The portals to your adventure

When you journey to the Realms of Despair what portal transports you? Do you use the web based client at http://realmsofdespair.com? Do you log in through a piece of software like CMud, TinTin, or Mushclient? Maybe you’re using a mobile device and BlowTorch is more to your liking.

In 2014 I wrote a draft article called SMAUG HTTP. I never published it because I knew that the tremendous effort needed to convert the game engine that runs the Realms of Despair from a Telnet server to a HTTP based engine was unlikely to gain support. I speak only as an outside observer but I imagine that any of the handful of coders active on Realms would rather put their time into changes that will add more fun and adventure. Not at all an unreasonable point of view!

I abandoned that idea and looked at the Realms Web Client, which I think has been a phenomenal tool for allowing new players to experience Realms without undertaking the burden of installing and configuring a new client. It just doesn’t fit with today’s model of how software is delivered, does it?

When I started on Realms the idea of downloading software and spending an hour getting it set up before I played for 1 minute was absolutely standard. Now you log into a web portal and if you can’t have an account inside a few minutes, pfffft, next!

The problem we have in our community is that we are past the peak era when lots of people were actively contributing to projects. Not just SMAUG itself, but also the clients that are available. Zuggsoft hasn’t issued a new version of CMud since 2011 and seems very unlikely to do so. Mushclient was more recently updated in 2019 and is well supported on the forums. TinTin is in active development with the hopes of converting it to a commercial project.

The problem becomes that each has strengths and weaknesses and none of them hit it out of the park. CMud has a mapper that is hard to beat, and a relatively friendly window system, along with robust scripting capabilities. On the down side it is Windows only and full of very irritating memory/file corruption bugs. If you’re like me and able to work around those issues, it’s hard to beat. I may be biased, I started with Zmud more than 20 years ago, and the old dog likes to make maps.

Mushclient is, in my opinion, the most stable piece of Windows mud client software available with top notch scripting capabilities. Written by Nick Gammon the client makes it very easy to create a structure to share scripts between characters and suffers from no corruption issues I’ve ever encountered. I’ve used it for my bots and been very happy with it. Unlike CMud it’s much harder to see the active state of memory if your variables are involved, but like anything that is a trade off that can be worked around.

Most of its files are text based making for easy sharing and easy backups. The menus are not bad, once you get used to where everything is. I made a serious attempt to move to Mushclient full time but I just couldn’t live without the interactive automapper. Nick … if you’re listening, let’s talk about it 🙂

TinTin is an older product that has had new life breathed into it. Myrr reached out to me about getting involved with using it, and introduced me to it’s mapper. Like Mushclient its mapper is of limited interactivity. It records things that CMud’s does not, like terrain type, and attempts to auto generate a graphical map, which is very fun, but is ultimately more difficult to extract information out of than either of CMud or Mushclient. I think this is because this one is available on multiple operating systems and has a distinct linux feel to it. If you’ve been living in that command line world with no windows available then this one might be up your alley. It lacks new user friendliness, even setting it up for the first time is non-obvious. The names of files you need to edit aren’t documented and you find yourself on the Discord channel feeling like a fool trying to get the thing running at times, but I applaud the author’s determination to revive the software and make it not only useful, but progressive.

All of these products are computer based. I’ve used a couple of different mobile technologies which I’ve blogged about before. The biggest thing to say about playing Realms on mobile is that you better set up buttons for things. Where you can argue that fast typing can get you away from macros or triggers on a PC, even the finest Bluetooth keyboard is going to be a pain for mudding on a phone. Not introductory level, but absolutely cool once you’re ready for it.

Which brings us back to the Realms client. I’ve used it many times and though it suffers from some of the critiques I mentioned on the other clients it has the distinct advantage of being web based. Fire up a browser and go. It is developed and supported by the people who are working on Realms and so feature wise it can be tailored exactly to our game. I genuinely believe that it has the potential to be the client of choice for our player base.

To create an experimental development environment I asked some of my students to create a HTML5 Websocket client that could connect to Realms to try to play around with it and they did in just a couple of months time. Another project team chose to work on a web based mapping software for Realms that could read and render CMud’s map files. Another success. Bringing these ideas together and then expanding on them further could make the Realms client top notch.

I think that there are questions about this though, for example I have no idea how much server overhead administering the client creates. The client itself runs on your device, but it has to be back ended by a Realms server. Not only that but the original point I made about developer’s time … any time spent on reinventing the wheel with a client is time away from expanding the game itself.

