DragonPrime - LoGD Resource Community
Welcome Guest
  • Good morning, Guest.
    Please log in, or register.
  • November 12, 2018, 10:40:46 AM
Home Forums News Downloads Login Register Advanced Search
* * *
DragonPrime Menu
Login
 
 
Resource Pages
Search

Pages: [1] 2   Go Down
  Print  
Author Topic: WANTED: xxxx(:::Dragon::Slayers::>  (Read 6412 times)
0 Members and 1 Guest are viewing this topic.
Forge
Guest
« on: January 02, 2005, 09:15:44 PM »

Greetings to everyone in the LoTGD community;
Before I introduce myself, let me first thank everyone that is a part of this game. From the developers at its core distribution, to the module coders that bring it to life. Thank you all for the great piece of entertainment that you have given to us all.

My beginnings in computer entertainment started in the late 70's on military CRAY and hub'd VAX machines. D&D gaming in the early MUDS inspired a generation of enthusiast that has lasted for over 25 years. Text based adventuring is the core of true D&D, as it resembles the original pen and paper beginnings that Gygax started years ago. The imaginations of the Dungeon Master and Role Players will always be more powerful than a graphic engine. But you know that, thats why your here.
As coders, you spend your spare time challenging yourselves with the task of bringing a better game to the player. That is the game you play. Re-writing a routine to make it more efficient, compact and modular. Designing fresh additions to enhance the atmosphere, and expand on what you have already hammered out.
Consider this possibility.
We have now in place a smoothly working city module system with a working  world map. Its not that far from a persistent virtual community. I have coded one on the Amiga. It was truly awesome. This is how it would work.
Each server that is now connected to the central server will take a name.  That name will be reflected as a City in the dynamic world of the game. The players that connect to that server/city will be a living part of it. And will represent it as members of that community. Moving between servers can be passed off as interprocess communication. Some servers could be used as battlefields. Others as market places and housing sub-divisions. Others will be dedicated to Dungeon Crawls.
I believe that the talent for this is here. What do you think?
Logged
Talisman
Administrator
Mod God
*****
Offline Offline

Posts: 5479



View Profile WWW
« Reply #1 on: January 02, 2005, 09:37:55 PM »

Hey Forge...welcome to DragonPrime.

Your idea certainly has it's merits (from my perspective) and would require a large amount of coordination between admins.  Although I don't speak on behalf of the main server at Central, I highly doubt such a project would be undertaken by the developers or include the Central Server.

That's not to say that such a thing couldn't be achieved by a group of like minded coders working together towards that goal.

The idea itself isn't really new, however, and was actually discussed for a while in this thread.

You'll see some of the myriad difficulties which would need to be overcome examined there.
Logged

Play the latest beta version here on DragonPrime
Forge
Guest
« Reply #2 on: January 02, 2005, 10:13:19 PM »

Greets to ye  Talisman;
I perused the thread you pointed me towards thoroughly. I can understand the critical view that was presented by the parties that see this concept as daunting, and even understand that some coders would find the challenge as unmanageable. A project leader even went so far as to describe it as an avenue that would create a boring game.
Thanks for pointing me to the hashed out and thoroughly discussed thread.
This structure is much easier to achieve than one might imagine. The most discussed problems with this idea seemed to center on conflicting server settings, and how to pass players between servers without the possibility of players abusing the multi-threaded environment.
I will setup a local LAN and convert the REXX code I wrote years ago and integrate it into the game Im running locally.
I'd rather be challenged than not.
Logged
Talisman
Administrator
Mod God
*****
Offline Offline

Posts: 5479



View Profile WWW
« Reply #3 on: January 02, 2005, 10:25:19 PM »

It will indeed be interesting to see how far ye get with this idea, Forge.  I can see some of the benefits of such a setup, although probably on a smaller scale than what you first suggested.

Either way, this is the sort of project that Dragonprime was created for, so I wish ye all the best in your pursuit of a united community of servers!
Logged

Play the latest beta version here on DragonPrime
Sichae
iMod God
SVN Users
Mod God
*
Offline Offline

Posts: 3458


If ya didn't get it by now... you're hopeless...


View Profile WWW
« Reply #4 on: January 02, 2005, 10:48:59 PM »

It will indeed be interesting to see how far ye get with this idea, Forge.  I can see some of the benefits of such a setup, although probably on a smaller scale than what you first suggested.

