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Messages - anubite

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1
The main problem with apartment burglary was it was too easy. The ONLY way you could actually play after a certain point in wealth was to log on, do a WHO, make sure all your enemies weren't on, then you could maybe go exploring and farming so long as you did a cautionary who every so often and had a quick means to return home in-case a bunch of douchebags came online.

You could invest in all the diamond locks you want. You could invest in all the security you want. Somebody could still break into your apartment and rip you off - by themselves - AND get away - in the time it would take for you to get home.

Then combine this with the fact there were very few good apartment places, that you had a boat map to let people find any adrift vessels to loot (and that boats had no policing besides shit drones, not that cops could do anything to prevent quick burglaries)... It juts made stealing too easy. And then you had shitty mechanics you could abuse, like who telling your corpmates where you're at exactly (allowing for the worst sort of backstabbery cheese), or apartment plaques telling people where people lived...

I loved apartment burglary, I participated a lot and was robbed a lot. It was fun. It also got old fast. There needed to be more security options, more interplay between robber and rob-ee, more options to hide your stuff or secure it...

And more mechanics to prevent people from picking on new players. Seriously, too many new players were griefed into leaving. Some people were never going to handle the robbery mechanic well, but they didn't need to be subject to additional misery on top of it.

Carebears should be allowed to play too, you can't have a MOO survive if you populate it with just assholes.

Ideally, it's a great mechanic that because of its existence forces people to band together and the game then becomes about that balance of power between corporations. Too often it got to be toxic; the burglars were honestly too successful - low risk, high reward. Even if you killed a burglar in your apartment, you'd get their shit - but so what? They'd just try again soon enough, not like lockpicks were that hard to make. All they'd lose is whatever crap they had on them and in many cases they'd just try to rob you half-naked. Only way you could even try to retaliate was to break into their apartment - which you couldn't do if you didn't have the right friends or weren't brainy yourself, which you still couldn't do if you hadn't exactly pinpointed where they kept their stuff, which you might not if you yourself weren't an asshole too... The worst thing a burglar would lose on a failed attempt was a little playtime and a lockpick. You could lose a lot more time if they took some rare, hard-earned thing from you. It was really disproportionate. Lockpicking ought to have been more challenging.

Not saying where HellMOO went was eventually better for the game, but where it was certainly wasn't ideal, either.

2
It is likely they've closed the Moo for now. Possibly they're going to revamp stuff and reopen it. You might be able to get "beta" access? I'm just speculating though, based on how things were previously handled.

3
As far as I know, HellMoo is built off LambdaMoo, which was basically the first of its kind. It has a built-in syntax parser for a unique game-definition language that's C-like but runs more like Javascript (interpreted). Considering this was written sometime in 1990, this stuff was way, way ahead of its time. You're looking at a neat relic when you look at the source.

The challenges of running and maintaining the game lie in its Database. Hellmoo writes to a flatfile - stuff is stored at addresses in the file in a manner I am not experienced enough in to understand. Basically, a game object is broken apart into pieces and stored all over the place. Hellmoo would be geatly improved by having its database shit rewritten from scratch I think, but good luck with that one! A lot of the problems for maintaining the game lie in managing that giant save file (IO is very expensive, even with a SSD on your server). Everything from game-object code to player passwords are stored in that file.

InfernoMoo was kinda dead even before I quit anyway, I don't think it's coming back. At its peak we had what, 10 concurrent players? Some bad decisions killed it hard after there had been just a bit of growth.

I really wish we could bring the game into something more approaching the mainstream, it's got a lot of broad appeal with lots of ways to play.

4
Hi,

Sorry to bump a long dead thread. But I come bearing gifts. Or something like that.

I'm a semi-veteran, totally retired (for like a year now) player of both HellMoo, InfernoMoo and... gosh, what was that third one? Anyway, great game, really great - like, I can't play MUDs anymore. This game has the best little minimap feature, and its exploration, crafting, vehicle and character-building crap is top notch. If only it weren't such a horrible mess of ancient code and bad coding practices... I compare all MUDs and even most online games to this one and always find them coming up short for me.

