Roadmap part 1

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+Colibri
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Roadmap part 1

Post by +Colibri »

First, a big thanks to everyone. To everyone who has ever played on our shard, contributed in all sorts of ways. Thanks to everyone who has been patient in these last few years, and in a way also to those who made it harder to go thru these times... it’s all two sides of the same coin, it takes the whole coin for the full experience.
We have a nice shard here, full of friendly and good people. Our persistent virtual world has been around for a long time, it’s very stable with virtually no long downtimes or world reverts over the years. The UO community rests on many pillars – aside from official shards, also on numerous freeshards, emulators, forums full of code, enthusiasts that make new graphics... And of the numerous pillars of the UO community, I dare to consider us being among the larger ones. And it would be nice if we took this opportunity to make it even better. Not just an opportunity, but a responsibility.... to develop the game further, maintain an entertaining place, while ensuring that it doesn’t get worse.

I like to tinker and experiment. And I think there’s a lot of you here who like the same. Not just to play the game, but play with the game. And I feel a kind of resonance with those who like to add new ideas to our world and make it more fun and interesting for everyone. And that’s all great in theory and when it’s put into practice on small-scale¹, but with so many creative people and even more interesting ideas, it all gets clogged up and is no longer so joyous to handle.

In short: The main focus for the coming lap of this long marathon is a kind of game engine. But not the kind that renders graphics, but renders ideas. A framework that can support the ideas that we have and keep this shard as open of a system as possible. To open up our world².
(A note on grammar here. They say when writing a pitch, one should use »we«, as in »we’re making a game engine«. I’m going to be coding most of it, at least in the early stages. But it is for us, and it will be done with your help. I don’t want to overpromise about the extent you’ll be able to play with that engine. In the most basic form, it will just help me with handling all the feature suggestions and bugs and tickets. But it’s intended to be used by a team of GMs to coordinate our efforts better. And I hope it will also be possible for anyone to open a small dungeon and tinker with it, to invite friends over and show them around, and maybe even combining and developing/adjusting/improving such snippets to be made available for playing by everyone.³)

And alongside that, fixing bugs and implementing a few ideas, and starting with small chunks of new content. But with emphasis on proper prioritization and an all-round feedback.


This would be a long post, so I'm going to post a chunk about every day during this week. In the meantime, you can comment and I'll try to respond, but I'd like to include a kind of disclaimer here. A while back I was at a "philosophy event" and before it started, someone made a quick intro on the speakers: "Good evening ladies and gentlemen. I'd like to remind you that any kind of recording of tonight's event is forbidden. We have a zero tolerance policy for hecklers and anyone doing so will be escorted out.". However, the event was basically 1.5 hours of monologue - because it would be impossible to make a dialogue with thousands of participants, and also because some wouldn't mind buying the ticket just so they can ruin the show. Overall I'd like us to have a dialogue... and I like to listen to feedback, even if it's poorly worded. But I don't want to sit under a leaky septic tank.

------ 2022-08-08 -------
It’s not just a game or some code, but it’s a concept. It’s partially already coded, part of it is just "figured out" (researched) but needs coding. It’s the kind of thing where blueprints will be changing through the process. I’d like to explain the concept through these five points: 


We shape our world, and the world shapes us
For us MMO gamers, technology is the main world. We don’t have to deal with plumbing or direction of wood grain. But we have to deal with latency (ping/lag), pixels on the screen, database indexation and queries, etc.
Back in the 19th and 20th century, the telegraph was the pinnacle of technology. It was expensive to send messages, so the users tried to cram as much information into as little text as possible, adapting to the limitations of the technology (https://en.wikipedia.org/wiki/Telegram_style). These days on Instagram, you have to put all the information into a picture that gets the viewer’s attention. There are also comments, but few read them, and the font is very small. This is an intentional shaping of an environment to get people to act a certain way. The character limit on twitter might be partially technical, but I’m sure that those engineers would find a way to raise it. Having essays on there would change how the whole platform feels and how people express themselves on it. Where this all concerns us is that we’re based on RunUO, and it was made to emulate a game, not to be a tool for development or expression of ideas. But it can be shaped to better fit other uses, like the telegraph was upgraded to teleprinters, and then eventually here we are on optical connections.

