WEB FED NEWS YEARBOOKS
Earthdate August 1998


INSIDE SCOOP


FED FUNNIES


OFFICIAL NEWS
by Hazed


What was in August 1998's Official News:

THE MONTH IN BRIEF
FUNNY STUFF
WORLDCON REPORT
ABUSE PART 1: BUDDY SCHEME
ABUSE PART 2: FREE HOURS FOR NEW PLAYERS
ABUSE PART 3: NAVIGATORS AND THE DUKE PUZZLE
HOW TO SOLVE PUZZLES
PUTTING THE RECORD STRAIGHT
ANOTHER MYTH EXPLODES
FROM THE POSTBAG: KILLING BY KINDNESS
FORCING SOMEONE TO DROP AN OBJECT

THE MONTH IN BRIEF

The big Good News of the month was the return of the Duke Puzzle. Hooray! But the big Bad News of the month was that it was taken out again after less than a week because of some bugs which players were exploiting to crash the game, thereby messing up other Duke's puzzle attempts. It was expected that the puzzle would be back after again after a few weeks, but it was not to be...

The other bad news of the month was that Barb, IB's Administrator, was rushed to hospital for emergency surgery. But she got better.

The other Good News was that IB's programmer, Nick (Cryptosporidium) was married to Asti (Selena of the Spaceways) in a ceremony on the Statten Island Ferry.

The other, other Good News was that the Snark puzzle was fixed and several players successfully saved the Solar System from the depredations of the evil drug-running pirates.

IB went to Worldcon, the annual world science fiction convention, and you can read the report below.

Icedrake, the Devourer of Worlds, considered two planets were worthy of the Carpenter Award: Hovertonia, owned by Hover and Mtnbrook, owned by Heatherjn.

The IB web site was completely redesigned, giving it a brand-new look which ditched the graphic buttons and thus speeded up the time taken to download each page. Pages were shuffled round into new sections which made the division of material more logical, and a new site map made it a piece of cake to find anything on the site. The Fed News was also revamped and renamed the Federation Chronicles, with very spiffy new graphics. The reaction was mostly positive, although one person did not like the new logo at the top of the page: he described it as "that reject from the set of event horizon - the single blotch on the great work that is your website."

The Terms and Conditions were rewritten to make them comprehensible to ordinary human beings, taking out all the legal jargon. Three new supplements to the House Rules were released which gave extra details of acceptable language, privacy and harassment.

The Federation Archives were expanded to include the old news bulletins from GEnie/Aries Fed - the version of Fed before we came to AOL.

FUNNY STUFF

As always, there were a few unexpected side-effects to the new code...

People could pick up the mobiles on Horsell and walk around with them in their inventories. Of course this caused problems; if the mobile was truly mobile, when it was due to move it couldn't get out of the pocket of the person carrying it, so the game crashed!

When asked why they had even tried to pick up mobiles, players came up with various lame excuses about thinking that as part of the puzzle they had to take a certain mobile to a certain location... NO! If the mobile needs to go to a certain location it will go there on its own two feet (or equivalent) without your help!

Last weekend we had the new version running on another machine, in parallel to the live version, and in that version Ming nationalized the shipyards - you could install extra stuff in your ships anywhere EXCEPT in a shipyard!

WORLDCON REPORT

I had expected to have little real news to tell you about this week, so I was going to write up a report on WorldCon and leave it at that. But with the sudden reappearance of the Duke puzzle, I have had plenty of meaty information to give you. So the WorldCon report is going to be fairly skimpy.

Bella, Barb and I arrived in Baltimore on Wednesday for the first day of the convention. Our first job was to visit the art show, where we were displaying a selection of pictures by Robin Evans - he's the artist who drew the pictures for Fed we use on our web site, including Selena of the Spaceways. We also had a number of the pictures he has painted for us which will be used in our new game, Age of Adventure, coming out later this year. (We will put up a Gallery section on the web site soon to give you a chance to see some of Robin's work.)

