dragon lord mentions the dark one. I attempted to use him to explain why dragons are so damned grouchy and greedy. Also to explain why he condones the slaughter of his 'family.' =)
QuoteMy problem is that I get an idea, I work on it, and I don't have a good way of testing anything.There seems to be a serious chasm between sysops who design, and sysops who play. I would like to think I'm a bridge in this respect. The main issue is finding balance and fairness. Users are not 'pawns.' I am not a god. Without users, a board is pointless. Go play with yourself in more constructive ways. But this reply isn't my place to rant about that topic. I just want to say I strive for fairness of action on my board. I feel abuse of power is a tragic thing. So, I do test a lot of my own material. And I make sure every item my playing characters have they earned by standard routes.
Quote Moreover, I feel like I'm doing this pretty much alone because even with the people that I am working with I can get them to read the information I want them to read from my responses, (example: Shadowmere is a town, not a new version of the Ancient Ruins..and they don't seem to have read the history that is in the databases that I fully intend to work with).
I have an idea that might appeal to us both? What if you and I unroll the pieces of the mod bit-by-bit in my realm? You can play on a board that has reduced charts, not because you're power-hungry, but because it allows testing? I allow upwards of three-four accounts, and can help you re-learn how to script smoothly. I can help you test one section at a time, and I will do everything I can to save you time here and there. I can help with death-pile recoveries, in-game cash, and whatever other ways I can help you save time. I might even add some items to the game to make testing smoother, but all players will have to have access. Also, I tend to notice typos a lot, and rephrase/rewrite things in game all the time. I previously mentioned re-writing text when I get the chance to give it more consistent patterns. I even turn key words bright green if they're unintentionally hidden or just in all caps. I've also been trying to figure out how to balance humans, maybe we can use them as a mod10 test race. I planned on giving them quests where they trade rare items for permanent stat boosts (ex: ESB for +1 encumberence, Ruby Earrings +1 accuracy, Beaded Belt +1 hp.)
I did read through the dats, exploring. I like the idea of better bard-only gear that the one guy was selling. Bards seem to be one of the buggier more over-looked classes. Their spells should be refreshable, too. But that is another topic. Also, is raven claw a quest item in your vision?
QuoteI'm not boohooing(wow boohooing is a word) that I'm working on this alone, I like doing it for he most part, Its more of a whats the point because I'm feeling that the community is dieing and that the effort people go to, in effort to save it, are mostly fruitless, and constantly insulted by bizzare group of people left playing the game.
Yes, I agree it is exceptionally sad to see the MUD world dying. And I do feel my efforts are in vain quite often. But I love the game, so I carry on. The number one topic of frustration amongst players seems to be blatant sysop/mudop cheating, or at least assumed cheating. It's a sad state, and one of the reasons I started my own board. I didn't even plan on editing, to be honest. I surely don't have the time, but I have the addiction.
QuoteOne thing that I would Love to know is it possible to make a facebook client that would let people connect to a non-facebook realm.Fabulous idea. I put my best man on the job. I should hear back within a few days about the feasibility. I told him it was a Christmas request, and that the speed of completion will get him a better gift in return.
On another note, since I refrain from doling out keys of any sort, I have been trying to map out the realm bit-by-bit and using the in-game "map" command. Feel free to come over and look around with it =) You've probably already noticed my cartography topic.
Newhaven, Newhaven dungeon, Western Silvermere, and Woodard's ranch are a few places that have maps you can check out. As well as the gang houses in town. (The entrance rooms are linked to the maps, don't need a key.) I planned on looking into a way to link those maps to item descriptions or the help file so they can be viewed either from a library or by anyone.
QuoteEH...I've been drinking heavily and fighting with the woman...I'm not feeling very motivated atm.Damn good post for not feeling motivated! I just hope I didn't waste anyone's time with my lengthy reply.
Some of your points:
QuoteAtm I'm doing all the building by myself, I'mworking on the quest outlines with one other person, although several people have access to the forum we are discussing the outline in, no one else is chiming in.
If you need someone around to chime in, I have proven myself quite capable of this. Also, I appreciate the idea of creating content in line with "stock" mud as well, and do my best to do the same. Although I do edit some areas to balance them with "prime spots." I also have a habit of adding in items here or there that seem appropriate...
QuoteAlthough I've included low level areas the bulk of mod-10 of course revolves around the end of the alignment quests, meaning high level content. Hehe, if I had unlimited time, I would create an entirely separate region, a sort of "mod negative 1" where players who've experienced the whole 1-40 transition countless times could go. An entirely unique area with a few new low level items and scripting spots. Nothing that is hands-down better than existing content, but just an alternative for the low levels that some (myself excluded) find boring.