This system's purpose is to quickly move prototypes into production, or to allow prototypes to be used in production. I hope that this kind of environment will shape and support our activity.


------ 2022-08-09 -------
Fixing bugs can and will introduce new bugs.
Correcting an error in a computer program requires altering a program, and altering a program can introduce new errors. Fixing bugs on a large enough computer program will eventually introduce as many bugs as there were fixed, never actually reducing the number of bugs. I can’t find who said this, I think it was someone in IBM in the 70’s... I’ve seen it being credited it to Grace Hopper (https://en.wikipedia.org/wiki/Grace_Hopper) but she’s most known for discovering that »bug« (insect or wasp) in the electrical relays of a Mark II computer in 1947.
This program of ours that we call »uo excelsior server« has lived thru 16 years of development (at various levels during the years), and it’s starting to show this... while we could cram some more code in for a while, it won't last very long that way. But there are solutions to this problem: versioning, packages, segregation, layering...

With a few pieces of content we tried to build it with a kill switch, so that everything can be reverted with a click. But I guess that the kill-switch code was untested, had bugs, or it's just extra stuff to test, so that wasn't the solution.


------ 2022-08-11 -------
Creativity vs stability
Probably the most important point. And it’s about us, the humans.
Imagine someone on a Friday evening who’s got a few hours to spend but is bored of video games – needs something a more challenging. Perhaps he/she logs in to the game and customizes the house to finally get the 2nd floor looking nice, or tinker with an EasyUO script to farm those balrons even more effectively. A less experienced programmer, who had copied the script and just got it working a few days ago, would start to tinker with the numbers – some changes would make the script inoperable, some would make the character do weird thing and then get stuck, but if you change that 0xE86 into a 0xF39, wow now the script is using shovels instead of pickaxes, wow so many possibilities, what else might one figure out by tinkering with it further?
Although it’s fun, it’s not possible to have a shard with this approach. At first it will lag, then it will crash, then you’ll find out that the saves have been saving incorrectly and there has to be a 3 week revert.
Tom Scott – The art of the Bodge⁴: How I made the emoji keyboard.
https://www.youtube.com/watch?v=lIFE7h3m40U

On the other hand, imagine a Tuesday morning at around 9 AM at CERN super collider. A team of IT guys have just finished their morning meeting about protocols for maintaining the servers and related IT equipment. It generates a petabyte of data per second, which is then trimmed down to one gigabyte per second, which all has to be stored with great reliability and no errors. Then retrieved for processing with great throughput. Every component has to be documented, with a history/log of changes and maintenance events. Every functionality has to be described in detail about what it should be doing, what it actually does and what you can or can’t expect it to do.
If this team of engineers were responsible for a RunUO server, it would have superior stability, but it would also be very boring.
CERN Computing centre: https://www.youtube.com/watch?v=S0MgJFGL5jg

None of these extremes are good, and they also don’t mix well. But it’s this mix that makes it worth living, and makes it possible to live.
Maybe the creative person could have the tools for expression, without the possibility to crash the game for everyone, to just tinker. One can just start their own shard, but after you figure out port forwarding and firewalls, backups, why that error on line 2203, and eventually why there shouldn’t be a line 2203 because that’s spaghetti code, and why the server lags... then one is no longer tinkering, and the output is no longer an artistic expression.

