> 1) CircleMUD only comes with one town Midgaard which actually doesn't come > with that great descriptions, but I can't put the blame on the circleMUD > creators because writing circleMUD is hard enough with limited time, it's > great that they even wrote a zone. I think that people with great writing > talents should redo (or create new towns), to submit to circleMUD, not just > for area contributions but to actually be released with circleMUD. A related idea - one that I've not personally thrown myself into believeing is a good idea yet, mind you - is not that we should just have specific zones, or well written zones, or the sort ...but rather, if we're going to include a 'world', we may as well have it be a world to interact with. Right now, the only zone that has anything resembling what I think of as a standard roleplaying game is the castle zone. People move around or call guards, and talk to eachother. If you could talk to them and recieve even a ruidmentary response, it'd be finally up to the same level as RPG's made in 1985. Elsewhere, the stock world is barren of apparent intelligent life. Even though midgaard is only 5 or 10 squares away from the castle though, no one acknowledges it's presence. No one cares if you've found 'the Old Ring' behind the cabinet in Moria, and if Rome is still around, you can go merrily along and anhiliate Jupiter or Mars without even a whisper of a problem. I think that the world we provide should not be just a couple of random zones, but instead, a fully fledged game. It's an example - like the code - that shows what's possible. Make a world that plays like a final fantasy game - even if that means it has to have a discrete end and beginning, just so long as it FEELS like a game. To those who would protest using the old argument of 'We provide the bare bones, it's up to you to improve' - I say poppycock. The world files that are provided with CircleMUD are only there for examples sake; to help the new admin or worldbuilder get their sea-legs. Provide an exciting example for everyone to live up to, and you'll get a great increase in attention. I wonder what sort of model NeverWinter (Er.. is that NeverRelease?) Nights will have? Provide a system and a few full mini-games, and let everyone else write their own? Something of that sort... From different sources we can already see that the popularity for the game is somewhere between 'insane' and 'berserk'. It isn't even in stores yet. > 2) Well I hate autopatches and if you discover the patch after you've > edited your MUD then you have to do it by hand. And sometimes patches are > hard to understand for newbie coders, so therefore I suggest more > instructional things like very well explained because those are extremely > easy to understand, which makes MUD coding alot easier. In the whole MPAA vs anyone who wants to watch a movie they own, one argument for the defense was that code is free speech. This has only recently been upheld, based on the following idealogy (paraphrased, since I can't remember the original): "People use speech as a way to convey information to others. A physisist may explain his theory on gravity, and a doctor could describe a potential surgical operation. Programmers do the same thing to convey inform and ideas, using speech - but to a programmer, source code represents the idea they're trying to convey in it's entierety, without error or possibility of misinterpretation. In short, source code is the written expression of the programmer." I apply this to patches as well. They are code which tell me exactly what was intended, in a manner more accurate and precise than any step-by-step guide ever could. You just have to read it, and it tells you exactly what to do. Any problems you encounter - from revision mismatches, to functionality changes are going to occur in your more childish step by step version as well. In that case, the non-patch version won't necessarily tell you what they author had intended either, whereas you have a good chance to glean it from function, line numbers, and surrounding code in a real patch file. As an aside, using the step-by-step version is only useful if you don't understand the simple syntax of the patch program (er diff, if you prefer), and don't know the C code well enough to fix mismatches. If that's the case, these people should not yet be altering the code. They should be learning how to program, not encouraged to run a MUD they have no ability to fix when it breaks, or alter when they want. This is the source of many of the newbie questions which have nothing to do with CircleMUD and simply point at a lack of knowledge of the C language. I may have a primarily neutral stance on the non-programmer-as-administrator issue(*), but I am firmly set against the non-programmer-as-a-programmer deal. If you can't program, don't - learn how and come back to whatever it is you couldn't do later. 3) as for the unix question, I'm sure someone else will represent my opinion on it. PjD * - I believe it's possible, but I'm talking about an admin that does not EVER touch code; their programming staff would do that. Every individual that's disagreed with me on this (who was an admin) was usually also the sole programmer on the MUD. Despite the fact they didn't know how to program. You don't need to know how to program to keep a mud going, but you do need to have someone around who does. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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