I saw a recent TS vote pass that suggested multiple characters connected through the web client. This was part of my student’s project as well. We know that players need multi-character support. Whether it should be added to the Realms client comes down to the intention of that client: is it a vehicle to get people to try the game and then they will be vested to install a stand alone client, or is it an opportunity to demonstrate the full capabilities of a custom SMAUG installation on a 25+ year old adventure game?

Maybe there is a possibility of custom web clients in the same way people used to make stand alone executables. This one is problematic because you’d have to trust the person running the client not to steal your passwords or you’d have to have your own online database that you configure a connection to … we’ve done some stuff like this using DropBox or Google shared drives to sync our CMud profiles across computers, so it might not be that far fetched. Update (2020-08-05): One possible work around to the trusting someone with your passwords problem raised here has already been solved in industry. If the Realms server were willing to provide a third party login authentication service in a similar way that you can log in “using your Facebook account” to other sites, this could keep the control of your password between you and the Realms site while allowing a custom browser client to be built by third parties.

I still think the Realms client has great potential. If only the escape key would clear my input bar ala Z/CMud and not disconnect me routinely.

Have fun, stay safe!

Mapping the Realms of Despair

Lots of people set out to do this and many of them choose to make a link between areas so that each one appears in it’s own graphic. There’s good reason to do that, it makes individual areas easier to find and helps to modularize the mapping process. One thing it doesn’t represent well is how the areas fit together on the continent.

I have previously mapped a lot of the Realms using zones but for my currently project on realmsofdespair.info I want something different. Having only taken the time to map New Darkhaven I’ve already come across a number of challenges. I’m sharing them with you because if it’s your first time trying to map the Realms, I think these issues will crop up regardless of which software you choose.

A map of Darkhaven
New Darkhaven

As a bit of background to SMAUG a room is the basic unit of measure of space.  There is no way to specify the size of a room though there is some limited support for expressing the size between rooms.  More on that later.  Rooms are the places the action takes place and exits let us move between rooms.  I will assert here that there is no established coordinate system in Realms that we can tie into to make our life easy, so we have to come up with our own.

I want to point out 4 particular difficulties that will pop up before you’ve finished Darkhaven.  There are more but that’ll give us something to talk about later.

  1. Either the distance between rooms varies or the rooms aren’t the same size.  You can’t rely on just counting off the steps in a direction and evenly spacing your rooms out.  Proof: As soon as you enter the game you can move up 1 room to get to ground level for Darkhaven.  If you move east you’re in a small shop.  Now if you move west, north, east, south and west you might expect to be in that same shop but you are actually in the bank.  This is the simplest example of this but you better get used to it.  Try squeezing the Warehouse into the map without accepting it 🙂
  2. Diagonal directions cause some tricky geometries.  To get things to line up “just so” you will either have to accept that every link is not going to be perfectly straight or you need to be prepared to fuss over moving rooms around until they click perfectly.
  3. There is an implied terrain grade that has nothing to do with up and down exits.  What?  It means that you can walk and without moving up or down anywhere you can be looking up or down at a room you were previously in.  Proof: Exiting Darkhaven’s southern gate you can follow the trail northwest until you eventually reach the Crumbling Bridge.  If you had instead gone northeast and followed the Darkhaven River you would have followed a path that lead to a spot below this bridge.  Simply move up and down yet stay on the same map level.  This is one of the most difficult discrepancies to reconcile … most maps can visually represent it but if we’re going to try to apply good mapping techniques we have to understand what sort of physical reality might cause this situation.  In fact it’s not a problem of a real representation but rather it’s a problem that crops up in computer science all the time.  We’re trying to assign discrete, fixed, defined levels to something that were it real would be a continuous reality.  So once again, wha?  Up and down exits are jumps in elevations, not some unusual change in level.  The terrain itself may have some grade that imperceptibly slopes upwards or downwards in a way that isn’t so drastic that climbing is required.  In this case the river slopes downwards or is even beneath the regular grade and when our characters travel it they gradually travel below the street level of Darkhaven.  Eventually it becomes noticeable enough that you’d have to climb up to the bridge to get back on top.  Thankfully this is a short stretch and it peters out, but it sheds a light on the fact that you can’t assume that because something has the same number of ups and downs, or has no ups and downs at all, that you’re on the same level.  Street level in Darkhaven is a different altitude than the ground level in the Southern Mountain Range … or is it?
  4. Paths will irreconcilably cross one another.  Try as you might to keep your map nice and neat and clean, paths will cross one another.  Proof: The first occurrence we’ve already discussed.  Go directly south of Darkhaven to the bridge.  There is no up and down exit here, so no direct path down to the river, yet the river’s gonna pass right under it.  Okay, maybe we’ve explained this one already.  What about the path from Miden’nir to Moria crossing with the one from Darkhaven to the Southern Mountain Range?