There are so many fragile things on this shard, and so many people that break things every day. I remember a day when asked to have a script done, and so i said it’s going to be quite a project, he said he can write the code in 30 minutes (I forgot what the idea was tho). It might be 30 minutes to create a proof-of-concept but a whole lot more to make a maintainable, documented, manageable and configurable module that can be added into the game.
An example from the household - maybe you have an old extension cord that has an exposed wire, but the way you handle the cord you never get shocked... and honestly, why would anyone throw away a perfectly good extension cord with just a smidge of exposed wire. That kind of extension cord can be used just fine in your workshop, or maybe if the kids handle it you just tell them to be careful on that end with the exposed wire. But take it to a party at night, and someone's getting shocked. And that's why all those public playground swings and climbers are certified. ⁵


------ 2022-08-19 -------
Responsibility and how do we ditch it
Democracy these days is a big thing and we all love it. And for a while I thought that having more referendums would be a good thing. But with making things more democratic, the responsibility is just passed on to "everyone". It’s a lot like a firing squad, where one lucky shooter gets a blank, but nobody knows who that is. When remorse hits, each of the shooters have a tiny bit of hope to hold on to, that maybe he or she was the one with the blank, not having actually participated in that person’s death.

Probably the best way to take responsibility is to try and fail, and then try to do a better job next time. And it’s this failing on your own account that gets you to remember the mistakes the most. When visiting John, it’s John who is nagging us not to smoke inside, because it’s John who’s not getting his security deposit back. On the other hand, there's a kind of person who, when he or she messes up, proclaims "I take full responsibility" and then goes on thru life as if nothing happened.

A solution could be privatization, so that anyone who is in charge about a certain piece of the game, is also the one who's going to be hurting with bad decisions, and receive glory and rewards if it's done well. But over time, privatization that goes too far, turns out to be a great thing for a few people, and bad for everyone else.

This problem seems like the most complicated one, maybe because this is the part I've researched the least (so far). But I think if we are all here for the same purpose, with similar goals, it won’t be a big problem. It’s about all those segregated pieces to work together as one game, and who gets a say in what needs to be nerfed and what needs beefing up.

One aspect where this applies: We need a balanced opinion from everyone. We'll be relying on polls in the game to get your opinion and to rank tasks (ideas, additions, bugfixes...), but remember that polls have a problem with volunteer bias. We’re not going to be making things that are just most popular by everyone (the overall top ranked idea), but I think a good way to approach this is to take and make a thing that is popular with the newbies, something that's popular with the intermediate, something for high-end players. Just cycle thru various things, so that each of the birds get some worm and grow together. And there's also things that keep the lag spikes away, some things that I like, some things that the shard needs like updating systems/frameworks etc.
A thing I'd like to do with polls, is that we're not just yes or no and then get a percentage of agreement, but to be voting for reasons for yes, and reasons for no, or other ways to make sure we know what we're voting for. And if I recall back to the first paragraph of this Responsibility chapter, perhaps those who vote but have very little knowledge of the subject, or wouldn't be impacted by it, their vote shouldn't count or have less weight. ⁶

Another aspect: the "collaboration system" needs to have an integrated way of tracking resources and assets (code, graphics, as well as gold, ingots, bonuses that drop on weapons, buffs...) so that it's possible to know whether a piece of the game (dungeon, event, crafting system, boss, ...) is actually good because that part of the game is challenging and fun, or is it the stuff it drops, and all together how many resources went into making it. I can make a simple monsterbash with titan hammer drops, and most people who would love to own just one would say it was an awesome event, and keep asking when's the next one. Well, something that obvious would probably be noticed by most players as damaging to the economy, but more subtle things are harder to spot. It's impossible to track this with a spreadsheet, there has to be a kind of engine crunching the numbers.


------ 2022-08-21 -------
There's the saying "a picture is worth a thousand words", but I can't take a screenshot of my mind, so I've tried to convey the mindset with about 1800 words. I know that when I go back into coding mode, and taking care of the numerous everyday issues, this would be forgotten. So I've written it down, and I'm sharing it with you as well, if anyone is interested.