QuoteI've finished a large amount of rooms but the part I find exciting isnt the amount of rooms, but the amount of things you can do per room. Lots of small things and story to read, and information about the sotry that had disaeared from the databases, that I was kind of enough to extract from the pre metro days databases.YES YES YES. Quality over quantity! I don't care if you have 7000 almost empty rooms, give me 700 that have good descriptions, balance and interest. And man, I *know* you use spellcheck, look at all those drunken typos. Even my new stuff I tried to incorporate into the existing story line. The dragon lord mentions the dark one. I attempted to use him to explain why dragons are so damned grouchy and greedy. Also to explain why he condones the slaughter of his 'family.' =)
QuoteMy problem is that I get an idea, I work on it, and I don't have a good way of testing anything.There seems to be a serious chasm between sysops who design, and sysops who play. I would like to think I'm a bridge in this respect. The main issue is finding balance and fairness. Users are not 'pawns.' I am not a god. Without users, a board is pointless. Go play with yourself in more constructive ways. But this reply isn't my place to rant about that topic. I just want to say I strive for fairness of action on my board. I feel abuse of power is a tragic thing. So, I do test a lot of my own material. And I make sure every item my playing characters have they earned by standard routes.
Quote Moreover, I feel like I'm doing this pretty much alone because even with the people that I am working with I can get them to read the information I want them to read from my responses, (example: Shadowmere is a town, not a new version of the Ancient Ruins..and they don't seem to have read the history that is in the databases that I fully intend to work with).
I have an idea that might appeal to us both? What if you and I unroll the pieces of the mod bit-by-bit in my realm? You can play on a board that has reduced charts, not because you're power-hungry, but because it allows testing? I allow upwards of three-four accounts, and can help you re-learn how to script smoothly. I can help you test one section at a time, and I will do everything I can to save you time here and there. I can help with death-pile recoveries, in-game cash, and whatever other ways I can help you save time. I might even add some items to the game to make testing smoother, but all players will have to have access. Also, I tend to notice typos a lot, and rephrase/rewrite things in game all the time. I previously mentioned re-writing text when I get the chance to give it more consistent patterns. I even turn key words bright green if they're unintentionally hidden or just in all caps. I've also been trying to figure out how to balance humans, maybe we can use them as a mod10 test race. I planned on giving them quests where they trade rare items for permanent stat boosts (ex: ESB for +1 encumberence, Ruby Earrings +1 accuracy, Beaded Belt +1 hp.)
I did read through the dats, exploring. I like the idea of better bard-only gear that the one guy was selling. Bards seem to be one of the buggier more over-looked classes. Their spells should be refreshable, too. But that is another topic. Also, is raven claw a quest item in your vision?
QuoteI'm not boohooing(wow boohooing is a word) that I'm working on this alone, I like doing it for he most part, Its more of a whats the point because I'm feeling that the community is dieing and that the effort people go to, in effort to save it, are mostly fruitless, and constantly insulted by bizzare group of people left playing the game.
Yes, I agree it is exceptionally sad to see the MUD world dying. And I do feel my efforts are in vain quite often. But I love the game, so I carry on. The number one topic of frustration amongst players seems to be blatant sysop/mudop cheating, or at least assumed cheating. It's a sad state, and one of the reasons I started my own board. I didn't even plan on editing, to be honest. I surely don't have the time, but I have the addiction.
QuoteOne thing that I would Love to know is it possible to make a facebook client that would let people connect to a non-facebook realm.Fabulous idea. I put my best man on the job. I should hear back within a few days about the feasibility. I told him it was a Christmas request, and that the speed of completion will get him a better gift in return.
On another note, since I refrain from doling out keys of any sort, I have been trying to map out the realm bit-by-bit and using the in-game "map" command. Feel free to come over and look around with it =) You've probably already noticed my cartography topic.
Newhaven, Newhaven dungeon, Western Silvermere, and Woodard's ranch are a few places that have maps you can check out. As well as the gang houses in town. (The entrance rooms are linked to the maps, don't need a key.) I planned on looking into a way to link those maps to item descriptions or the help file so they can be viewed either from a library or by anyone.
QuoteEH...I've been drinking heavily and fighting with the woman...I'm not feeling very motivated atm.Damn good post for not feeling motivated! I just hope I didn't waste anyone's time with my lengthy reply.