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Author Topic: Wayfar 1444: a roguelike MUD/MOO set in the far future  (Read 78555 times)

BloodBeard

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #90 on: October 20, 2012, 01:52:50 pm »

It's only grindy from a crafting point of view where you need to gather a ton of materials to make the best stuff, especially if you care about quality (though there are things like auto-harvesters, auto-crafters and refineries to ease this).

Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #91 on: October 21, 2012, 09:33:15 pm »

It's only grindy from a crafting point of view where you need to gather a ton of materials to make the best stuff, especially if you care about quality (though there are things like auto-harvesters, auto-crafters and refineries to ease this).
Given, crafting seems to be a very significant portion of the game. Especially with the absence of many other player to steal from trade with, crafting seems to be quite a bit, in fact.
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Muz

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #92 on: October 22, 2012, 10:19:33 am »

Well, what's a non-grindy role to play then?
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Shooer

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #93 on: October 22, 2012, 11:08:36 am »

Anything that isn't crafting right now.  There's almost nothing you can't do that requires you to learn any skills.
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Muz

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #94 on: October 22, 2012, 11:22:14 am »

Lol, that's kinda ironic. Because I started with a crafter for that reason. Normally on most games, crafters are the least grind because you start off with recipe books.
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Shooer

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #95 on: October 22, 2012, 11:29:12 am »

In the game there is nothing to grind to except better gear.  Yeah the skills make you survive and fight better, but the ones you take for crafting along the way will do the same as if you took a few of the combat skills.  Not as much but still something.
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zombat

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #96 on: October 23, 2012, 03:21:09 am »

The grind with crafting is making your tools, collecting resources, and building your infrastructure.

Can robots haul resources between buildings yet?
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #97 on: July 12, 2013, 05:59:08 am »

Total necro with one last update before I start a new thread with a more comprehensive breakdown.



Firstly: over 1100 registered players, with only listings on the MUD sites and a topic here and on TMS.  This might not seem like much but for a text game it is quite good.  Concurrent player counts of over 20 are amazing for a new MUD and I really appreciate all the feedback - over 600 bugs and 1000 ideas filed since the last purge.  Overwhelmingly the feedback has been positive, which makes me think people want sci fi games of this kind, which is good, because that's a fun game to make.  I've also had several talented volunteers provide me with everything from complete source book dumps to hours of loving code labor.

Secondly: I would like to post a new thread when the graphical client is ready.  Currently we are running about 40 planets and moons, but these have been for testing and the galaxy will be regenerated with 10-20 solar systems to replace the current 4, each with their accompanying moons and asteroids.    The server RAM has been doubled in order to handle this and a new instance of node.js which handles the HTML5<->MOO communications.

So while I invite anyone and everyone to play (and especially report bugs or submit descriptions) I want it to be with the understanding that the universe is somewhat temporary, we're just here to have a good time and become inert metal kingpings  8)  Everyone that signs up prior to the graphical client will receive an email when it launches as well as a unique alpha tester award.

Lastly is the updates, and I'll just try to hit the high points.   

* Full Star Trek cast markov bots on TV channel STARJERK.  Wesley Crusher's dialog is all mixed up with a bunch of rap lyrics to make him bearable.
* Basic crew functionality - these are hired guns/techies from your civilian population that can be assigned to jobs or roll with you on your adventures.
* Several new biomes and creatures added - up to a total of 40 moon and planetary biomes.
* Quality of life commands for crafting like mass-add, @prefs +autostart
* A half dozen new skill commands - I won't pretend that skills are even close to done, but a bit of progress was made in giving skills extra advantages or commands
* the central complex was redesigned to look fancier and offer more shops.  You can get there with a shuttle ticket (improvisable from any trash item).
* Starship/vehicle/robot/items update - new items and several updates to existing items.
* New explosives
* Battlegrounds - an instanced pvp testbed
* Updates to our excellent random generators have been ongoing, I especially recommend the sci fi movie poster generator made web friendly right here: http://tinyurl.com/wayfarposters
* NPCs can now settle new colonies, conquer enemy colonies, and enforce the law.
* JSON mode, while mainly existing to power the graphical client, theoretically allows for completely custom play with a scripted client
* Sector center logs now record the demise of your colonists
* Robots can receive direct commands to pick up specific cargo and receive automated commands to dump all cargo - more updates on AI coming
* the main weapon room