We're a shard based on the RunUO emulator and I am greatly humbled by all the code and have huge respect for the authors. However, it is not designed to do what I would like us to do, or what many of you would like to help with. It's an emulator, it's made to emulate a game. But I think that it doesn't do well as a game development tool/framework/environment... it's a one-developer system (or at most maybe two, possibly three very well connected coders could work well together). Also, when it comes to access levels: one needs to have GameMaster level in order to do anything useful or fun, but at the same time anyone who has GameMaster level can view many of the world's secrets, or modify things to their own advantage (and there are logs, but they're very bad for detecting cheating, only useful for proving cheating, and even that takes a long time). Along with malicious gamemastery, there is also the "road to hell is paved with good intentions", where someone might be handling a ticket, and just try to fix something to the best of their knowledge or ability, only to make things worse - because now I have to fix the original problem, plus the mess that the fix caused. At this point I'd like to refer back to incontinent furry cats from Roadmap part 0. And also extend a thank-you to +Kimane for only doing what we agreed on, and not trying to fix random things herself.


The way I see things moving forward from now on, is in three ways:
- Creating and cultivating an environment in which anyone can create their own event or dungeon, this is going to start very small and grow gradually, guided by polls or voting on various ideas/requests on how it could be improved. Of course, any such event would be funded by the hosts, so think of it as an extension and upgrade to the kinds of player-hosted events you already see on Excelsior. Or how some players make city-like places with their houses and equip it with all sorts of nice addons and NPCs - like that, but with more abilities.

- Shard-organized happening, as with a staff team, but maybe those who are interested won't need a secretive pseudonym. This is where Mentors also come in, Wiki scribes, and I plan there to be a similar group for event hosts.

- The standard "core" activities: replying tickets, fixing bugs, making improvements and new systems.


I see two main things that need to be done: 
The first:
Game additions, improvements, and bug fixes. About this, I have no particular affection towards any particular thing, so you will help me by upvoting various ideas & todos when this system is available.
I know that we should get the mentors revitalized, as well get the destash raffle going again, everyone is asking about when we'll have discord, fixing global achievements, BODs improved, something for mages and to make Intelligence useful again, all the seasonal events, totems, automated anti-afk, limiting recalling around, some new achievements, changes to the towncenter, add more use to useless skills, implement the missing virtues, water champ, more champs, world bosses, faster ships, bigger ships, more new graphics, ........



The second: the system that will allow collaboration in a sustainable way:
- A database of bits and pieces of "the game", so that they can be versioned and with ability to see their history and who edited them.
- Permits, so that these bits and pieces can be either hidden, or made read-only to some, or writable to those who need to edit it.
- Scripting engine, since just tinkering with visuals and addons, or changing configuration, will soon not be enough.
(I think I once counted about 12 components but I can't find that document right now... but this is the gist of it).

To make sure this isn't all just theoretical, I'm going to go by these milestones:
- Milestone 1: finishing the object store/caching/versioning/referencing system that will house all of this data.
- Milestone 2: a system for cataloguing the game, populating it with things that exist in the game (e.g. "houses", "destard dungeon", "whirlwind special attack"...) so that all these things can be referenced and looked up. The populating it is not part of the milestone, since this will be just an ongoing thing. However, part of this milestone is adding an option to vote on various issues and ideas, so I know what should get priority. At this point, you'll able to, in a way, browse my todo list and vote on what you'd like to progress.
- Milestone 3: what I call "scoped permits", for example so that a player or group of players can be allowed to decorate one of the banks, but not tinker with any spawners or any other things. And even limited to specific types of deco, like grass/trees/flowers, as well as wooden floor tiles, but no fancy reserved graphics. As this is complete, we can have a "decorate a bank" contest (or some other area of the game).
- Milestone 4: resource inflow/outflow counter for an area. After this, we can have a graball/monsterbash event with exact count of how much of each type of loot was looted by the participants.
- There's a few other "hard things that can be experienced", but I'll list them as I process everything (and as some of these things become reality).


There's a few ideas I'd like to mention, but belong to the Roadmap Part 2 or even Part 3. I think that this all is enough ideas, theory, and vaporware for now, so I might post more in the future.

Anyway, this is pretty much what I wanted to write, all I need now is time and focus, to sit infront of the screen and code and handle ticket, and for any computer technical issues to stay away. Thanks to the Roadmap Part 0, I've gotten my affairs in order, so I won't be too distracted by other projects or non-UO errands since that has almost all already been taken care of.