 

Hey, so that’s enough for now, stay tuned for more exploration and additional maps.  You will be able to follow my progress on realmsofdespair.info but first I need to settle a couple of technical questions about how to display them.  I’m pretty happy with the early test setups but it’s not quite right yet haha.

Merry Christmas!

Configuring Mushclient

(This is the second in a serial describing my experience with migrating from Zmud/Cmud to MushClient)

In the last article I talked about installing Mush and some basic thoughts about how I was going to lay out my characters in this new environment.  This post will go through getting some templates set up that will eventually be copied to create those characters.  I’m using a template because in fact there are very few characters I use that I need triggers specific to that character.  Almost every trigger I have I’d prefer to have on most of my characters, give or take some variations for race or class.

For those who would like a way to easily download the files and not go through the pain of doing this all by hand I will make a link available at the end of the series with a default basic configuration.

Ok, so I created a new world. This is going to be the basis of all my class specific templates, it’ll need to be tailored as I go along but I can set a bunch of stuff that I want to be the same in all of them.  These settings are under the World Properties link in the Files menu.

I fill in the world name as Realms of Despair and the address as realmsofdespair.com. Next I go down to output and up the lines in the output buffer to 20k… I like a lot of scroll back for extended afk sessions. :> While I’m on this tab I hit Auto-wrap to window size and copy selection to clipboard.

Under input->commands I change echo my input in to a pale yellow (I think it default uses grey … I’m very used to the yellow and I look for it). Let’s go ahead and enable spam protection every 19 identical commands send “spam”. As a Cmud person I’m tempted to change the speedwalking prefix from “#” to “.” but for now I’m going to simply leave it disabled. I’m sure I’ll circle back to this one, the problem is that # is not only the repeat command in Zmud but the command command … like #LOOP or #CONNECT … which I won’t be able to simulate here regardless. .5swen in Zmud would work exactly as #5swen would work here (I think). I’ll skip speedwalking for now. I’m just not sure heh. I am sure I need to turn command stacking on and may as well keep “;” since it’s pretty universal.

Down to input->keypad to check off “Escape Deletes Typing” and “Ctrl+Z goes to End of Output Window” to make it feel zMudish … which when button mashing on a run will be important … hmmm… not too sure about changing the arrow key defaults for now, so I’ll leave them until I have a reason to double check. Onward we go down to keypad. Here the 5 key is useless to me, so I want to change it to look instead of who. I’m also changing the * to stand and . to rest and 0 and / I’m going to blank out for the moment. I may revisit these since they’re not keys I’ve used in the past.

Finally I flip down to scripts … as I said when planning my layout I want to have each character have it’s own set of local variables. The kicker to it is that I need the same information from every character, but I will set that up as a trigger in the usual way instead of using the World Events… Also though I need the same information on each character, I’ll go through the same procedure to gather the information on each character. So it’s better suited to a global connection plugin. What I want to change here is that I have downloaded LuaEdit as an editor and I’m going to use that instead of the default built-in editor. If you’re not planning to do a LOT of script writing, I wouldn’t bother with that.  I’ll also click note errors to make sure my script errors don’t give me a pop up box and mess something up later but rather show up in the normal scroll. I’m going to go ahead and fill in a script prefix here too… now this is where I’m tempted to use something like “#” from Zmud since it’ll have a similar functionality … but since it’s going to let me run Lua scripting from the command line I’m going to break with habits and use “/” instead. I won’t set the external script file just yet as this is the per world (character) scripting and I’ll fill it in as I create characters if the variables don’t save with the world file (or if I need a one off trigger for a particular character).

We can close the settings up now and move on to setting up a default plug-in.  This is where the global triggers are gong to go.  We don’t have to build the triggers now, but we want the world to know about the plug-in name.  I decided to do one “Tharius’ Realms of Despair” plug in instead of a list of them that are more modular and encapsulate one function (for example equipment damage monitor).  The fact is that the latter approach makes a lot more sense, however, there are so many ways I can think of to split things off that in the interests of keeping things moving along I’ll go with a catch all Realms plug-in and will re-factor it down the road.  This is more of a programmer/distributing my triggers decision.  For the average user it shouldn’t be an issue.  Besides it’s easy to move things into their own file later on.  I plan to go ahead and make class and race plug-ins separately, we’ll come to that.