Dungeon generation:
Spoiler (click to show/hide)

Graphical client:
Spoiler (click to show/hide)

Future:
* new resource spawn allocation system
* galaxy wide market with buy/sell orders
* fully graphical client playable on all devices including my favorite device, the personal computer
* full documentation for the MOO codebase

One of the advantages of MOO, given the understanding of it's terrible permissions system, is that you can collaboratively add things to the world.  If you are interested in this, email admin@wayfar1444.com with your character name and the thing you want to do.  MOOcode is a very simple language kind of like visual basic and C mixed together.  There is basically unlimited room to create content because, well, science fiction.  I usually ask that volunteer programmers play through at least one reroll on wayfar to get a feel for the system.  Volunteer wordsmiths are always welcome!
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guessingo

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #98 on: July 12, 2013, 10:53:04 am »

MOOs are basically talkers right? There are not alot of rpg elements in these types of muds.
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quinnr

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #99 on: July 12, 2013, 11:13:38 am »

MOOs are basically talkers right? There are not alot of rpg elements in these types of muds.

Not at all. There are plenty of MOO-base games that are very much based on the actual gameplay, including this game and Miriani, a couple of well-established MOO games (Oh, and HellMOO). It's all just based on the actual programming done in the game...the MOO base is particularly wide-open as to what it can be used for.
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guessingo

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #100 on: July 12, 2013, 11:17:50 am »

what is the difference between a MOO and more standard rpg muds?
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #101 on: July 14, 2013, 03:04:33 pm »

what is the difference between a MOO and more standard rpg muds?

There aren't as many MOOs that have actual games inside them because it's more a default chatroom kind of deal (although it has lots of great features for game creation like object inheritance).  A standard MUD (dikumud or smaug or whatever) is more designed as a game already, and then people change or extend the dungeons or weapons or add a crafting system or whatever.  So there are only a few MOOs with game systems like hellmoo or wayfar, since you have to write it all.  On the other hand it's very flexible and allows multiple people to accidently destroy the galaxy work on the code at the same time.

In the game there is nothing to grind to except better gear.  Yeah the skills make you survive and fight better, but the ones you take for crafting along the way will do the same as if you took a few of the combat skills.  Not as much but still something.

This is by design, the crafter skills do require a big investment of skillpoints but they give nearly as good hitpoint and dice bonuses.
« Last Edit: July 14, 2013, 03:15:54 pm by genmac »
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jocan2003

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #102 on: July 30, 2013, 11:34:30 pm »

Ive been having a blast lately, i came back after a very very verty long time of absence. But now i have a question for all those crafter oriented. These material, anyway i can just dump anything under a certain QL? I mean if i have a bunch of inert metal under Q30 and lots over 30, anyway i can justt drop everything under QL30 and keep the remaining? i dont really feel like examining each piece manualy, drop and start again :(.
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JohnieRWilkins

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #103 on: August 01, 2013, 03:28:47 am »

I haven't played in a long time either but it appears there's a new refinery command: massadd

If you want to increase your item QL just dump stuff into a refinery and refine it.
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jocan2003

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #104 on: August 01, 2013, 07:01:29 am »

I haven't played in a long time either but it appears there's a new refinery command: massadd

If you want to increase your item QL just dump stuff into a refinery and refine it.
cant refine higher than 33, might have to make a higher quality refinery unless im missing something. Also on my side its going good, i have my colony up been a few hour now, i have an asteroid miner ship, lots of equipement isntalled in my factory and some more than decent armors i found on pirates. Oh and a bad ass gun that allows me to do a good 44dps solid and an omni-med healing suit. Next goal, make a dreadnought ship just for fun or well i dont know will see.
« Last Edit: August 01, 2013, 07:03:11 am by jocan2003 »
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?
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