20 Oct, 2010, Atolmasoff wrote in the 1st comment:
Votes: 0
Greetings again all,

I'm addressing you again, asking for some builders for my ROM Mud. I'm looking to work with some mature adults, willing to create a world THEY want to play in. I've been working on my code for a few weeks now, and have gotten in a few fun features for a game.

- Automated Auction House
- Modified Clan System (Including Ranks w/ Mortal Leaders and Patron Immortals)
- A menu based creation system, allowing you to 'go back' and change something in the process if you so choose.
- I'm writing my own arena code right now. Currently, you can do a 1v1 fight, in one of two stages. You will also be able to place bets on one of the two fighters. (Red Team/Blue Team). Ultimately, this will include 2v2 fights, possibly 3v3. I do also plan on including several features I don't want to spill now. It is mostly functional, just take a few more hours of code work.

Things I'm planning on Implementing:

- Player Owned Houses, built and designed by the player themselves.
- Player Run Shops. Not sure if this will be from your inventory, and make you a wandering salesman, or if you will be able to purchase a location, and sell things when your even offline. Possibly both.
- Gambling Systems. You will be able to visit some Casinos throughout the game. The games will range from Slots to Texas Hold'em. (This will obviously come later, when more 'entertainment' is needed)
- A fully automated Tournament system using my arena code.

And really, anything fun that can come to mind. Kind of want to create an environment to just log on and play if you wish. Don't have to level…don't have to quest…

You could make your primary goal on this MUD to own 10 shops, and have more gold than you can shake a stick at. Maybe you want to be the end all Arena Master (Bets are also allowed in the arena, which Contenders will have a piece of)

Again, I could go on forever on the things I WANT To add, and the things that WILL go in. All of the previous ideas are just that; ideas. Ideas can change and evolve, and I hope you will be the one who helps me make those decisions.

I'm not looking for any coders, but if you want to chat w/ me about the code, that is perfectly fine. I just don't have any desire to have someone else in my code. As far as 'positions' go, Immortals are Immortals on my MUD. Obviously there is a hierarchy, and people do have seniority, but when it comes down to it, I want a team. I will appoint someone in charge of assigning and validating areas, but they will not be 'in charge' of anything other than merely helping me out.

Not trying to say you won't have any authority. :) I just don't want arguing, or people trying to fight over a position. Your contributions will determine your authority.

Sorry for the extended post, and I know I can go on rants sometimes on stuff off topic, but I'd hope this post was enough to peak your interest.

I'll also make this clear again…

IF YOU DO CHOOSE TO LOG ON, AND I AM NOT ON:

I DO HAVE A LIFE!!!! I won't be online at all times, but I do log on periodically to check, even during those times I'm not available. I'm always poking my head in to see if someone is around, but the BEST way to contact me is VIA AOL Instant Messenger, E-Mail, or stay on the MUD. Post me a note on one of the boards.

I'm a busy guy, and I try to squeeze in whatever time I get. Just ask for a little patience.

Thank you
Phate (Andrew Tolmasoff)

qmadvanced.mudhosting.net port 5500
20 Oct, 2010, jurdendurden wrote in the 2nd comment:
Votes: 0
Congrats on your progress thus far, I like the ideas you have going for your arenas, I'm writing my own system too. I was inspired by the queueing you can do in DSL (Dark and Shattered Lands), and the different types of fights you could do (1v1, Free For All, Teams). Good luck!
20 Oct, 2010, Atolmasoff wrote in the 3rd comment:
Votes: 0
Thanks very much! I guess I'll spill, since someone is interested. Hehe

Want the arena to eventually do:

1v1 Single Combat
2v2 Team Combat
Two Stages. #1 = 1 Room Cell. #2 = Large Arena w/ traps and monsters to make it more difficult.

The bets are pretty obvious, but eventually, I want things to pay off accordingly.

Say you got a cleric fighting a warrior. The odds should reflect the fight. Cleric vs Warrior would be like a 3 to 1 payoff for your bets. Plan on taking all kinds of stuff into consideration for odds. Anything from levels, to armor, skills, hp, mp, etc. A smart player could make a living gambling on the arena.