Ok, so I’ll quickly whip up an empty plug-in and add it to this world, and them I’m ready to start making the class files.  I use the plug-in wizard to create an almost empty plugin.  The only thing in it is the help alias 🙂  I’ll add to this file later on extensively.  I won’t rely on the plugin retaining state because I’m going to have the variables in the per character configurations.  I told it to include the standard Lua constants, I’m not sure if that’s the way to go, but I can remove them later if need be.  I clicked ok to get out the wizard, added the plug-in to the world and immediately noticed an error.  When I moved my directories I didn’t move the contents of the default plug-in directory to my new directory.  If you didn’t move your folders then you won’t see this error, but I did so I have to go to the hard drive and move them to my new folder.  Error went away so I went ahead and saved the world.  I chose not to use the global plug in option because I am creating everything from scratch here. If I had to add something later on down the road then I suppose I might use it.  Also there’s always the chance I won’t want it in world, like a build port or some other mud (gasp) at some point so this gives me a little more fine tuned control over things.

Ok.  From here I want to have a plug in with class specific triggers for each class.  I take my default template and make copies of it for each class (RoD-Thief, RoD-Cleric, etc).  Once I’ve got them all I opened each world, one at a time, created an empty plug in with the class name (ThariRanger, ThariDruid, ThariClassname…) saved it to the hard drive, added it to my class specific world and saved and closed the world.  I also went ahead an opened a world so I could create files for each race but I didn’t add them to any world yet because that’s something that will be far too character specific to do in any good, general way.

That’s it for today.  I made a back up of this whole structure, and will make it available in the next blog post where I start adding some basic triggers.  Right now I have 14 worlds, 1 default and 13 class specific, 1 generic RoD plug-in, 13 plug-ins for classes and 14 for races.  It seems like a lot but that’s the majority of the file creation finished.  Next comes adding characters to Mush and then trigger writing.  Stay tuned … (in not out!!)

Migrating from Zmud/Cmud to MushClient … a rambling adventure

So here we go, at long last, I will make the jump into the MushClient world.  This started out as a project for the guild bot characters so that they could access my databases but it’s grown. It has taken so long because I’ve been inordinately busy with life and school and also because I could not get the server configuration I wanted working (I still cannot but I will!!). Instead I’m forging ahead with my current setup but I’ll add all my functionality and transfer it at a later date.

For those who are not interested in installing and configuring MushClient very little of interest will appear in the next few blog posts.  My initial post was far too long to keep in one piece and so I’ve split it up into several steps.  You may find the discussion of triggers interesting when we get there or may wish to read for ideas on how to refresh your own client of choice’s setup.  Either way, once I’ve accomplished this it’s well past time to go back and reflect on all the guild turmoil of the last few months.

For background’s sake, I have been a long time Zmud user and recent Cmud convert. I loved Zmud back in the day, it did all I wanted it to. The mapping system draws me back time and again. I just cannot keep it stable on my Windows 7/8 systems. I purchased Cmud since it was pretty stable … until I started pushing it. Now I can crash it by rearranging the windows. There is no doubt in my mind that it has a few memory leaks or fails to do some sort of garbage collection. The problem grows the longer you use it or the more windows you open and close. I’m not even touching how often my character setting files corrupt or the fact that I can’t open character A without disconnecting character B. I’m ready for a reinstall … but I know I’ll be back to this point in a couple months. The straw that breaks the camel’s back is that Zugg is no longer developing the software. If he were then I might hang in there in optimistic faith that the bugs and glitches would get sorted out but the fact is that it’s a business and he’s not making any money at it anymore. I say that without judgement, it’s got to either be something you love or something that pays … when it’s neither it becomes a burden. I wanted to add database support to my bots and discovered I would have to pay more for Cmud pro … to do something that is available in a free Lua library that is not provided by Zugg at all.  Next I want to play with MDSP and a graphical interface similar to what KaVir or Sepharoth worked on some time ago.

I guess these things contribute to my breaking point. I read a rant about Zmud users not wanting to buy Cmud even though it was an overhaul … I am not in that category, I paid for both. I’ve used both. I’ll keep using them both for specialty tasks for the time being… but bring on MushClient by Nick Gammon.