It's a great game that has ALWAYS been plagued by bad moderation and a few bad apples ruining the fun for everyone. I don't play it anymore just because of that. I know I would if there were a better community maintaining it.

I'm posting the source code that was leaked last year to this thread. It contains InfernoMOO and 2010-Hellmoo database files for people to start with. Let's be honest though - don't even try to host this game unless you're Unix guru and comfortable in learning a super weird scripting language that dates aaaaal the way back to the start of the internet (this basically means very few people can actually host this game successfully, so I dunno why the source code has to be kept under lock and key). Super cool little game engine, super hard to maintain and run. Nevermind --expand-- upon. There are only a few tutorials to get you started and not much else. It's pretty tough just getting started.

If there's anybody out there interested in building off the amazing gameplay this game provides, please take up the torch. The original creators did such a bangup job. I wish more MUDs or just games in general would use this style of gameplay (especially the deep-but-minimalist combat, amazingly detailed minimap, extensive screen reader support, vehicles, open-ended character-advancement system, and crafting system).

As a note, you may need to fix the YACC includes in order to build the original engine. It isn't too hard if you're familiar with C. You don't need to know that much about YACC to fix it. You should not need to do this unless you're changing the underlying framework ... highly recommended not doing this, btw.

The HellMoo 2010 database is really old but very fleshed out starting point. It will not have any of the bugfixes that were pushed between 2010 and now. It's had its user data scrubbed too, so it can't be mined for personal information. If you need help with something, your best bet is to ask on one of the programming discussion channels on HellMoo. People tend to answer basic questions there. Again, don't even bother trying this though unless you're a competent programmer already. This isn't friendly C# or Javascript that you're going to be working with here.

https://mega.nz/#!CB1UEKYC!qRG6q2pJ317e5eYvB9w_vabJG-xJogdzxX9N8emOlnI

I would host this myself. Maybe someday I will. But it's too much of a hassle for me right now.

5
I never really noticed any active attempts to disrupt roleplay, but it could be the case. I do find it odd 1 out of 3 players is an admin, however.

I guess my ideal MUD would be a game that has an intuitive semi safe haven where you learn the rules of the game and come back to for shopping and player interaction. I also like the mutation system in HellMOO over something like classes and racial bonuses. Mostly, because I don't really know anything about the world until I've tried playing the game. Secondly, because it's far less restrictive about character advancement. You don't need to kill ten thousand rats, you just need to find the mutations in the world in between doing jobs. It makes a lot of sense to me that exploration is rewarded better than simple grinding. Of course, I think there should be more options for players who don't want to mutate, but I'm wondering how the concept of mutation could be applied to other RPGs, I've never seen another game do such a thing.

I imagine HellMOO is one of a kind, then? I've tried playing some more roleplay-heavy MUDs and MUD-likes, but the problem with a game like that is, if no one is available to RP with you, you're just kind of stuck sitting around idling. The appeal of a MUD with basic combat mechanics is you can do other things to flesh out your character and his/her wealth, while you wait for opportunities to roleplay. It also keeps players retained as a result.

So, I guess I'm looking for a MUD which balances the grind and the roleplay. It's a shame, because HellMOO has a lot of features that would probably make it ideal under different circumstances.

6
I don't really want to derail the thread by stating what I didn't like. I'm sure others will have contrary opinions.

But my biggest gripe is the community is way too focused on character development. I guess I'm looking for something where players take the roleplaying aspect more seriously. Too many people had one sentence descriptions of their characters, nevermind they were so often preoccupied with doing their daily grind that they would rarely stop to interact.

I guess I'm looking for something where roleplaying is rewarded and encouraged? Does something like that even exist alongside intuitive world design? I've tried playing a lot of MUDS but I usually just end up getting lost in the massive world, unsure where I can find my character's place in it. HellMOO makes a lot of sense to me in that while the world is big enough to explore, it feels like Freedom City is the central focus of the game. Players always return to it and so it keeps everyone connected. It also de-emphasizes combat by giving such large experience rewards for exploration and crafting and larger money rewards for scavenging and stealing. The game is less about how many monsters you can kill per hour, heck, I was avoiding combat whenever I could.

