Re: [crossfire] Seeking life...

2008-11-09 Thread Nicolas Weeger
 Are we sure it is a good idea to make that ? Quoting what somebody else
 said about such an idea:

 I figured it would detract from suspension of disbelief and immersibility
 of the game

 Something I tend to agree with. Thoughts ?


I would say it really depends how it is written :)

On the other hand, it would be nice to have explanations for word of recall, 
the bed to reality, death penalty, and such ^_-


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] Seeking life...

2008-11-09 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
   The harder part is perhaps that first one - finding leaders.
 
 I wouldn't mind being coding leader, but then right now the conditions aren't 
 really met.
 Code is here to be used for the game, it is not the game. Therefore, if there 
 is nothing going on game-wise, then it's no use having a living code.
 
 I do admit liking coding, which is sometimes more important for me than 
 content, unfortunately.
 
 Therefore we'd need a good game content leader who can make the game really 
 fun and drive development needs.

  I think that is really the crux of the problem - it seems to me that most of 
the developers are code developers, not content developers.  I certainly 
include 
myself in that category.

  There are certainly some folks out there that do work on content - I don't 
mean to say that there aren't.

  Having a leader of content doesn't do a lot if there are not many folks 
willing to write that content.  So the question may be how many folks would 
move 
from doing code to content if that was the drive, and how many really just want 
to do code.


 
 I mean by content leader someone who can point out needs to be filled 
 (missing a town linked to such and such story), accept or reject (saying why 
 it is rejected) content submissions, who takes into account the whole 
 coherence of the world and the background story, and such.
 
 And lately since there is no new content, no need to drive the development, 
 nothing really going on, coding for CF has become some really uninteresting 
 idea (and I admit the code is starting to be quite messy which is not 
 helping, either).

  I don't necessarily know of those two are related.  I know various folks have 
done various big projects that were not really driven by content, but rather 
this would be a nice feature.  And in fact, your list below also falls into 
that 
- those are not drive by content, but rather features that might be nice.

 
 
 For the record here is what I'd like to do technically-wise:
 - stable server, few bugs (obvious, and not that far a goal right now)
 - distributed server, crash-recovery systems: server crashes, clients 
 dynamically or transparently switch to another and go on playing maybe 
 without even noticing - at least with minimal loss
 - dynamic updating of resources - no need to recollect archetypes to take 
 into 
 account an archetype change, or a pic change
 - regular releases (anyone remembers when the last one was?), as long as 
 there 
 is justification for that and in coordination with content leader

  IMO, this sort of falls back to the past problems - from discussions, it 
seems 
that the most pressing need/desire in crossfire is new/better content, but that 
list above doesn't really address that at all.  I don't mean to say that those 
are bad ideas, and in fact some may be quite good, and at least for some of 
them, I would have comments/questions, but that doesn't really seem to be a 
focus right now (and you say so yourself).  There are some other things I'd add 
to that also.


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