Either way, this is the sort of project that Dragonprime was created for, so I wish ye all the best in your pursuit of a united community of servers!

You have my unwavering support. I am glad to see some fresh blood and ideas in this community.

When I first saw this post, I thought it to be such an impossible feat. Then looking about, my mind was becoming more and more made up on that notion. Seeing as it had been brought up in the past, when 98 hadn't even been thought of, then seeing it when 98 was just blossoming. Seeing as the Head Coders of this entire OS project were against it. I saw such flaws as secuity holes and account tampering, server sycing and server regulation.

On a local setting, such as 5 servers, I could see this being done... but a large grouping of servers, would require a lot more checking installed. The amount of work in this project is a good challenge, in my eyes. Just what us spunky youngin's are for. ^_^

Of course, before you would start anything, I would wait for the full release of 98. So that you know that most, if not all bugs are out. Such as Xekral wanting to make a Star Wars (?) LotGD. Best to wait for it the full release. Then releasing your modifications would be easier.

Knowing as I do now, I don't feel that this task is impossible, but it will require a good share of work. In the time that I have spent thinking on this, I could and have listed so many obstacles that would need to be overcome. There is much regulation that would be needed, and a lot of support towards it would be needed. As well as having a set place to hold accounts, so that they are not tampered with by other server's admins, in order to defeat another server (In the notion that some sort of Server Wars comes about)

If this project comes about, I *may* be quite interested in doing work for it.
Logged

If you didn't understand anything in the above post, don't try to attempt anything suggested.

Forge
Guest
« Reply #5 on: January 02, 2005, 11:12:16 PM »

If the structure of it all is kept very small and simple, it will be easy and clean. passing a flat encrypted data file between servers that handshake before the transition and arive at logical agreements on what will happen to a character that moves between them based on a preset system of rules is all that is needed.
Players just have to accept that when they step into the ring of stones and teleport to other lands that what they begin a journey with, may not be what they arrive with.
heheh.
And yes, how interesting it would be to see multiple servers battle it out on neutral grounds.
Logged
Arune
Member
Mod God
*****
Offline Offline

Posts: 718


Arune Vai - khatfield


View Profile WWW
« Reply #6 on: January 03, 2005, 06:55:04 AM »

I would be completely supportive of this project.  Good luck with it.
Logged
Dannic
Guest
« Reply #7 on: January 03, 2005, 07:13:55 AM »

Players just have to accept that when they step into the ring of stones and teleport to other lands that what they begin a journey with, may not be what they arrive with.
heheh.

That's the complicated part.

Though I really don't see how this is an actual need since most of the servers are virtual communities in themselves.

I would support it but I would definately have to say that there would have to be some strict guidelines and procedures before I joined.  Lots of agreements to standardization would have to be made.

I would suggest starting small and keep the number of participating servers small till all of it gets worked out.
Logged
lonnyl
Guest
« Reply #8 on: January 03, 2005, 07:33:53 AM »

You all have to realize that there are now modules with custom values that would have to be dealt with also.....   As well as module settings... I for one would not want to be linked to a server running a gem bank module that would let people store tons of gems.  You think you have a hard time dealing with balance now.....  Shocked

Nor would I want to be limited on what I can run or the settings of those things that I run.   I could see some kind of module that was bound to many servers (say a competition like the medallion hunt or tournament), where players compete against each other and they all then have their points pooled and compete against other servers (or some varaint of what I suggested).  

The consideration for such a module would have to ignore all the special things that people can get at each unique server and also deal with different game days (maybe base it's uses on real days and not game days).  

To sum up my opinion of this (and it's been discussed at great length in the past - even at the old sourceforge forums), there are too many unknowns when dealing with servers other than your own.  One can lay down a set of rules, but let me tell you some will break them or find ways around them and will affect my game (or yours), and this is something that you do not want.
Logged
Sichae
iMod God
SVN Users
Mod God
*
Offline Offline

Posts: 3458


If ya didn't get it by now... you're hopeless...


View Profile WWW
« Reply #9 on: January 03, 2005, 07:46:55 AM »

You all have to realize that there are now modules with custom values that would have to be dealt with also.....   As well as module settings... I for one would not want to be linked to a server running a gem bank module that would let people store tons of gems.  You think you have a hard time dealing with balance now.....  Shocked

Nor would I want to be limited on what I can run or the settings of those things that I run.   I could see some kind of module that was bound to many servers (say a competition like the medallion hunt or tournament), where players compete against each other and they all then have their points pooled and compete against other servers (or some varaint of what I suggested).  