Then my tournament idea comes in. Every 1-2 hours or so, an automatic 8 to 16 man tournament. Players can enter automatically, and players will face off 1v1 until the tournament end. Which will boast amazing rewards! And HOPEFULLY, the plan is to code im a commentator for those who wish to see what's happening in the arena.

Again, I could go on and on. So much stuff one COULD add, just a matter of deciding which is going to be worth it, and which will probably never be touched. Etc.
20 Oct, 2010, Rudha wrote in the 4th comment:
Votes: 0
Would be nice if there was some sort of round robin tournament system, but that's definetely a little more down the line than duels. Still, I dont think I can think of a MUD I've played thats had an automated system for that.

Maya/Rudha
20 Oct, 2010, Atolmasoff wrote in the 5th comment:
Votes: 0
What do you mean by Round Robin system? Don't seem to be savvy w/ that. :lol:
20 Oct, 2010, Rudha wrote in the 6th comment:
Votes: 0
Wikipedia explains it better than I can:

A round-robin tournament or all-play-all tournament is a type of tournament "in which each contestant meets all other contestants in turn"

Maya/Rudha
20 Oct, 2010, Atolmasoff wrote in the 7th comment:
Votes: 0
OH! I see. So it's the best way to show who of the 8/16 who is Overall better, versus who can just win the most w/o dying.

Very intriguing, I like the idea a lot. Obviously, goes a little further, but I never considered that. That's quite a clever idea…
20 Oct, 2010, Rudha wrote in the 8th comment:
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I don't think it would be too hard to implement, but of course, now that I said that, it will be :P

Maya/Rudha
20 Oct, 2010, jurdendurden wrote in the 9th comment:
Votes: 0
Could even do seasons like football, with divisions (perhaps based on factions/clans). Then you could run a playoff system and of course a championship.
20 Oct, 2010, Atolmasoff wrote in the 10th comment:
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Hah! And it all feels doable with a reasonable amount of head smashing to the desk!!!

WOOT!
20 Oct, 2010, Rudha wrote in the 11th comment:
Votes: 0
Atolmasoff said:
Hah! And it all feels doable with a reasonable amount of head smashing to the desk!!!


That is probably the most appropriate metric of programming effort I've heard. Hee.

Maya/Rudha
24 Oct, 2010, Atolmasoff wrote in the 12th comment:
Votes: 0
Arena System (1v1) is complete. Added Dual Wielding, Clans now have Member Lists, next they will keep track of donations for clan items etc.

I've done small things here and there also, I've just done a poor job keeping track. :)
31 Oct, 2010, Atolmasoff wrote in the 13th comment:
Votes: 0
Hey all, figure I'd give an update. Gotten a few more things added in, such as some skills, Extended Exits, Player Corpses save over Copyover & Crash. Player owned Houses are almost done, Some cosmetic changes, and a handful of skills, with more coming.

Obviously, there has been some bug fixes as well. And I'm currently working on some more. :) The Menu based creation is functioning, but it has flaws. I know I probably shouldn't be exposing them, but please, don't abuse if you wish to play. :)

I'm mostly still looking for builders. Any other kind of Immortal is also welcome. Writers, PR, RP, etc. All of them are needed for input on a good MUD.

qmadvanced.mudhosting.net port 5500

Hope to see from you soon.
09 Nov, 2010, Atolmasoff wrote in the 14th comment:
Votes: 0
Sorry all, I asked for a domain change, and I expected a response before the change happened..

Sorry to those of you who haven't been able to connect.

New Address is:

forsakenmud.mudhosting.net 5500
15 Nov, 2010, Atolmasoff wrote in the 15th comment:
Votes: 0
Greetings again everyone,

Felt I should drop in and inform everyone how we're doing.

We have a couple immortals who have made themselves a consistent presence, and continue to help build some sophisticated areas. I myself have completed a rather basic MUD School, similar to that of a Stock ROM. Mostly so people have the ability to familiarize themselves with the MUD, without having to explore for something. (For now at least)

Also have several bug fixes in, as well as some item modifications. I'm trying to code and build as much as I can, as fast as I can. I'm in the process of building a chessboard, which will introduce players to item classes, forcing players to find armor types more suited for their class.