On Wednesday evening Alan was part of the panel at a discussion on designing computer games. Despite being in a hotel rather than in the main convention center, and despite being in a room at the end of a maze of twisty little corridors, all alike, with no signs, such that it took us a while to find it, the room was packed with people standing at the back, sitting on the floors, and lurking in the hall outside poking their heads through the door. Alan and three others discussed various issues of game design, including the difference between designing single-player boxed games, and multi-player Internet games.

Selena of the Spaceways herself, together with Cryptosporidium, arrived on Friday, as did Icedrake. We assembled in the hotel bar and were joined by a small select group of players.

Saturday was the day of the masquerade, where Con attendees parade in their costumes. Selena did not enter but she won a prize for for "hall costume" and handed out leaflets publicizing Fed.

ABUSE PART 1: BUDDY SCHEME

Some players seem to think they are getting away with something; pulling the wool over our eyes, or cheating us. Why? Because they are setting up new accounts in order to bring alts into the game, and putting their main character down as their Buddy - and therefore getting the free hours themselves.

Ooooh, naughty!

Well sorry, it might make you feel very daring, but we don't consider this abuse. We don't mind at all.

In order for you to get free hours from the buddy scheme, the new account must buy some time credits. You don't get any free hours until they have given us some money. Ok, when you add the two accounts together it means you get 50 hours for the price of 30 (if you pay by credit card), but if we did not have the buddy scheme, you probably wouldn't have set the alt up at all, and we wouldn't have got that payment anyway. So you may have gained, but so have we.

Chances are that having started your alt, you will keep on using it, and buy some more time credits for it, which is a gain for us.

So don't worry about abusing the Buddy Scheme - you can't!

ABUSE PART 2: FREE HOURS FOR NEW PLAYERS

Now we come to the various worries players have about possible abuse of our two free hours for new accounts.

First, it allows people to set up alts who come in and haul, when they have no intention of advancing the character - throw-away Poor People, if you like.

Well, yes it does, but what's the biggest moan been over the last few months (apart from the missing Duke puzzle, that is)? Not enough haulers! We need Poor People, and so even if they never advance further than Captain, and never pay us a cent, they do still benefit the game. Poor People get the economy ticking over nicely, and they make the game look busy and buzzing when genuine newbods come in.

Now we come to players who set up new accounts so they can sit in Fed and chat to their friends for free. Not so useful, but even the presence of low ranking players has a beneficial effect on the economy, producing more jobs on the workboard. We don't gain a whole lot from this practice, but we don't lose anything either.

But what about alts who hoover up all the jobs, not letting genuine new players get a look in? Well yes, that is a problem. If real newbods can't get enough jobs, they will give up in disgust. At this stage it's not a serious enough problem for us to have to do anything, but we are monitoring the situation and if we think it's necessary we'll put a stop to it.

And finally, there are those who genuinely do abuse our system of giving two free hours to new players. Those who come into the game simply to cause trouble. That's definitely abuse, and something that we need to deal with. But it's really no more of a problem than it was back on flat-rate AOL, when a locked-out player could immediately set up a new screen name and return. We survived it then, and we will survive it now.

Of course, we could protect ourselves from all of this potential abuse. We could do it by programming; putting restrictions on what GroundHogs and Commanders can do, such stopping them from using any channel except 1, maybe stop them sending or receiving tight beams. It is possible that we will have to do something like this in the long run, but certainly now the situation isn't serious enough to warrant it.

The only other alternative is NOT to give new players any free time. That's what we used to do. And not surprisingly, we got hardly any genuine newbods at all.

ABUSE PART 3: NAVIGATORS AND THE DUKE PUZZLE

I need to make something quite clear. Navigators, when off-duty, are players just like you. They don't have any special powers or privileges. They get charged for their time in Fed just like you do. They are ordinary POs. That's all.

Some of them are Barons. And they were just as excited as you were about the Duke puzzle coming back, and are just as eager as you to see it put in again this week when Crypto gets back from his honeymoon. They have been waiting as long as you have to become Dukes.

And they have just as much right as any other players to have a go at the puzzle. Being a Navigator doesn't give them any advantage over non-Navigators. They haven't got any arcane knowledge, they don't know the solution to the puzzle, they have to solve it just like you do.

So they are not abusing their staff positions simply by having a go at the puzzle.

