@thenomain said in Shout for Help:
So you hit up Google and end it with site:musoapbox.net
You know, I've been kind of tempted to write a 'How to Google Like a Champ' thing for awhile now. Maybe this will get me the motivation to finally do that.
@Ashen-Shugar asked me to supply a similar list for Evennia. Note that all of these commands could also be prepended with @, + etc if desired.
who -- (as admin) Find the IP of a account. Note that one account can be connected to from multiple IPs depending on what you allow in your settings.
examine/account thomas -- Get all details about an account. Can also use *thomas to get the account. If not given, you will get the Object thomas if it exists in the same location, which is not what you want in this case.
boot thomas -- Boot all sessions of the given account name.
boot 23 -- Boot one specific client session/IP by its unique id.
ban -- List all bans.
| id | name/ip | date | reason |
| 1 | 126.96.36.199 | Thu Dec 7 19:13:13 2017 | Spam |
ban thomas -- Ban the user with the given account name
ban/ip 188.8.131.52 -- Ban by IP
ban/ip 134.233.2.* -- Widen IP ban
ban/ip 134.233.*.* -- Even wider IP ban
unban 34 -- Remove ban with id #34
cboot mychannel = thomas -- Boot a subscriber from a channel you control
clock mychannel = control:perm(Admin);listen:all();send:all() -- Fine control of access to your channel using lock definitions.
Locking a specific command (like page) is accomplished like so:
Examine the source of the command. The default page command class has the lock string "cmd:not pperm(page_banned)". This means that unless the player has the 'permission' "page_banned" they can use this command. You can assign any lock string to allow finer customization in your commands. You might look for the value of an Attribute or Tag, your current location etc.
perm/account thomas = page_banned -- Give the account the 'permission' which causes (in this case) the lock to fail.
perm/del/account thomas = page_banned -- Remove the given permission
tel thomas = jail -- Teleport a player to a specified location or #dbref
type thomas = FlowerPot -- Turn an annoying player into a flower pot (assuming you have a FlowerPot typeclass ready)
userpassword thomas = fooBarFoo -- Change a user's password
delaccount thomas -- Delete a player account (not recommended, use ban instead)
server -- Show server statistics, such as CPU load, memory usage and how many objects are cached
time -- Gives server uptime, runtime etc
reload -- Reloads the server without disconnecting anyone
reset -- Restarts the server, kicking all connections
shutdown -- Stops the server cold without it auto-starting again
py -- Executes raw Python code, allows for direct inspection of the database and account objects on the fly. For advanced users.
Below are server setttings that may be of use. These are changed in mygame/server/conf/settings.py and require a server reload.
LOCKDOWN_MODE = True -- This will turn the server into isolation mode, disabling all external connections. Useful if you need to run it to debug/test some security issue before letting others on.
MAX_CONNECTION_RATE -- Limit how many connection attempts per second the portal should accept before starting to drop connections. This is a global value, for all IPs.
MAX_COMMAND_RATE -- How many commands per second a Session may send. Note that this also includes Out-Of-Band messages between client<->server, so should not be set too low for games using OOB.
MAX_CHAR_LIMIT -- Limit how many characters can be sent in one command.
IN_GAME_ERRORS -- This will show tracebacks in the game when they happen rather than just log them and give a generic error message to the player. While very useful for development, this could be considered a vulnerability since it reveals a lot about the underlying code to the player.
GUEST_ENABLED -- Turn on/off guest access.
PERMISSION_GUEST_DEFAULT -- Which permission levels given to new guests.
GUEST_HOME -- Change guests' home location.
GUEST_START_LOCATION -- Change where guests start when logging in.
DEBUG -- This mode will show full tracebacks in the browser on HTTP errors etc. Don't use this in production, it's leaking memory like crazy (by design it stores everything).
My only comment would be, you said you're getting rid of skeevy behavior. But one of your examples is a roll to seduce on short-term. That implies the long-term ones can do that.
My advice would be to just issue a blanket list of things that can't be gotten by social combat, period. It's my plan with the Leverage system I'm building for HotB.
@zombiegenesis I think it's awesome, personally, but I will admit that I'm a big fan of most of the PbtA games I've come across (with the occasional exception). I think it does a really good job of emphasizing the hyperbolic drama of wrestling matches and the activities surrounding those performances.
@mr-johnson said in Comic Noir Game:
We are looking for staff to help get this project rolling if anyone out there is interested in signing on for the project. Currently it's a two man team, myself and my coder. We've got a second coder who's willing to help if need be but he's more on standby then actively coding for the game.
We're mostly just looking for Theme Staff, Wiki Staff, and Builders to help make things move along a bit faster, we're also not going to turn away help from any coders out there that might want to join in on the fun, assuming they're at least mostly sane.
While the game WILL get finished and launched without those staff if it's needed, (I'm refusing to give up on this project this time around) it would go much more smoothly, and launch faster with more people around to help take a bit of the load off me. We'd also be fine with people who want to be app staff when it launches speaking up, or help staff, but we're still a good ways away from launch with just two of us working on the project.