7
I think I'm sort of finding out HellMOO isn't for me - it has a lot of things that I like though. It's one of the few text-based MMOs that really pulled me in. Most of the MUDs I've tried to play suffer from a really, really slow start (you're stuck in some training hall, have no context to roleplay your character, and the game tends to play like World of Warcraft, with an over-emphasis on doing themeparky fetch-quests and grinding).

A little bit off topic, but I'm interested in exploring more games like HellMOO. Anyone got any suggestions for me?

8
Just any old thing?

9
Recently started playing this. It's one of the better MUD games I've found, surprised me a lot. It might seem silly at first, I admit the orphan stuff (and subsequent crack houses and elderly retirement homes you must slaughter) is pretty off-putting, but there are a lot of nice secrets and ways to build your character. I don't know if they're still updating this game, but they should find some people to keep adding content to it. Though, it is pretty huge at the moment.

Would anyone be willing to give me some hints about the enlightenment quest, by the way?

10
DF General Discussion / DF Crashing on world gen?
« on: February 15, 2012, 05:28:57 pm »
I tried looking through the bug reports, but I can't find a solution to my problem. I just downloaded the newest version of DF and the game crashes during world generation, despite setting it to various settings. I'm using a 64bit OS and DF is in its own folder. So... I really don't know what to do. Anyone find a solution?

11
DF General Discussion / Re: DF as a tool for education
« on: January 31, 2012, 02:46:36 pm »
I can't really see DF as educational.  Its interesting, but there really isn't much practical there to learn. 

Sure you can learn the names of a few minerals, but you can do that in a much shorter time with just a textbook.

Except not everyone is a rote learner. Especially when some problematic students are problematic because all they want to do is play video games. Video games can be a gateway to broader interests, so as a tool, they are more flexible than textbooks, especially in non-traditional schools. Rote learning has a very steep price in my opinion: you sap interest in the student. It's hard to make a student rote learn for an entire semester, even if you break up such learning with small activities. Students just don't want to study, motivating them to do so is half the battle. Depending on what you want to do, dwarf fortress can be relatively resource-light, so it can be easily given as a supplemental homework assignment (in a beautiful theoretical world where Toady has redesigned its GUI) . Dwarf Fortress can be run on even old computers with poor graphics cards, provided the dwarf count remains relatively low.

I can assure you, it's much easier to keep track of 50 different kinds of minerals when you can say to yourself: "I've used that before." Perhaps in a simplistic and virtual manner, but I get excited when I strike Galena underground -- and it's easier for me to recognize and remember what Galena is because I have associated various feelings, events and games with it. I can't wait until Toady can afford to add material interaction into DF, and we can have lead poisoning from galena-made goblets :P

I mean, once computing gets sufficiently powerful, and if Toady sticks to dwarf fortress long enough to get complexity on that scale - you could tie in the fall of a dwarven fortress to the fall of the roman empire (one of the causes of Rome's downfall is likely the high amount of lead poisoning in its leaders [which causes seemingly random mental instability, so yes, that is a 'real world phenomenon' and societal factor]) - at least, one hypothetical path a student could explore.

While rote memorization might be more practical from a statistical stand point, it doesn't attempt to integrate knowledge with actual understanding, which is often facilitated through an action such as playing out a game (especially a game that attempts to simulate real-world cause-effect chains).

Maybe DF isn't comprehensive or efficient enough to build a class around, but still, I think, if Toady were to make DF's geology more complex in the future, and to add more economic uses for stone and to restrict how some stone can be used (based on its hardness factor and such), it could be used in such a learning environment to some beneficial effect, I think.

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DF General Discussion / Re: DF as a tool for education
« on: January 31, 2012, 12:41:06 pm »
Sorry that it's a 'wall'. Tried to keep it as short as I could :P

Why wouldn't it work though? In DF's current state, there's a huge investment of learning the game, but if that were to be removed and DF were easier to pick up...? I suppose it depends on what you're trying to get across. But I'd played DF for a year before I took an intro geology course, and I already knew half the minerals I had to memorize coming in (what their properties are, their uses in industry, etc.), so there's some kind of educational value there.