HOW TO SOLVE PUZZLES

With the return (albeit briefly) of the Duke puzzle, it became quite clear that many people don't have a clue where to start to solve a complex puzzle such as this. Let me give you some hints.

To start with, throw away that Duke-puzzle-solving macro that someone gave you. And the capture showing someone doing the puzzle and being promoted to Duke. And the cheat-sheet entitled "Ten Easy Steps to Becoming a Duke". And anything else that purports to give you the solution to the puzzle.

Also, throw away any preconceptions you have about what the puzzle involves. If you jump to conclusions you'll just end up in a mess.

Start from the beginning of the puzzle by getting your assignment from the DNI computer. If you don't know where the DNI is, or you can't access it, then you need to do the first bit of the Snark puzzle. No, you don't need to do the whole puzzle. Just enough of it to get you to the DNI computer.

Once you have your assignment, use your eyes and your brain. Read all the information you are given carefully. Think about what you are told. Again, don't jump to conclusions, don't skip any stages because you think you know what to do.

The puzzle is designed so that if you think about it, you should be able to work out what to try next. Each stage builds on the one that goes before. Use deduction, not brute force - if you try things at random or by trial and error you will be at it for years. It's all logical, so use logic.

These hints apply equally to any puzzle - Snark, or puzzles on promotional planets such as Grease, or player planets. I hope you find them useful.

PUTTING THE RECORD STRAIGHT

A couple of weeks ago, Scaramouche had this to say in his Travel Advisory article:

And finally, Algo is no longer a DD planet. The DD of Holidaydoe may have been tragic to some, but it's done with. Please leave poor Maxdestruction alone people. I'll say this once for the record, you cannot DD in Fed except through carelessness once you know how to play the game. Holidaydoe was an old player, her death is her own fault.

The Fed News HQ was inundated with a flood of letters in response... well, alright, two letters: one from Holidaydoe herself and one from Maxdestruction, the owner of the planet that did her in. Both wanted the record to be put straight, and the real story told. So here it is.

According to Maxdestruction, he deliberately made his planet into a deathtrap several months ago, in order to kill off another player who had insulted a ladyfriend. In his words:

I had reacted to his offences in a manner making him angry enough to wish to fight me at any location and anytime. Hence, the DD planet as a plan to rid Fed of a vile and immature snert.

Having done this, Max had a change of heart and decided not to be a vigilante, but to pursue justice for his wronged friend in a legitimate fashion; he reported his adversary to Rules, and subsequently that player was locked out of the game for various misdemeanors.

Result!

And that should have been the end of the story, except that Max suffered an unfortunate memory lapse. He forgot that he had turned his planet into a death trap.

Time passed... and one of Max's factory owners, by name of Rubal, brought Holidaydoe to Algo for a visit. The two were exploring and having fun, and Holidaydoe started to chase Rubal around, tickling him. Rubal ran away and Doe chased after him, tickling him whenever she caught up with him; they gamboled and frolicked around the planet, frisking like two newborn colts in a sun-drenched field [That's enough picturesque imagery: ED].

So intent on the fun they were having was Doe that she didn't notice an enormous crater right in front of her, and she fell right in. And didn't realize she'd been shipped off to the hospital, and carried on laughing and running and tickling... and fell in the crater again.

Oh dear.

Bye-bye Holidaydoe.

Max has this to say:

I need everyone to know that I never intended to kill anyone innocent and that I am doing everything I can to make it up to Doe. I'm not a snert, I was just extremely irresponsible by leaving the planet that way for so long. BTW, it is perfectly 100% safe now.

I guess the moral of the story is: if you're going to make a deathtrap to catch a specific person, you should expect to catch innocents as well!

ANOTHER MYTH EXPLODES

A member of my staff, who shall remain nameless to spare his blushes, wrote an article for last week's news about fighting events which contained the following statement about ordering a power plant for your ship:

Order at least 20 points more than the minimum requirement otherwise you could find yourself stranded in space somewhere at the mercy of your opponent because your engines have been damaged to the point where they can no longer move your ship!

As I read this I snorted with derision and drew my blue pencil across it savagely, ripping a hole in the paper as I did so, because of course it's not true. But I discovered later that the unnamed kilt-wearer was not alone in this belief; several people I spoke to assured me with the greatest of sincerity that damaged engines mean your ship won't move.

