CoH seems to be getting lots of Slasdot coverage.


Austerity

 

Posted

The CoH talk on Slashdot seems to be more of a curiosity, and the discussion doesn't develop like it does here in our forums.

I think Mission Architect caught the interest of /. because the feature is reminiscent of old-style MUDs (text-only Multi Level Dungeons), where beating the game could entail giving you the ability to craft your own dungeon content for others to play.

-Johnny


 

Posted

Accessing creation tools was generally an end feature of MUSH and MUSEs actually. Most traditional MUD codebase systems just let you have access to low level administrative powers, but only the convenience ones like unrestricted teleportation.

And MUDs started as MUDungeon, but later on most people referred to them as Multi User Dimensions due to the distinct lack of actual Dungeons in game.

EDIT: By "Later On" I mean ~1990, as opposed to the early-to-mid 80s >.>

I ran my own from ~1995 through 2006 and was staffed on them prior to that, and of course a player of numerous before that.


 

Posted

[ QUOTE ]
i thought they were Multi User Dungeons... (Hence MUD.)

[/ QUOTE ]

Multi-User Domains or Multi-User Dungeons. I've run one for over a decade, so I kinda know a little about 'em.


 

Posted

This thread is making me feel old.


 

Posted

[ QUOTE ]
Accessing creation tools was generally an end feature of MUSH and MUSEs actually. Most traditional MUD codebase systems just let you have access to low level administrative powers, but only the convenience ones like unrestricted teleportation.



[/ QUOTE ]

Actually, many LPs and Dikus let people create areas after they maxed out their levels. It was commonly called "wizard" status. I did that in a couple of different LP MUDs in the early 90s.

Of course, different MUDs had different policies. I'm sure there were quite a few where players were not allowed to create areas after attaining the maximum player level.


 

Posted

Base DIKU code (I've got it on my home machine) has a demi-god/wizard level that's one appointed step above the max numeric level (technically numeric level and "staff level" are different values, so its +1 staff level really) which adds a few staff powers. (most notably the GOTO command, and some of the hiding-from-the-who-list commands).

Base MERC code follows suit, as well as ROM and GW. (all of which are DIKU children architecturally and historically)

LP is a totally different ball game due to its architecture. Most SMAUG code has commands tied into inventory objects and rooms, similar to LP, so a lot of builder commands in the MUSH and MUSE communities were built into things like minature bulldozers and shovels etc which granted things like room editing.

I can remember a handful of them that allowed owned-area editing for clan/guild halls and player housing in the DIKU set, but hardly any had unrestricted access at the non-staff level that I was on personally. The last list of MUDs I had was over 100k long so I doubt anyone has good statistics on which ones did


 

Posted

[ QUOTE ]
Base DIKU code (I've got it on my home machine) has a demi-god/wizard level that's one appointed step above the max numeric level (technically numeric level and "staff level" are different values, so its +1 staff level really) which adds a few staff powers. (most notably the GOTO command, and some of the hiding-from-the-who-list commands).

Base MERC code follows suit, as well as ROM and GW. (all of which are DIKU children architecturally and historically)

LP is a totally different ball game due to its architecture. Most SMAUG code has commands tied into inventory objects and rooms, similar to LP, so a lot of builder commands in the MUSH and MUSE communities were built into things like minature bulldozers and shovels etc which granted things like room editing.

I can remember a handful of them that allowed owned-area editing for clan/guild halls and player housing in the DIKU set, but hardly any had unrestricted access at the non-staff level that I was on personally. The last list of MUDs I had was over 100k long so I doubt anyone has good statistics on which ones did

[/ QUOTE ]

I find this kind of stuff fascinating.

Because I know what's actually being talked about, but other then that, I have no freakin' clue.

Then again, I've only ever had real experience with MUSH and MUXes, and only as a player.


 

Posted

DA BEARS!



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

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What the heck are you people talking about?

[/ QUOTE ]

History. You should learn some of yours so you'll understand us old men of the gaming world.

/geezeron

When I was as new to gaming as you, we had to roll 3d6 for our stats! In order! And what class you could play was determined by those rolls ! And that was only if your race allowed it! And we had to roll our first hit dice so it was possible to have a Magic-User with more hit points than the Fighter! And everyone leveled up at different speeds! And... And...

/geezeroff


 

Posted

For those who don't know what we're discussing, MUDs, MUSHs and MOOs are the roots of today's MMORPGs.


[ QUOTE ]
Base DIKU code (I've got it on my home machine) has a demi-god/wizard level that's one appointed step above the max numeric level (technically numeric level and "staff level" are different values, so its +1 staff level really) which adds a few staff powers. (most notably the GOTO command, and some of the hiding-from-the-who-list commands).

Base MERC code follows suit, as well as ROM and GW. (all of which are DIKU children architecturally and historically)

LP is a totally different ball game due to its architecture. Most SMAUG code has commands tied into inventory objects and rooms, similar to LP, so a lot of builder commands in the MUSH and MUSE communities were built into things like minature bulldozers and shovels etc which granted things like room editing.

I can remember a handful of them that allowed owned-area editing for clan/guild halls and player housing in the DIKU set, but hardly any had unrestricted access at the non-staff level that I was on personally. The last list of MUDs I had was over 100k long so I doubt anyone has good statistics on which ones did


[/ QUOTE ]

Most of my experience was with LP in the early 1990s. I recall there being a few tools to help with coding but, for the most part, we just used raw code to create rooms and mobs.

