I had to throw in my current editor-of-choice for windows, viw. I used to use memacs (micro-emacs) but in the end, viw is more than sufficient for my day to day uses. http://home.snafu.de/ramo/de/download.html Exciting? No, not really. It's just vi with a windows interface wrapped around it. Barring a minor issue I have with global substitution where pipes (the symbol '|') it seems okay. PjD er. ObCircle: Why are so many muds out there textbook cases for Monty-Haul campaigns? (http://villa.lakes.com/JamesStarlight/CampaignTypes.html) I ask this because more and more I see the same sort of thing which I regard as schlock. I see muds who are stock muds, only if you divide the levels by 10, hit points by 100, damage by 100,000, and hits per round by some factor which is geometrically increasing as we speak. I'm frequently confused by the discussions going on at muds where i've stopped in to lend a helping hand (code/admin wise), as players no longer have any use for gold, have equipment lists averaging between 200 and 400 items, all items in the game are known - the best items are known by rote memorization, and ..well..back to stats, people count their abilities, skills, and bonuses in increments of 10 or 100. If it were just multiplaction, that's no big deal, but it actually skews balance so that things like PvP is rated on a different scale than PvNPC combat (sometimes even the code involved is different!?!). People actually extoll these as virtues! "The best fighter in the game has a +96 hit/damage sword, but Joe is putting in a new zone with a +127 mace! Haha!". Like this is something to be proud of? This isn't shocking really, I've seen it happen in pen & paper dungeons, and I understand the way that it's hard to reverse earlier actions at a time when their impact is not yet realized. I am surprised that this trend continues though. It seems that all these muds have a self-limiting user-base size and always have issues which are politely refered to as 'political'. As in "the mud was destroyed due to 'polictical' infighting". Is it just that we (as a mud community) can't get players via a zork-like level of difficulty and gameplay, and that we have to rely on virtual gold and endless electronic copies of emperor's robes? Is anyone out there running a campaign which caters to those seeking a challenge, not just those seeking a quick buzz? Do you have player retention? How do you stop/slow a nearly-inevitable turn towards massive stats, and the Next Big Thing (tm)? Boy, 9 am is no time to come up with an ob-circle. Brain hurts from thinking. PjD -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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