My first experience installing Mush under Windows 7 wasn’t pretty. It turned me off Mush enough that it took an ordermate extolling it’s virtues to convince me to try again. The new 4.84 installer is MUCH better. Ignore most of the instructions on the Mushclient website, grab that installer, change your paths to point to somewhere you can find them, install that old winhelp if you like and bang, you’re up and running.  I stopped at the global preferences, rearranged a few directories, tick off the reconnect on disconnect button and I’m up and running.

Next is to set up a world.  This bit of terminology tripped me up since I think of world=mud.  Here we’re using world=character.  You can use world=mud but then you will lose the ability to enjoy the autoconnect features.  The one character, one world setup works for me and how I do my triggers.  The world file will have all the variables about the particular character and I will bring in my (for example) THIEF trigger set as a plug-in and let the triggers use the variables.  This way I can share my triggers without my variables messing anyone else up and of course all my (example) thieves will have uniform triggers but don’t have to have uniform equipment or setups, etc.  More on triggers later.

For now, how to organize things.  I only play one mud, so I don’t need a separate folder for Realms of Despair characters but do I want to lump all my characters in one folder or split them up?  My instinct is to split them up.  In Cmud I could rename the icons to things like “Tharius – Ranger” and “Lareawan – Thief” … or in time I just used seperate icons for each class so lumping them in one window was fine, I could glance about and find what I wanted but here in MushClient I’m only presented with a Windows open file dialogue.  I loathe it 🙂  Things like this go on my “it’s open source, if you hate it that much then write some code” list.  Anyway, I dislike this because I cannot dynamically rearrange my listing to suit whatever piece of information I’m trying to extract.  Usually I want them sorted by class then by name … I can accomplish that by filename but if they’re in folders I won’t be able to re-sort them quickly by last connect date … or whatever …  So at the end of the day I won’t bother with folders, and I’ll use file names like Thief – Lareawan so that I can use the Windows file explorer to sort by name or date or whatever I want … I need to go back and check off “Save world on exit” so that it will properly save the time stamps but other than that, we’re off to the races, as long as that doesn’t show up in the window title bar, we’re good.

 

(Next time, configuring the world … default setup and getting ready for a mass character import)

A lesson in WordPerss themes …

This one’s a little off topic, but it was a matter of great personal anxiety this morning so I thought I’d share … in case any of you do something similar.

While puttering around this morning I hit the blog’s admin page and saw an update to the theme I use was available.  I try to keep things up to date, I never know what bug fix or security fix needs to be included (I don’t work on web development professionally and it’s a lot to stay on top of otherwise) so I’m pretty diligent about applying updates.

The item database page is on a separate template so that it can run the scripts necessary for querying the back end database and what not, and as some of you have seen, I have put a half decent amount of time into getting it working.

After applying the theme update, all that was gone.  Let that sink in… gone… As a work in progress I haven’t backed it up anywhere and I’ve been working through a ssh shell and writing the script in vi … no auto backups anywhere.

Did I say gone?  A quick web search revealed I had just been inducted into the “Theme updates delete the folder and install a new copy from a fresh archive” club.  Yes, it deletes the whole damn folder instead of doing some sort of selective update.  Well Jesus, Mary, Joseph and the Shepherds … who the hell designs this stuff like that without a warning??

Thankfully my hosting provider does nightly backups and I was able to restore the file from their backup … the guy on the phone used a “teach a man to fish” approach so I’ll be able to do this without the hour long panic attack should it ever happen again.

… and it will …

… because I’ll backup today …

… and tomorrow …

… but once I feel safe again, the files are on their own! :->

It *is* a journey, not a destination! :)

I have said this once prior in this blog but my experiences this time around with the Realms of Despair is very much about the journey.  I’m not sure I’m setting out to keep this in mind but it has been floating to the surface of my thoughts regularly of late.

I’ve been doing a lot of reading of reviews and other user sites about the Realms, trying to get a feel for what’s been going on over the last few years, to understand with more depth about where we are.

Some themes appear over and over and I’ve been trying to give them some thought.  I don’t expect to wave a wand and fix anything but I’d like to be part of the solution, not the problem.  Some of these beefs pre-date the Shattering and I’m certain there are no simple, satisfactory fixes that will respect the near 20 years of Realms history and open a new future.

Text-Based Game

I come from the world of BBSing, so my own migration from text based games to text based MUDs was seamless.  I know that this is a hurdle for some, however.  With that said, familiarity with technology, texting, Facebook, email, etc, has never been higher.  I don’t think that the game necessarily needs to be graphical to succeed, but there certainly needs to be an improvement in what is available client wise.