The consideration for such a module would have to ignore all the special things that people can get at each unique server and also deal with different game days (maybe base it's uses on real days and not game days).  

To sum up my opinion of this (and it's been discussed at great length in the past - even at the old sourceforge forums), there are too many unknowns when dealing with servers other than your own.  One can lay down a set of rules, but let me tell you some will break them or find ways around them and will affect my game (or yours), and this is something that you do not want.

Lonny raises a terrific point. To defeat such woes, a mass standardization of all servers would need to be put in as well as a mass regulation of all servesr, so that one does not upgrade/update ahead of others.

As well as another point, speaking about the past discussion of it. This entire subject has been talked about in greta detail, by some of today's great coders, such as MightyE and Kendaer. Back then it was not really doable... but I don't know if the standards of today will result in much more of their support.

This was one of my main concerns with this entire idea. Is that you would need to be on a constant checking anc cross-referencing with other servers, to make sure they are up to the same date as other code.

That is why I say, working on a small scale, such as 5 servers might work, if this project gets underway... but on a grand large scale, I dont believe much are into giving time towards a volunteer project. That is what LotGD is, a volunteer job... we aren't getting paid for it, and not much in rousing those that aren't paid.
« Last Edit: January 03, 2005, 07:48:19 AM by Sichae » Logged

If you didn't understand anything in the above post, don't try to attempt anything suggested.

strider
Guest
« Reply #10 on: January 03, 2005, 07:42:49 PM »

That is what has always hampered such an effort. But a ring of sites that agreed upon standards could make a megaverse.

Otherwise, as the servers are now, it wouldn't work...


An idea I've had for a while to solve this problem would be something like each "Unified" server would make a secondary,  non-munchkin game according to the "agreed" balances of the counsel. From there, they could control what players came in and let everyone begin in equal footing. You'd have to have a counsel of the realms constantly keeping up with issues of balance and a vote before anything that could affect realm balance be added to ANY of the unified realms.

It's possible. But not easy.
Logged
enderwiggin
Guest
« Reply #11 on: January 05, 2005, 07:28:19 PM »

There is a tournament version of LORD where multiple BBSes connect to each other and each BBS is like a different city of LORD.  LotGD could pull this off.

However, for fairness, each server/city should be running the same version and modules for fairness.  The only thing that should be different perhaps is flavor text, but I don't know if you can change that in .98 with the CC license.

If .97 is released under the GPL, you might be able to take it, modify that codebase and create a linked game where the servers exchange data with each other nightly.
Logged
Talisman
Administrator
Mod God
*****
Offline Offline

Posts: 5479



View Profile WWW
« Reply #12 on: January 05, 2005, 08:24:20 PM »

Why would you want to spend the time converting .97 when all future development won't be supporting it?

If the assorted issues of balance, communication and 'council' are overcome, then the various servers need not be configured identically - each can have many unique modules which do not touch the other servers, or are interrelated in some way with those on other servers.

You would need to ensure currencies and inventories are either compatible, or are at least maintained cross-server.
Logged

Play the latest beta version here on DragonPrime
enderwiggin
Guest
« Reply #13 on: January 05, 2005, 10:11:52 PM »

Converting the .98 codebase means dealing with a completely different license.  And when you establish an online tournament version of LotGD, it almost becomes a different beast.

And technically, they wouldn't need identical modules to operate, but for game balance people might want identical set-ups.  In LORD tournaments, every had to have the same IGM's installed.
Logged
Talisman
Administrator
Mod God
*****
Offline Offline

Posts: 5479



View Profile WWW
« Reply #14 on: January 05, 2005, 10:19:53 PM »

The CCL shouldn't be prohibitive under any sort of project like that.  But basing the setup on version .9.7 makes about as much sense as trying to network MS-Windows 3.1.
Logged

Play the latest beta version here on DragonPrime
Pages: [1] 2   Go Up
  Print  
 
Jump to:  


*
DragonPrime Notices
Version 1.1.2 is the current supported version and is available for download.

Support Us
No funds raised yet this year
Your help is greatly appreciated!
Recent Topics
DragonPrime LoGD
Who's Online
80 Guests, 0 Users
Home Forums News Downloads Login Register Advanced Search