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RingDev (879105)

RingDev
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http://www.ringdev.com/

Born and raised in the Midwest. Went foreign exchange to Europe before joining the Marine Corps and shipping off to Cali, Japan, and back to Washington DC. Moved back to the Midwest, married my high-school sweet heart, had a kid, got a mortgage, lots of debt, the whole American dream. I spend most of my work time coding, designing, and doing graphics work. My play time is spent with the kid, the computer, and keeping my car running.

Journal of RingDev (879105)

"Support the troops" really pisses me off.

Tuesday May 08 2007, @02:50PM
User Journal
There are 2 types of people who support the troops: Those who are veterans, and those who have bumper stickers. Guess which one actually makes a difference.

If you want to bitch and moan about supporting the troops, and the Democrat's time table, go fight the good fight. There are plenty of recruiters with stacks of signing bonuses just waiting for you to walk in. If you're not willing to put your own neck on the line:

Don't talk about sacrifice until you've lost a loved one.
Don't talk about the importance until you've killed a person.
Don't talk about bravery until you've sat with your wall against a wall while small arms fire was coming in.

There are great people of this nation fighting, dieing, and being physically and mentally maimed for life. And to see a draft-dodging deserter like Bush giving speeches about "winning" the war, about being brave and tough, and about the difficulty of the decisions he makes... it rips my guts out to hear him, of all people, utter that crap. No sane person has ever survived a war and thought that war was a good solution. Sometimes, it is necessary, but the cost is so high, so many lives are lost or shattered, the cost of not going to war has to be huge.

Sorry for the rant, I'm just a bit worked up today and someone posted some inane 'yeah-but I support the troops' crap.

-Rick

Ringdev's Razor

Wednesday September 27 2006, @10:51AM
User Journal
Ringdev's Razor: "When there are two possible explanations for a given situation, one that requires a large amount of knowledge, skill, and luck, and another that requires gross incompetence; go with the incompetence explanation."

A Gem of a quote

Thursday August 10 2006, @04:10PM
User Journal
"Since the dawn of time, the x86 FPU has been organized as a stack

No no no, since the dawn of time, Man has yearned to destroy the Sun!

x86 came much later, right after the COBOL and the other dinosaurs."

Tumbleweed (3706)

A possible MMO contender?

Monday February 13 2006, @12:52PM
User Journal
I recently bumped into a game call "The Chronicle" That seems like it might be pretty close to what I was describing. A dynamic world where players build the cities and war with others. NPCs that react to events, and can actually be proactive. An active use skill learning system, no more arbitrary levels. An in depth fame/infamy system. And what looks like it may be a highly impressive crafting economic system (not sure on game play aspect of crafting yet). They also have a very interesting idea on a new way to play.

They have two kinds of characters, Regular, and Main. You get 1 main and 3 regs per server, your regular characters are limited to 70% max skill in any skill line, but they can re spawn when ever they die and work just like any other MMO's characters for the most part. Your Main on the other hand, can hit 100% max skill, can create guilds, and most importantly, is susceptible to Permadeath. Yes, your Main character can die for real. There are some catches to that. Mains have longer 'bleeding out' times. Mains also have the possibility of '2nd chances' where there is a slim possibility that your toon will be saved (whether by local NPCs who drag you to a healer, or by the Gnolls that are taking you back to their cave for a later meal). It also sounds like Mains will have the possibility to effect the world and story line more so then regulars.

This game has everything I was hoping for with one exception. The PvP aspect doesn't sound like it is RvR styled. It sounds much more anything goes shadowbane ish, where anyone can kill anyone. The developers had lots of tricks up their selves to make killing mains much more challenging (only a Main can kill another Main, and all Main avatars look just like regular avatars, and since there are no levels, there is no way to check the 'con' of another player). So it should be pretty intense.

Any ways, it looks like a fun one to keep an eye on.

-Rick

Some MMO ideas...

Friday February 03 2006, @02:29PM
Role Playing (Games)
Everyone has ideas for games, and I'm no exception, so here are a few of mine.

I have a few primary goals:
1) A dynamic world. I want to play a game where my guild and I can change the face of the planet.
2) A non-violent option. I want to play a game where my master crafter can be just as renowned as the greatest goblin slayer or war lord
3) A real economy. No more endless camping of critters to get your 10 million gold piece just to see it disappear from the game when you buy a house.