Returning to Realms one of the biggest challenges, after using the Java client was just getting Zmud or Cmud to keep me online reliably.  It turns out that this is mostly the fault of changes to Windows over the years but if this is the new reality then the client should just deal with this aggravation free… New users won’t have tolerance to this.

Especially when it turns out turning on the tick timer does the job of a keep alive just fine.  This is a lot better than setting up an alarm to save every 60 seconds for the simple reason that it doesn’t force the server to save your character to the hard drive over and over… less wear and tear on server hardware = good since we don’t have to pay to replace it.  It’s also less spammy than using look or glance or whatever.

I didn’t talk about MUSHclient or Gmud but I think I’ll talk about clients another time in more detail but I think this makes clear the case that there’s issues that can be addressed.

So even back in the day I was actively playing things like Heroes of Might and Magic, Diablo, Warcraft…  I have always thought that Realms would be incredible graphically based.  I think that there is tremendous potential for people to participate in using MSDP to improve the interface to the game even without eliminating the text based nature, without straining the server and without having to recruit a literal army of artists.

Baby steps! 🙂

Pre-Avatar Play (Levelling)

In every game I play levelling is a challenge.  In the games where you need to have multiple characters the word tedious usually floats up eventually.  If you don’t think so go check out the QQ on the Blizzard Diablo 3 forums where there are only 5 character classes.  Levelling the character to max level (60) means running through the full game 3-4 times (by the end of Hell Act 3 you’re probably done, but you can’t hit anything big until you get at least that far in Inferno).  I can do it in about 12-18 hours per character depending on the character class because I took on playing hardcore mode for fun (1 death, death is permanent) but there are wide zones of levels that are just boring grinding because there is no new content.  This doesn’t include the 100 levels of post level 60 grinding (more later).

So what does this have to do with Realms?  I remember my first time levelling, it was Tharius the half-elf ranger, sort of based on Tanis from the Dragonlance series.  I did have a bit of an advantage, I could use my friend’s avatar ranger Daltorak to follow me around invis and cast cure on me.  No levelling spell bots, no major cleric army but still it was ahead of the curve 🙂

I enjoyed the experience because everything was new and exciting.  I learned how to use my character, how to fight, how to die, how to CR by myself and so much more.

I think I applied to the Newbie Council around level 15 and got pointed instead to the Guild of Rangers.  Some of the items on my induction quest were above my level so I had to get to know other guild members to help keep them, another lesson quickly learned!  There were lots of helpful people around, people like Lopuis, Apollonia, Linda and many others.

I let myself get caught up in the idea that there were “levelling areas” and that I should get to avatar as quickly as I can so I can go on the big runs.

This discouraged me from exploring and instead I really stuck to the list of areas that people told me were the best for experience, unless I needed to side track to get a new piece of equipment.  Many of those areas are still used today … Shattered Refuge, Tull Manor, Treetops, Coral Depths, Ocean Keep, Spectrum … I would encourage new players not to buy into this idea of hitting avatar as quick as you can.  Loosing experience and having to eat and drink are all regular bothers, but the odds are, once you hit avatar you won’t ever put the same level of interest into levelling another character again.  So explore a little … there are many new areas that are tailored to lower level players, especially below level 20.

Levelling secondary characters (alts) is part of this game.  I agree that you cannot defeat all the different mobs of the game with a single character.  I have never seen Seth run with a group of rangers, for example, rangers just don’t dish out enough damage quickly enough.  They make superb tanks on other runs however.  Everyone is allowed to have many characters and to play with their advantages and disadvantages accordingly.

As a new player I’d say it’s nearly impossible to make a good choice about class and stats right out of the gate.  Tharius’ base stats still plague me to this day 🙂  I think that the help that’s available is better than it was in the past, but I’m sure that people still roll mediocre bases.  Here’s something I believe to be true: a mediocre base will not stop you from running anything and may even improve your ability as a player.  There is no doubt I’d rather play a 18 str/18 dex/18 luck thief on most runs but there is no chance that I’m not going to use whatever thieves I have in my stables regardless of their base.  I’ll make it work, even if it takes levelling spells or whatnot.  Yes, 100 extra hit points on your base helps.  14 strength on a warrior class is sometimes tough to work with.  Don’t let it stop you from doing anything you want to.  Pre-shattering I had added 2 strength to a Dragonhide Breastplate just to get over the problem for once and all.  There’s always solutions.  Maybe that glory would have been better spent adding hit points for a character that didn’t have a stat problem, but in my view I was doing the best I can with my character and I wasn’t worrying about your character having more hit points than I do.