Footnotes

1. Back in the early months of Excelsior, the year was 2006 and the most intensive expansion of features was probably between February and September. Like the big bang of the universe. We were just adding scripts, which later turned out needed fixing as well as rebalancing. But there were very few people, and if we took on such expansive changes these days, that if we switched to that kind of naive and in a way reckless »game development«, I think that many of you would resent it. I’ve noticed a similar slowdown on other shards, perhaps there’s this »shard type« that goes through the same lifecycle: 1) bored players of a server know they can do better, 2) start a shard and put in all the things they liked, 3) add a few more features that were missing on the old shard, and rebalance the things that they know needed rebalancing. 4) in the process of focusing more and more on various gameplay and technical issues, lose touch with the game, 5) focus on smaller and smaller details to change, touch up or fix.

2. Like there is no perpetual motion machine, any thing (every system) needs interaction from the outside. There were many religions, schools of thought, or companies, that were too rigid, with all the knowledge being kept by a handful individuals. Maybe it was about controlling the population, or maybe it was about money, but they no longer exist because they got replaced by new better things. Computer companies started in garages in the 70’s and 80’s were dynamic and open enough to thrive, but they have become big and rigid (well, it’s not a good idea to play dice with a big company like Microsoft, since so much of our lives depend on it). A non-corporal entity continues to exist as long as it can grow and adapt to the new environment.

3. Like so many of you have wonderful houses, with NPCs and cool deco, even organizing events and making due with what you can. It would be nice if one could spawn some creatures and make game mechanics. Now, if any player can spawn monsters and configure what drops, you might be worried that the shard economy will crash. Well, a fully qualified GM could do all that as well. It can all be manageable with segregation/containerization of these mini-worlds.

4: Same as in this video at 3:04 goes for the XML spawner... initially intended to be really simple, with additions over time, until it got terrible, really awful. It was not intended for what it is currently doing, but organically it manages to do a lot. With no disrespect to the system or its authors, much of our content runs on XmlSpawner and XmlQuests.

5: As example of 3 points on the gradient of individual-vs-public property. First there's your room or "man cave", you can even leave exposed wires or whatever mess you might have, not a whole lot of people come so you're not responsible for anyone get shocked, and nobody would dare touch anything because it looks fragile. Then there's the family living room, you can leave some mess there but if it were anything pointy or sharp, or things that someone would lift up out of curiosity and would break, i wouldn't leave there. Then eventually you have public parks or the bus station, where everything is made to be unbreakable, and you wouldn't leave anything valuable there since it would surely be taken or broken by the time you get back.

6: Inspired by the videos where an interviewer talks people on the street, and asks whether the US should invade a certain country, and they agree. Then the interviewer asks the person to point to where the country is on the global map, and they point somewhere weird, like Canada.
+Colibri, Administrator of UO Excelsior Shard

Don't know what the purpose of your life is? Well then make something up! ;)
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Re: Roadmap part 1

Post by ButteryBiscuits »

That sounds amazing and really ambitious. I am one of those people that just can't get things to work right- coding is not my forte. But break things. Now you are talking. I can break anything in random ways that nobody would anticipate could ever happen. So, you need a tester feel free to hook me up.

Oh and thank you very much for the shard, your attitude about the shard, and your patience. I wouldn't be anywhere else. :nod:
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Re: Roadmap part 1

Post by MagicUser »

You better be serious. I am getting giddy at the potential.
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Re: Roadmap part 1

Post by MagicUser »

I thought I would voice that I was concerned about how it sounds like things would be more open for exploitation. Having witnessed griefing in the past, I just thought I'd voice my concern for such a system. Given the shard's history, I can only imagine that security of the shard was already a given. I imagine there will be gated access, even if it is semi-automated, to prevent griefing.
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Re: Roadmap part 1

Post by Praise »

Thank you for posting this. 😊
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Re: Roadmap part 1

Post by Johnny Warren »

Appreciate the post +C.