I haven't done a whole lot for features, but I'd like to try to get some initial areas for players to come in and test. Help me design some of the skills and spells. Races and Classes. Not quite ready to call it beta testing. :D
15 Nov, 2010, jurdendurden wrote in the 16th comment:
Votes: 0
Atolmasoff said:
Not quite ready to call it beta testing. :D


My perpetual mindset ;)
23 Nov, 2010, Atolmasoff wrote in the 17th comment:
Votes: 0
Hello again everyone,

I just wanted to take another shot at finding some builders who will stick around. I don't know if it's the lack of players, or a 100% unique world is a daunting task for builders.

However, the MUD I'm in a way making mine after (Which is no longer, and has not been for quite some time, around) used the standard RoT areas. So in lue of this, I'm going to use the stock Rom areas. I've ported all of the areas (minus a couple of them) into my area formatting. Took a bit of work, and I still have some tweaks to do code wise, and re-build a couple areas.

It seemed alot of inexperienced builders were dropping in. I'm sure I had plenty of experienced builders, but I wasn't always on, and still miss people without even seeing an attempt at communication.

I do not care about experience, but please give SotF a fair chance. What I'm now looking for is builders to build custom areas, or re-model the areas currently in place.

Re-modeling will consist of:

- Assigning item classes to all armor (if applicable)
- Color items. (within reason, I WILL NOT have a Candy-Cane/Tie-die MUD.
- Modify addapply and addaffect on all items. Modify to include chakra for casters, and change for new plans in damage.

I'm also looking for someone to help me run the building staff. Help me come up with a point system for each level of item.

Example:

A level 40 item would have 40 points. +1/-1 to any Stat costs 4 points. +1/-1 to Hitroll costs 2. +1/-1 to Damroll costs 3. Special items get point bonuses. I'd rather not dictate this with code, so a good builder willing to double check other builder's work, would be fantastic.

I don't want to type your ear off, and I may be on for an hour or two more tonight. But I have atleast been on for an hour a night these past few weeks.

Hope to see you soon,
Phate
Andrew Tolmasoff

forsakenmud.mudhosting.net port 5500
23 Nov, 2010, David Haley wrote in the 18th comment:
Votes: 0
Quote
A level 40 item would have 40 points. +1/-1 to any Stat costs 4 points. +1/-1 to Hitroll costs 2. +1/-1 to Damroll costs 3. Special items get point bonuses. I'd rather not dictate this with code, so a good builder willing to double check other builder's work, would be fantastic.

Without actually enforcing it, you can get pretty good mileage by having an automated flagging system: have the code raise a flag on items that violate the point system. Then, a sufficiently privileged builder can mark the item as ok, or fix it as necessary. This saves you the time from checking items that meet the requirements, while allowing you to be flexible with items that violate them somehow.
23 Nov, 2010, Tonitrus wrote in the 19th comment:
Votes: 0
David Haley said:
Without actually enforcing it, you can get pretty good mileage by having an automated flagging system: have the code raise a flag on items that violate the point system. Then, a sufficiently privileged builder can mark the item as ok, or fix it as necessary. This saves you the time from checking items that meet the requirements, while allowing you to be flexible with items that violate them somehow.


Why would you ever want to allow items that violate the point system? You allow one special-case violation, then another, then another, and now you've got a bunch of items that don't follow the rules. Sure, 95% of them may still follow the rules, but it's only the other 5% that anyone is going to care about. Those are the items people will pine for. If an item breaks the rules, fix the item, or fix the rules, don't allow exceptions.

Or, more succinctly, "Special cases aren't special enough to break the rules." (Zen of Python)
24 Nov, 2010, David Haley wrote in the 20th comment:
Votes: 0
Give me a set of rules that work for all items, and sure, I'll be happy to only have items that respect the rules. In the meantime, it's much easier to have rules that get 95% of the job done, and allow human judgment/intuition for the remaining 5%. Of course, this requires some discipline in not adding tons of special cases. I disagree that only 5% of the items will be interesting, because breaking the rules does not necessarily mean being unambiguously better; it simply means using points in a way that the rule system did not account for. And even if some items are in fact better, that is ok as well in some circumstances.
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