LP muds used a language very similar to C, so I bought a couple of books on C programming to help me learn.


 

Posted

[ QUOTE ]
[ QUOTE ]
What the heck are you people talking about?

[/ QUOTE ]

History. You should learn some of yours so you'll understand us old men of the gaming world.

/geezeron

When I was as new to gaming as you, we had to roll 3d6 for our stats! In order! And what class you could play was determined by those rolls ! And that was only if your race allowed it! And we had to roll our first hit dice so it was possible to have a Magic-User with more hit points than the Fighter! And everyone leveled up at different speeds! And... And...

/geezeroff

[/ QUOTE ]

And, all those die rolls were done manually. We actually had to pick up the dice from the table and throw them (gently) back down to the table. How...redundant is that?


 

Posted

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When I was as new to gaming as you, we had to roll 3d6 for our stats! In order! And what class you could play was determined by those rolls ! And that was only if your race allowed it! /geezeroff

[/ QUOTE ]

Choices of classes foir races? Luxury!!

I remember when your race was your class, and you were grateful for that!


Always remember, we were Heroes.

 

Posted

[ QUOTE ]
For those who don't know what we're discussing, MUDs, MUSHs and MOOs are the roots of today's MMORPGs.

[/ QUOTE ]
Damn straight! I was makin' top-notch roleplaying games back when I was a little baby, you better believe it!


 

Posted

[ QUOTE ]
[ QUOTE ]

When I was as new to gaming as you, we had to roll 3d6 for our stats! In order! And what class you could play was determined by those rolls ! And that was only if your race allowed it! /geezeroff

[/ QUOTE ]

Choices of classes foir races? Luxury!!

I remember when your race was your class, and you were grateful for that!

[/ QUOTE ]

If we're talking D&D, there was never a "race as class" functionality. There was always a class you had to choose and the only race that I recall specifically only having a single class to pick from was Dwarves (who got Fighter). Halflings could go as either Thieves or Fighters. Elves and Half-Elves both got access to Magic-User, Thief, and Fighter. Human was the only race that got access to all of the classes (Fighter, Thief, Magic-User, and Cleric).

Keep in mind that this was also back in the day when the maximum level you could attain in a class was also determined by your race. Halflings could only get to level 3 Fighter or level 8 Thief. Dwarves could get, at highest, level 7 Fighter. Humans could get the highest level (13 in general, though it depended on the specific class back then...). Half-Elves got close to full Human but were always a few levels short. Elves could get level 5 Fighter, level 6 Thief, and near the upper echelons of Magic-User, iirc.

Of course, all of this is coming from the old school 1st ed. D&D pamphlets that I was started on 15 years ago. I just really think that more kids should know their roots nowadays. :P


 

Posted

[ QUOTE ]

If we're talking D&D, there was never a "race as class" functionality. There was always a class you had to choose and the only race that I recall specifically only having a single class to pick from was Dwarves (who got Fighter). Halflings could go as either Thieves or Fighters. Elves and Half-Elves both got access to Magic-User, Thief, and Fighter. Human was the only race that got access to all of the classes (Fighter, Thief, Magic-User, and Cleric).

[/ QUOTE ]

You're talking AD&D, they're talking D&D. Y'know, older school.

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Keep in mind that this was Of course, all of this is coming from the old school 1st ed. D&D pamphlets that I was started on 15 years ago. I just really think that more kids should know their roots nowadays. :P

[/ QUOTE ]

I completely agree.


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Posted

[ QUOTE ]
[ QUOTE ]

If we're talking D&D, there was never a "race as class" functionality. There was always a class you had to choose and the only race that I recall specifically only having a single class to pick from was Dwarves (who got Fighter). Halflings could go as either Thieves or Fighters. Elves and Half-Elves both got access to Magic-User, Thief, and Fighter. Human was the only race that got access to all of the classes (Fighter, Thief, Magic-User, and Cleric).

[/ QUOTE ]

You're talking AD&D, they're talking D&D. Y'know, older school.

[/ QUOTE ]

Oh, this is D&D. I know this for a fact. Pamphlets and everything.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]

If we're talking D&D, there was never a "race as class" functionality. There was always a class you had to choose and the only race that I recall specifically only having a single class to pick from was Dwarves (who got Fighter). Halflings could go as either Thieves or Fighters. Elves and Half-Elves both got access to Magic-User, Thief, and Fighter. Human was the only race that got access to all of the classes (Fighter, Thief, Magic-User, and Cleric).

[/ QUOTE ]

You're talking AD&D, they're talking D&D. Y'know, older school.

[/ QUOTE ]

Oh, this is D&D. I know this for a fact. Pamphlets and everything.

[/ QUOTE ]
D&D Basic (and the D&D Rules Cyclopedia) has no classes for the various races. So the statement that "there never was a race as class" is incorrect. But it wasn't the "original"; it was a version that was simplified, so it's equally incorrect to say it's "older school".

The original later became AD&D when TSR made the basic edition rules that simplified things.


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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Yeah, anyhow... races + classes = luxury.

Also, this post is relevant to Slashdot in some incredibly subtle way. See, it even mentions Slashdot, so it must do. Otherwise, why would it mention Slashdot?


Always remember, we were Heroes.

 

Posted

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What the heck are you people talking about?

[/ QUOTE ]

About how people used to get together in the old days and mush mud into each other while the cows mooed. Or so I believe.

/.