Am interested in what this concept looks like as you expand on this thread. One thing I've noticed already is that you referred to a "team of GMs". I know you're, rightfully, very wary of taking on new staff. Perhaps the mentor society can be utilised more effectively to bridge this gap? They could potentially do extremely low level stuff to help young players, taking some burden off the higher ups. On this note, when I was getting a bit bored of the gameplay a while back, I was looking for a way to give back to Excelsior and change things up for myself, I thought about opening my guild up, but it didn't sit with my play style, so the mentor society seemed perfect, I thought I could be a helper in an off-beat time zone. It would give me something different to do in game at times. I understand that I'm likely never getting a look-in these days... but to be fair I think I've had my page about mentor application open for over a year and got no response on it. Is the mentor society still a thing? As stated earlier, it could be useful to have if you ultimately envisage a "team" of staff.

To continue your analogy regarding feedback: Always remember that for everyone putting a hole in the nearby septic tank, there are 2 or 3 more holding umbrellas over you.
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Re: Roadmap part 1

Post by Cerrera »

Woot woot....Making own dungeons,built in architect (maybe it already exist but i dont know about that), in game scripting gump that can allow to make some own mechanics/sequences of events that works in that particular place, as easy as its been done in unreal engine (never did that but watched videos) resulting in relatively easy to make for people who never programmed. :shock: and that could be added in to normal game after confirmation from gm, 'gasps for air' . Am i overthinking? If not- epic, and its 48 rabbits with one swing. Of course it could be bit of job, if 50 people starts to cook up something every day (overdrawing) even with (assume) limited possibilities, which doesn't goes out from existing game mechanics can be done much. Someone wake me up 'faints'
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Re: Roadmap part 1

Post by Zeratul »

I’m excited to see the daily post!!
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Re: Roadmap part 1

Post by +Colibri »

I just posted the "vol 2" (We shape our world, and the world shapes us)

Good to hear the positive feedback so far.

It's quite ambitious and a big project, but it can be done in an iterative way... a batch of code, add a feature, and now it supports a new use case. Another batch, another improvement, better UI, less bugs... over time.

I'm not worried so much about exploitation, I'll include a paragraph on this issue in the text. But basically, let's say you wrote a macro for your player character, that when someone brings you an item or says a keyword, your character then gives another item in return. That would essentially turn you into a quester NPC. Someone has done this way back, probably in 2011, I think the player's name was Lestat A Zero. You're now responsible for what items are submitted as quest items, and what items get given as quest rewards. As long as there's a finite ledger of these things (budgeted by the player), or perhaps a semi-automatically-replenishing ledger, or a way to monitor all these transactions (budgeted by the shard) we can prevent things getting too out of hand. (Or actually, well: budgeted by the shard, but still with some responsibility by the author, whether it be a fully qualified staff member with years on the shard, or a new player who wants to tinker after a week of being here). But I got to admit, this is the thing that's most complex, I've thought a lot about this but it's really hard to translate fictional responsibility into actual accountability. But again we can try one or two ways, then improve on that.

But nobody will just be able to go into let's say, the BOD rewards code, and just add a few zeroes... then go claim rewards, and change it back.
Because... imagine 3 points on the gradient of individual-vs-public property. First there's your room or "man cave", you can even leave exposed wires or whatever mess you might have, not a whole lot of people come so you're not responsible for anyone get shocked, and nobody would dare touch anything because it looks fragile. Then there's the family living room, you can leave some mess there but if it were anything pointy or sharp, or things that someone would lift up out of curiosity and would break, i wouldn't leave there. Then eventually you have public parks or the bus station, where everything is made to be unbreakable, and you wouldn't leave anything valuable there since it would surely be taken or broken by the time you get back.


@Cerrera yeah that's kind of the ideal, but I don't know how close we'll actually be able to get in reality. But for example, there's an in-game scripting system called XMLSpawner, which is quite limited, and the content made with it is is very hard to maintain. But the world that I want to live in, is where one can play with a in-game thing, and as something is not working right, just right-click on the monster, select "Edit AI script" or "Edit Quest dialog" and a code editor pops up, you type in a few changes, hit save, and that's it.

qbf wrote:
Mon Aug 08, 2022 2:58 am
To continue your analogy regarding feedback: Always remember that for everyone putting a hole in the nearby septic tank, there are 2 or 3 more holding umbrellas over you.
Oh thanks man, this is such a great extension to my analogy. (It's also a technique used by therapists :D)
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Re: Roadmap part 1

Post by Silent »

Thank you for the feedback +C!