Sit back and make the most of whatever you create.  If you’re lucky enough to find advice before you get very far into the game or if you’re lucky enough to roll good bases right off the bat, fantastic.  Reroll is there to be used.  If not, accept it as a challenge and deal with it 🙂  If you only compete against yourself I believe you will be much happier in the long run on or off Realms.  You can certainly look at your first character as a throw-away if you choose, a waste of time even if you really want to be callous about it … or you can acknowledge how much you learned in 50 levels and apply that to your future endeavors.

Post-Avatar Play (End Game)

So this is all pretty well advice I didn’t pay any attention to.  It didn’t take long before I was trying to accumulate gold to buy big items I couldn’t run for.  I’ll note that this is years before many of the helpful web sites were up to teach the soloable mobs, maps, directions and so on. Doing a run like Cern was an accomplishment, torques were not bad equipment.  Working your way up to devout scales of the alpha and omega  was an accomplishment (if you didn’t just outright buy them) … Buy them you say?  Yes, because not only was levelling a “pain” but now there were runs that were “just a pain in the ass” … you know because you might have to do them a bunch of times to get the pop item…

For a new avatar the odds are this encounter is happening in a guild, which was my experience.  Experienced players, why would you want to discourage anyone from running anything?  Where does the next generation of good runners come from?  This, if for no other reason, is why you should help out in a guild and lead runs to mobs instead of teaching how to use auction and traffic.

Yes of course, if you’re an active player after you’ve av’d the odds are pretty good you’ll have run many of the lower avatar mobs many times but … really?  You can’t go whack Bahamut or Justice for a while?

I enjoyed running with the Guild of Rangers as a newbie and probably even moreso as an experienced player with the Guild of Druids.

New players … my advice is to enjoy the growth curve.  As you get further into the game amount of effort required for each improvement certainly goes way up.  Maybe too much … but it’s a very fine line balancing a game like this and I won’t disparage the efforts of those who have worked hard to tune the game.  They’ve dealt with all the challenges that mortals have thrown at them for years and many of the changes are to respond to particular problems.

Eventually you get to a state where you really need to rely on others.  When the game is active that’s not so bad but right now it takes careful planning to get groups together.  Hopefully things rebound and it gets easier again.  Right now there’s the challenge of getting groups together so the “big mobs” aren’t being run much, so people want to have the mobs downed so that they can run them again.  Then they’ll get spammed and need to be upped again … instead let’s work on getting anyone who wants to run some better skills 🙂

So now what if you’re one of those experienced players?  What is your end game?  For most, it’s chatting and trying to hoard gold or glory or Seth sets or something.  Here’s the devil … the end game is whatever goal you set for yourself.  An open ended game like this always faces a problem with the top tier players, how do we fix it?  It used to be that the top players moved from PVM to PVP … ie: pkill.  With pkill at least you are always facing an evolving opponent, but it’s certainly not everyone’s cup of tea … which is why you set your own goals.  For me, I like to go out and try to beat every area, create maps, stuff like that.  Try your hand at building?  It’s never been easier.  Submit a quest?  It’s up to you.  I would LOVE to hear some opinions on more ongoing activities that could be added into RoD.  I hear a lot of “quest for base increase” type ideas … but we sort of had this, it was stat-training, it went away for reasons that could probably use repeating.  I hear about more levels … well that hasn’t worked so well in Diablo 3 (100 new levels) … it becomes a grind.  I think there’s great potential using mptagging to create some longer term story lines and huge ongoing quests to help fill the game with more adventure but it shouldn’t feel mandatory yet it has to have a reward of some sort.  I hope to have more opportunity to discuss this with people interested in making it happen.

The Economy

First off let me say that I tend to ignore the economy as much as I possibly can.  I do this by trying to run for things that I want.  Yet, I acknowledge that this isn’t always going to work out.  Gold is worthless.  It’s been the chanted creed since before the Shattering, you can always farm more gold… always…  Yes, you can accumulate a mountain of it but the best use of it is for buying flasks for brewing so you can go adventure.  This comes back to the idea that buying your equipment instead of running for it removes hours of content from the game … Ok well, yes, the reality is that buy, sell and trade are perfectly legitimate ways of gaining equipment … but if it’s your primary mode, haven’t you missed something?