I asked them all: how many times had they seen this happen? They all assured me they had seen it, so I pressed them for details. They became vague and hesitant, and changed their stories, telling me that someone else had told them it happened to them.

So I asked them to experiment. Go into space, I said, and shoot at each other until your engines get damaged. Then see if your ships will move or not. Righty-ho, they said, and off they went to commit mutual mayhem in Arena Space, all in the name of scientific research.

The spaceways were full of Maydays, spaceship debris and old missile casings littered the emptiness of space, and many screams were heard over the comms as the experimenters pounded away at each other.

Finally, they limped back to Chez Diesel where I was sitting sipping on my pink frothy cocktail, staring into space and thinking deep demi-Goddess-like thoughts. I asked them for the results of their experiments:

Participants: 5
Total deaths: 23
Lowest engine: 15
Immobile ships: 0

I asked them for their conclusions. They looked at each other. They looked at me. They looked at the floor. Maybe, one of them hesitantly offered, if the engines were down to, like 5 or something...

Some people are obviously never convinced. I feel sure that this is going to turn into a Fed urban legend; one of those things that everyone knows is true, although they have never seen it happen themselves, it's always a friend of a friend of a friend it happened to. The vision of thousands of immobilized ships, adrift in the Interplanetary Wastes as the owners wait despairingly for the emergency ship mechanic to arrive and service them is obviously too attractive to be let go, even in the face of the facts.

For the record, let me stop mucking around and lay out those facts. If you managed to get shot up enough times to reduce your engines to 1, you would still be able to move your ship. Ships don't get immobilised. Ever. Unless you run out of fuel, or course. However, if your engines are not strong enough you won't be able to fire your lasers, which brings your shooting days to a rapid close!

FROM THE POSTBAG: KILLING BY KINDNESS

Feedback received this letter a few days ago:

I've noticed the increase in poor people throughout fed which is great, but they all are promoting much too quickly. POs will pretty much just give them what they need to rush through the rank for whatever reason there might be. It's sort of like the not giving away the duke puzzle secrets. If you give it all out, you won't enjoy it, and you don't recognize the true meaning of the puzzle or rank. I may sound like i'm just putting value in things that are meaningless, but i think fed would be appreciated much more if it you move up the ranks on your own... I think you should put a small article in the fed news about this. Just ask the POs to let them do their own work. Offer them jobs if they wish, but don't just give them the money. Maybe even put in a code that only players of the same rank or two ranks ahead or back can give each other money.

We couldn't agree more - the writer is absolute spot on. Fed isn't a race, and it doesn't matter how fast you move through the ranks. What matters is that you have fun. And you can have more fun at the higher ranks if you "pay your dues" on the way up - learning how the game works, earning promotion by your own merits, and actually achieving something solid of which you can be proud.

That's why we recently changed the rules so that groats cannot be given to Commanders.

So, Rich People, please think twice before giving Poor People hand-outs. Don't just give them groats so they can promote in record-quick time. Instead, take them under your wing and show them how things work; teach them how to make their own groats, and ensure they learn all the ins and outs of the Fed economy. You'll be giving them a much bigger gift in the long run.

FORCING SOMEONE TO DROP AN OBJECT

Two weeks ago I promised you I'd give some help on forcing someone to drop an object, so they couldn't hold onto objects and stop other people from doing your puzzles.

To do this, you need to use an event which checks if someone is carrying an object. Traditionally, this kind of event is the one that causes players the most confusion, and the Explorer's Workbench doesn't help because the language it uses when you write or list one of these events has a very tortuous logic. Fortunately, with Genesis you don't have to write events in the Workbench any more, so things are much, much easier. Genesis' graphic interface makes it simple to provide the right information, and it tells you the result of the event you have written in plain English.