I was playing Age of Empires in the seventh grade and while world history courses aren't exactly difficult at that grade level, I knew more about history than most of my peers. Maybe it wasn't all exactly correct, but the potential for a game to teach is there. I suppose I'm just dwelling on the notion and sighing when games like Spore are priased, and DF remains relatively in the dark.

13
DF General Discussion / DF as a tool for education
« on: January 31, 2012, 12:32:05 pm »
Games like Spore have been toted to have some kind of educational appeal. Spore was rubbish and as far as I'm concerned, failed in almost every simulation aspect it set out to create, so if that can be hailed as some great thing... then what about Dwarf Fortress?

Dwarf Fortress is the ultimate socio-economic simulator. Okay, well it's not perfect. There's the 'fantastical' element of dwarves and other creatures, but I think DF excels at representing the birth of 'civilization'. Every patch, Toady adds more complexity to the game, by adding in more real-world systems that effect dynamic economies.

I think it would be an excellent base to build some kind of Junior or High School related course. Of course, Dwarf Fortress doesn't teach itself, you'd need someone to help break down the material and get students to examine aspects of the world unfolding in front of them, but DF covers a wide variety of topics.

Firstly, there's the whole 'anthropological' notion of Dwarf Fortress. You're founding a city. One that shapes its own culture dynamically. Dwarves write in hieroglyphs, depicting their own history. You can see how they live by the materials they harvest, by the tools they harness, by the architecture of their city... and when a city is wiped out, you can examine the ruins, to discover how a certain dwarf expedition went. You can dissect the social structure by how the dwarves slept, ate and worked. You can piece together their history by examining engravings and artifacts. It's very hard to do this currently in-game, as well... I tend to never find my fortresses in adventure mode (I usually die), but I'm sure some day this should be easily possible. Such a class could have a predefined abandoned city for students to explore.

Secondly, there's a big geological aspect to Dwarf Fortress. Now, I've only taken introductory geology courses, but from the way minerals and such are located in DF, it seems rather true-to-life, though I'm sure this can be improved in time. Barring the whole [secret] beyond 150 Z levels, students could get an understanding for what kind of rocks are found underground, how groundwater systems work, how certain minerals are used in industry, and why some minerals are more valuable over others. You could a lot just on the whole economy of production. How is soap made? What's one method of producing coal? While DF doesn't 100% accurately represent these industries, it gives an important glimpse into them. How their use is integral to sustaining life and economy in a desolate, unforgiving wilderness.

While this isn't in the game yet so much, I think a socio-political aspect can also be explored. How trade and relationships with foreign governments effect the culture and history of a dwarven city. How dwarves interact with non-dwarves, how dwarves ostracize their own kind. How the actions of that one crazy recluse dwarf can cause calamity for fifty.

I don't think DF is ready to be considered as an educational tool yet - the interface needs to be overhauled for that (so it can be more easily picked up). Tools like Stonesense probably need to be a little more integrated as well, though the imagination aspect of dwarf fortress is also very powerful, so that's not quite as necessary. More systems need to be added to DF as well (actually, what does DF need to be stronger as an educational-resource? I'm not sure), but in 10 years, I could see DF being that potential undiscovered game, innovative educators are after.

Anyone agree? Or does DF not really belong in a classroom? Obviously, there are fantasy elements to it, but I don't think they detract from its educational potential. It helps to create a setting far and away from the 'real world'.

14
DF Suggestions / Re: DF on Xbox360
« on: January 31, 2012, 07:41:17 am »
I don't think there's actually a demand for this. Humoring the idea is fine, but it's silly to consider even for a second. How awful it would be to play DF using a controller. And if you're going to hook up a keyboard to a console, what's the point?

The Xbox has pretty narrow specs. You'd be hard pressed to get it functioning adequately without optimizing DF to death. Effort would be better spent optimizing it for the PC, given how DF is a game of simulation and calculation, which are tasks computers are designed and produced for.

15
DF General Discussion / Re: Building a computer
« on: January 30, 2012, 12:26:51 pm »
Thanks for the advice everyone. I'll take everything into consideration. Though, I do have one more question... would a SSD speed up Dwarf Fortress? I'm tempted to take a 64 GB one over a standard HD.

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