@fatefan Now that is actually a source I've picked up already, I've been combing my way through everything from Gotham by Gasslight to the excellent Marvel Noir Imprint looking for inspiration for the game. I always welcome more potential inspiration to use for building this games theme, and like I said more then willing to welcome on new Theme/plot staff.
@the-sands I think you're on the right track as far as setting goes.
Plots (PRP or SRP) can take place via egocasting to whatever place someone wants to run a plot, IMHO. That has the added bonus of balancing the morphs people egocast into with the challenge of the plot. Body hopping on missions is one of the coolest things in Eclipse Phase.
Random idea for a setting thrown at you:
Enclave, a processing locus nestled in an asteroid somewhere -- no one knows where except for Management, for security reasons. Management maintains the simulspace city but its a reputation-based cyberdemocracy, not entirely unlike Titanian Commonwealth, without the Scandinavian socialist parts. Alternative: make it an Extropian colony, and Management is who you signed a contract with to allocate enough processing power to you to run you in the locus.
This might sound limiting at first, because everyone at home is an infomorph, but that's only at the resting state. And what infomorph you take (and how it manifests in the simulspace and what it can do) is important for local jobs.
@thatguythere I think, oddly enough, this works for and against a place.
One of the benefits of Reno1, back when, in the period between its opening rush (which every game had, after which 1/3-1/2 of the initial appers who just apped every new place at the time fall off in the first or second idle freeze) and WtF2 hitting (when a new wave hit, which was followed by the RfK closing wave), was the size.
It wasn't tiny but it certainly wasn't big. People had to be on better behavior and keep themselves in check and compromise to get anywhere -- all around. And people did, and in a reasonably peaceable manner, too. The environment at the time greatly benefited from this, and it was one of the healthier game communities I've seen during that period.
It's one of the reasons I find that 'active player group of around 10 or so players on most of the time + 20 or so players popping in 2-3 times/week + 20 or so more casual players popping in maybe once a week' to be pretty much the ideal 'sweet spot'; it's enough people around to allow for opportunities, but not so many that things become permanent niches or cliques or circlejerks if people want to actually do stuff.
@loakey said in Welcome to Lovecraft Looking for Directors and Stage Hands:
Just a quick typo point on the Info page - It's Massachusetts. No e after the double t.
Thanks! ZG fixed it. :D
@quinn said in Welcome to Lovecraft Looking for Directors and Stage Hands:
I feel like you're going to get a huge amount of STF refugees. This is like everything we wanted out of that game, but cooler!
Aw! We hope people will like it. I can really use a hand with Miskatonic - I'm developing/running all the Lovecraft High stuff, and we'd like the college to be an equal focus if we can get someone(s) interested in helping there.
@lisse24 said in MU* Activity Survey 2018 - DRAFT:
I'll certainly use this feedback, but my fear with adding a N/A option is that, say, you'll get someone from a game that uses XP, and they'll scoff at both options and choose N/A. When you're trying to identify trends, you really want to force a choice, even if that choice isn't perfect. However, I think that I can probably word a third choice to avoid that. I'll work on it.
There are a lot of your questions that flat out do not apply to most of the games I've run or helped run - which is 4 or 5 depending on how you want to count. So while I get your fear, you should ALSO have the fear of 'how accurate is my data if people are choosing things that straight up don't apply to their game because they don't have a correct option?'
I highlighted most, but not all, of the questions that seemed to have that particular issue, but I'm just speaking from my viewpoint, and I imagine that other games exist for which different questions might also feel wildly inaccurate.
For what it's worth, I think an 'NA' option is probably less likely to be abused than an 'other' option, but also I think most people are lazy and will choose a ticky box over filling out 'other' where it seems feasible to do so.
@bobotron When looking at the boards, they're all listed as being set to '0' or to never time out. Though, some old posts are just gone :(
To help deal with this, I've made this instead - http://flashpointgotham.tk/index.php/Current_Hooks_and_Plots
I'll also be tossing up two other pages that will log the news reports.
I'm very happy to see all these Shout in the Dark threads waking up with people's new characters, especially newer accounts. Not only does that mean we might be seeing more - and new - MUSHers in general, it also signals people are interested in catching up and networking, which I seriously love to see MSB being used for.
That and spreading horrible cat memes, but also the other thing.
@ghost said in Bad Actors, and Bad Behavior (extended):
If we're going to define, or discuss "BAD" behavior by players, and if it's defined by very specific things such as sexual harassment, stalking, doxxing, etc, then I think we should take a moment to acknowledge the amount of hell some people have gone through on these boards for things like:
Some things are fairly universal. Those are the only ones we can really address in a generic post - sexual harassment for example is a pretty damn good bet for what constitutes a no-no.
Everything else depends on each game's staff. Maybe I am more SJW than some and would ban you for calling someone a bitch; maybe you are a real elitist and would condone someone being derided for too many typos in their posing. But we can't possibly apply any rhyme or reason to such things, as they are just too game-specific.
@tnp said in 'The Magicians' mechanics with FS3:
Gods, I hate FATE. But I'd prefer it over FS3. I don't hate FS3 at all but I think it encourages combat more than RP. That's not a fault of the system but the ones playing it.
Wot ones playing it? BSG players?