Ok well, rant mode off, this is something that could be improved nonetheless.  Outlets need to exist for lower level players to make more incremental gains.  I like the idea of craftable objects a lot.  In Diablo 2 this was a major end game outlet for a lot of players.  As a mid-level Hammerdin I was able to trade with elite players because perfect gems were a currency.  I had to adventure to get them (as did they) and they needed lots to create new items for their various elite builds.  I think this is something that can be brought into realms wholesale.  Ravenhill proved it works with Seth sets, I think it can be done at differing levels to provide a lot of stimulus.  Why run Bahamut once you’ve got a bunch of Justices?  Break his equipment down at the blacksmith for components.  Of course the rate of return shouldn’t be 1:1 or what’s the point …. again an idea that I’d love to help develop.

 

Well this has gone far longer than I intended to, I think there are a lot of ways to stimulate the the game without losing the challenge.  Let’s work together! 🙂

Copper to Cosmos … the times have changed

Though I’ve always been a technology geek and have gotten used to the idea of carrying a computer that can make phone calls, I have had a new geek moment on a bus ride home today.

I installed iMud and proceeded to log into the Realms from my iPhone.

Ok, there’s no earth shaking breakthrough here.  I had been reading up on MSDP and MushClient … and wound up installing a $1 app.  This means that my journey on the mud has travelled from dial up, copper line technology with all it’s fun to a cellular phone based login.  Perhaps I’m too easily amused.

Or perhaps I should spend the afternoon writing my triggers on my phone’s keyboard … and adding buttons … and …

The conversion is DEAD!!!

When you look inside the corpse of the conversion you see

a SQL database containing 2500 items up to 2002

(This is just a short note to say that the conversion was fairly labour intensive, but it went very well.)

I should cover this in case it’s interesting to someone in the future approaching the same sort of problem.  As far as I can see, and I’m only in the very earliest stages of verifying data, the decision that was made during the change over from “anti-” to “allowed: ” seems to have been as follows

  • Alignment conversion is trivial, it’s obvious how this works.
  • If an item was anti a particular class make it anti the new genre the class belongs to.  If something was anti-warrior make it allowed everything except fighter and so on.
  • Some items need touching up, the one that leaps to mind is “Sun, Moon and Stars”, but that was because it used a wear program to enforce it’s restriction against warriors but allowed rangers and paladins – from the conversion point of view, this is something different than anti’s.
  • There will be items that have changed over the last 10 years.  Again, not a conversion issue.

Now that the homework’s done, down to business!

For the last week or so I’ve been absolutely obsessed with my final homework assignment, so other than a little socializing and running reroll or semi-afk golding scripts I haven’t been doing very much on the Realms.

When last we checked in I had started working on modernizing an item database that I used extensively when I played before.  This program was originally written by a player named Daltorak (a close friend, I’ll respect his privacy here) and was shared with me when I started playing.  It didn’t take long before we added a ton of useful features to it.  One of the most useful modes of this program was the ability to play “Mr. Dressup”.  Put in your character’s stats and start choosing equipment to dress them in.  This mode was invaluable for setting goals or planning different builds.  This program was collaborative, both Warren and I would share databases via ICQ and merge them.  This was years before Alexian started sharing his database with anyone.

The fact that I can use this program today and still get tremendous utility out of it is a testament to Daltorak’s original design.

What else was this great for?  Oh, any “find the item” type quest.  With nearly 2,500 entries spanning from old clan to (at the time) current, it was very hard to stump us for an item… foods, drinks, keys, scraps, whatever, we probably had it.  When we started importing the output of c ‘locate object’ and auction channel the database ballooned (these were the days before donation rooms were no-locate).

So where am I at?  I have set up a SQL database with the structure of what I think will model Realms items nicely.  Today I installed Turbo Pascal 5.5 into a VirtualBox session so that I could convert the existing database out to a comma separated spreadsheet.  You don’t appreciate how far OSes have come until you go back and do some serious text manipulation in a DOS editor… I’m telling you!!  This is almost complete and then I have to try to write an import script to the new database.  This won’t be too hard, but might be labour intensive and might reveal some flaws in my otherwise perfect plan 🙂  The item formats are in the pre-Shattering format, that is items might be “anti-good” instead of “allowed: good neutral” so a tremendous amount of verification will be needed to bring it up to a level I’ll be satisfied with it, but for now, not so bad.

Oh, yes, it is my plan that most of the database features will be available publicly … why wouldn’t I want to share and collaborate?  Exactly what form that’s going to be in is still to be determined, but feel free to comment and let me know what YOU’d like to see.