I can't give much feedback on the provided info but I would like to leave a suggestion regarding the overall situation and your topic. It is important that you can be allowed the proper time to handle your own ideas and put them to practise without having so much small stuff to handle. I wish you could take some time to think about several possibilities.

The first being re-activating the council but with a different purpose: Re-write the wiki, handle the feature tickets (there must be many suggestions that fall under the same category and these players could just organize it and send you in a word doc or something), minor bugs could also be grouped by these people and sent to you. These could be players that just logged in with a different character named counsellor and help out on their free time. There are many players I know that just stick around chatting and could do more. -You could all even talk on a discord or something to flow info more easily.

The second suggestion would be prioritizing the system for the GMs to easily run events. I may not remember very well but a few years ago we were talking about this and +K was somewhat limited to trivia because it was bug free and simple. If the event system for GM would be fastened perhaps +K could make the shard more lively while you keep handling the back office. (I used this example but I might not remember it very well). The important thing is that Game Masters should be able to provide entertainment more often instead of creating a huge engines for players to run events.

The third thing is more of a personal note: In all my life I've been dealing with projects and managing and if this may be the case, it is always important to go for small and easily reachable goals rather than huge achievements that take long. It does not mean that you won't reach them at the same speed but you reach more goals along the way that help you get motivated and (in my case, get financial support - but in this game gets a more thriving community). In a long run, long periods of waiting for high achievements may be more damaging than beneficial and many projects fall because of that thinking.

Since everyone has a life I'll just sum the whole story: make more use of the community along the way (to take weight of your shoulders) and focus in small and faster reachable goals. And of course, keep your dreams alive and don't burn out!
Lurking the forums since dec 2012
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Cerrera
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Re: Roadmap part 1

Post by Cerrera »

Sounds great,am sure, if functions allows, you will find the way. fingers crossed, on legs too :)
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Johnny Warren
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Re: Roadmap part 1

Post by Johnny Warren »

+Colibri wrote:
Sun Aug 07, 2022 4:45 pm
here we are on optical connections.
Lol, obviously never been to Australia, mate. Copper wire all the way!

We had a plan to upgrade internet, but Rupert Murdoch owned the previous government and he told them to wreck the internet here lest it impact his outdated foxtel (pay TV) medium.... so it's mostly all still copper wire :cry:
JOHNNY WARREN!
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Zeratul
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Re: Roadmap part 1

Post by Zeratul »

I’m excited to read today’s post!! I hope it comes out soon.
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+Colibri
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Re: Roadmap part 1

Post by +Colibri »

Just posted the "volume 3" with "Fixing bugs can and will introduce new bugs" paragraph.

Btw, as for all the things that like should really have priority (mentors, discord, destash, events, ... of course the list goes on and on). My first upgrade here will be a game cataloging and prioritization system, so that everyone can vote on what should be done next. Each of these things is either a week or several weeks of work, and so I don't want to fly blind on what should get done next.
qbf wrote:
Tue Aug 09, 2022 7:48 am
Lol, obviously never been to Australia, mate. Copper wire all the way!
Sorry to hear that, I hope fiber will eventually make it's way to your house, it's great. I think of all the places where I am "the IT guy", it's all optics (here in europe). Just got to watch not to bend the cable too much when renovating.
+Colibri, Administrator of UO Excelsior Shard

Don't know what the purpose of your life is? Well then make something up! ;)
(Old Colibrian proverb)
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Cerrera
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Re: Roadmap part 1

Post by Cerrera »

Hm, suppose, i mean, if my perception of things is even bit right. ( sorry for philosophy ) i would say, bugs isn't always bugs, it can be just combination of two contradictions. But i imagine that could be too messy to write in which cases, which of parameters must be dominant.
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