Ideas on achieving this:
The Dynamic World would take a bit of work. First, every server would start with one or two NPC cities. These cities are safe points, no PvE or PvP in the cities. The city would have it's own NPC guards that would ensure the safety of the immediate area surrounding the wall. So if a PKer or a pack of Kobolds where at the gates, the guards would kill them. But the farther from the wall you get, the less protection they offer. But as players branch out from the city they can build houses and forts. These locations they must purchase the land, and have the option of paying 'taxes'. Taxes would go to NPC guards, or two a contracted guild (with NPC augmentation). Each time a new establishment is created, the evil critters are pushed back. But the critters aren't dumb. Goblin after goblin isn't going to grab their life savings and charge the front line, they are going to leave their valuables in safe places. Places for players to track down and raid. Of course that means charging into the center of the local goblin population. And raiding the local population's primary holding may push them back even further, or cause their numbers to join other goblin groups.

Obviously crafting would be extremely important, because the NPCs are all located at the center of the universe and the wars and exploration are happening as the far reaches. NPC items are also of limited use. So crafters become the tool for the front lines. In order for this to work though you need a new crafting system. With this much importance on crafting, a painfully repetitive system (ala: DAoC) will only lead to scripting. No, it would be much better to have a wider range of production with a lot more input from the player. Remember, a character may solely be a crafter, so making an item has to be just as entertaining as killing those goblins. Creating houses, forts, walls, etc... would all be crafting tasks. Sure, a player could pay a large fee for an NPC to do the work, or they could create a layout plan and pay a PC to do the work for less and with a likelihood of higher quality. Crafters will depend on materials though, so there will be another set of specialties for harvesters (lumber jacks, miners, farmers, etc). Balancing the tediousness of harvesting is going to be a challenge, but there are answers. When mining you can pull out different materials, maybe you can find a gold vein and can mine the whole thing, maybe you find a coal deposit, maybe iron. Searching out these different components can be part of it. The same for lumbar, cutting down that pine tree is fast, but it's wood is soft, going for the 200 year old oak will take a lot longer, but will get you a lot more hard wood.

Which reminds me, reputation is every thing. An in game reputation system is extremely important. Group performance, crafting skill, customer approval, etc...

So we know crafters and suppliers are important, what about the people who like hack and slash? I see a few options: Army duty, Adventuring/Exploring, Guard duty. Army duty is for professional soldiers. Eventually, two separate houses far enough away from the city will declare war on each other, or perhaps two cities will expand far enough to encounter each other, or even perhaps some evil entity will generate the numbers require to wage an all out war. In these cases the Lords of the town/house/group has the option of paying players for spending time in their military. You might be on patrol routes, or on a front line, but in any case you will likely be involved with a good number of battles either group vs group or mass vs mass. Adventurers and explorers are the ones who would blaze paths into the unknown. They may find the caves that the Ogres have been raiding from. They may find new resource deposits. They may perform recon for different factions. And finally, guard duty. A guild could elect to take guard duty for a house or fort. A house owner could offer to pay so much gold to a guild for protection. Now paying people to stand in front of a house is boring, so NPC's would be used for most of the time. The NPC's would warn the guild of suspicious activity, and of the money paid by the house owner, the guild would get a % that reflects the % of time they were on the property or in the immediate area. So your guild could perform guard duty for a house for 500g a month, but if you only have someone spend a few hours at the house a month, the pay out will be only a small percent. But if the property is a hot spot and you have guards their through out the day, you would earn much more of the monthly payment.

Additional adventuring locations could be instanced out. Small quests, unique exploration points, and much of the low level content. The act of leveling would be rather short as the fun stuff is out side the static city in the dynamic world. After clearing out the bakers rat infestation and a couple runs through the city's grave yard and catacombs, it's time to set out and make a mark on the world. The other thing I never liked about leveling is well, leveling. I'm a much larger fan of "do it-improve it". If you swing a battle axe for 10 days, you get better at it. If you cast nothing but lightning spells, you get better at lightning spells. My preference is for a maximum number of skill points, say 200. Any skill tops out at 100. So you can put 100 points into sword and 100 points into shield and have yourself a classic tank. Or you could put 100 points into battle axe and 100 points into armour smithing and have yourself a side business. Or you could put 75 in sword, 75 in shield and 50 in lightning element magic and be a slightly weaker tank with a decent ranged magic attack. Obviously there would be a ton of balancing that would have to go into such a system, but I think it would allow people to do what they enjoy and watch their character improve. And you wouldn't need to 'respec', if you want to switch weapons, just switch weapons and your points will start dropping in the old skill you aren't using and go up in the new skill you are using.

Well, that's my idea.

-Rick