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2000, May - Recreated Telberin in Emerald
2000, May - Created a concert-attendance quest in Emerald (never opened)
2000 - 2003 - Created the Torque Quest, recycling the old Emyn Muil
code into the Del Rimmon area.
2003, July - Opened the new Torque Quest in Emerald.
2003, August - Opened the Antique Sword Quest in Emerald.
2004, August - Designed new character creation sequence and submitted
to Mercade for implementation.
2004 - 2005 - Created the Tutorial Area for new players.
2006, February * Became Liege of Emerald succeeding Shiva.
2006, June - Opened the Army of Darkness Ogre Guild in Emerald
2006, September * Became Archwizard of Players
2006, November - Instituted the Playerbase Initiative to restore deleted
players who wished to return to the game.
2007, October - Created the Genesis Census module
2007, October * Became Keeper of Genesis, succeeding Mrpr and Tintin
2007, November - Instituted global priorities initiative, collecting,
sorting, ranking, and prioritizing feedback from players.
2007 - 2008 - Instigated Hub concept, and began building infrastructure
toward central design concepts, including global guild
rebalancing. Petros, Novo, and Navarre acted as key
2008, April - Designed Quest Orb concept in collaboration with Petros
who did all the code work and made it a reality in
2008, June - Drafted global balance design for all occ. guilds.
2008, February - Created Wednesday Market quest for Sparkle.
2008, March - Created Magic Map and implemented in Tutorial and
2009, June - Redesigned Old Town in Sparkle
2009, August - Created Orc Raid for Sparkle
2009, August - Opened New Mercenaries Guild in Sparkle
2009, November - Began designing the imbuement system
2010, May - Opened Merc. Spy quest in Sparkle
2011, May - Contracted with Denis Loubet to create artwork for
2011, February - Opened Imbuement System, having collaborated with Lavellan
who completed most of the code work and improved design
2011, February - Opened newbie Orc Dungeon in Sparkle.
2011, February - Opened Enchanter with 4 accompanying quests in Sparkle.
2011, March - Created Sparkle Tourmaster, and opened first Tour quest
2011, April - Opened three more Sparkle Tours (food, drink, shiplines)
2011, May - Fashioned ascii art for new login screen
2011, June - Created a new pre-creation tutorial for first-time logins
2011, June - Added final Sparkle Tours (quest orbs, cadets, local qm's)
I totally agree with your dislike with scripting and insta-travel. We've lost a lot of what makes Genesis a special and wonderful place to spend your time thanks to these two problems. Many of your suggested solutions (suggestions are ALWAYS good to hear rather than mere complaints, so thanks there!) are probably on the right track. Cotillion has voiced similar concerns and thought some about ways to address it. I'll see if I can't take that up with him (or others) again to try to get that worked on.
The above list is my "vita" for the last 12 or so years of my time in Genesis. I include it as an example of the sorts of things that development and coding efforts have produced. Your notes suggested you were unclear about what we have been able to accomplish aside from the change str produces on certain aspects of combat. Obviously, a bit more than that has been going on!
Also, keep in mind that the above list is only my own work, often in collaborations with others. Many many more things have been accomplished in those 12 years that do not appear in this list by wizards who are far faster at coding than I.
Castaneda is probably correct in his three points about what it would take to correctly mentor any hired-hands for coding. The number of wizards that I have mentored in my years as a wizard cannot be counted on all my fingers and toes. Of those, only around three have really remained to become productive coders. I think any wizard you ask will tell you a similar story. Obviously, if we are paying someone for their time, that percentage would change, becuase we would obviously not pay them unless they were productive. The problems with this approach, for me, would be these sorts of things:
- It would take time to get someone unfamiliar with our game up to speed with what Genesis is all about.
- The amount of mentoring/oversight necessary to make sure the code was moving in the right direction would be almost equal to simply coding it yourself.
- Before you hire someone, you need to know exactly what you want them to do. (we don't know that, actually!)
- The wizard world is not equipped with sufficient staff to oversee a team of hired coders.
- In principle, I simply hate the idea of Genesis not being coded by its own enthusiasts.
- We don't have enough money to pay people for very long, and this would definitely take a long time. We return to the reality we have always faced - high quality volunteers are needed who have the fortitude to stick it out.
That is my take on the situation. I love this thread, even though it has gotten away from the original premise. In general, I'm sensing that consensus is not in favor of spending our money on the YouTube promotion idea, at least not until the game feels more ready. I'm not disagreeing with that at all.
Mmmmmm ... pie ...