The concept behind an object checking event isn't all that tricky. You have to make a number of decisions. First, you need to decide how the event will be triggered, and that rather depends on the reason for having the event:

  • It could be to keep someone out of a room unless they are carrying the right object - in effect, the object is a key which lets them through a locked door.
  • It could be to stop them entering a room if they ARE carrying a certain object - no mobile phones allowed in the concert hall, perhaps?
  • It could be to stop them leaving a room if they are carrying a certain object - you can't squeeze out the small door if you are carrying the wardrobe.
  • It could be to prevent them picking up one object unless they are already carrying another - can't get a picture down from the wall unless they are carrying a stool to stand on.
  • Or It could be to STOP them picking up one object is they are already carrying another - if they are carrying the elephant, they cannot pick up the grand piano as well.

What you actually want the event to do is going to determine the other things you have to decide; the decisions about what will make the event happen:

  • Which object do you want the event to check for?
  • Do you want the event to happen if the player IS carrying the object, or IS NOT carrying it?

Finally you need to decide what the event should do:

  • Should it change any of the player's stats, and if so, by how much?
  • Should it move the player to a new location?
  • What text should it send to the player?

Let's look at some of those possible uses for object checking events in detail.


Object as key to locked room

Using the object as a key to stop players walking into a location unless they are carrying it is probably the easiest use of an object-checking event. Let's say you have a room where an exclusive party is being held - The Party Room - and players can only enter if they have an invitation - an object called Invite.

This part of the map looks something like this:

 -----     -----
| 30  |   | 31  |
|Lobby|---|Party|
|     |   |Room |
 -----     -----

(Aren't ASCII graphics wonderful?)

The event trigger is the IN event on The Party Room, location 31. This means that the event happens as the player walks into location 31, but before any of the text for the room is displayed.

The event checks for the presence of the Invite, and if the player is NOT carrying the Invite, the event is triggered. The event then moves the player back to location 30, and sends them a message saying something like "The bouncer won't let you in if you don't have an invite". You could have the bouncer rough the player up a bit so they lose some stamina.

An event that stops someone from entering a location if they ARE carrying an object - for example, dangerous explosives are not allowed on a spaceship - works in the same way, except when you specify which object should be checked for, make it so the event is triggered if the player IS carrying it. It's easy to set this in Genesis, it's a simple toggle.


Stopping the player leaving a room while carrying something

Here we are at the point of this whole article; how to force someone to drop an object before they leave a room. There are two different ways to do this, so I will explain them both. One is simpler than the other but the other gives you more flexibility.

Let's set the scene for our example. The player is in a room surrounded by forcefields. They came in through an entrance, using a special device that allowed them to pass through. But you don't want them to leave without dropping the object, so let's say that the forcefield is directional (sounds vaguely plausible!).

The first way uses a map which looks something like this:

 -----     -----
| 45  |   | 46  |
|Force|---|Next |
|Field|   |Room |
 -----     -----

They walked into the room by going West from location 46 to location 45. To leave, logically, they should go East from 45 to 46. But if you don't put an eastward movement on location 45, and instead have the location with no exits at all, so the map looks like this...

 -----     -----
| 45  |   | 46  |
|Force|-<-|Next |
|Field|   |Room |
 -----     -----

...then you can put an event on the NO EXIT (or OUT) trigger for the room. When they try to leave the room, no matter what direction they type, the event will get triggered.

The event has to check for the presence of the Device, with the event happening if they ARE NOT carrying it. All the event needs to do is move them to room 46, with some suitable message. So, if they ARE carrying the Device, whichever way they try to move they are told they cannot move in that direction; if they ARE NOT carrying the Device, they get out safely.

That's certainly the easiest way to set up this kind of event, but it's not necessarily the best, because it doesn't tell the player what the problem is. It would be much better to give them some clue as to what they need to do to leave - that is, drop the Device.

You can easily do that by putting an In event on room 46 which stops them entering the room if they are carrying the object. But that's no good because it means they can't enter it from any direction at all, so they'd never be able to get through room 46 to move into room 45.

So the best solution is to use an extra location to handle the event checking. The map would look something like the one in the previous example, and again the movement between the two rooms would be a one-way movement - it would allow the player to move west into the room but not east back again.

Instead, moving east from room 45 would move the player to a completely different room - let's say, room 99. Since you can't draw this on the map with Genesis, you draw room 99 somewhere else on the map, and then set a special movement east from location 45 to location 99.

Now you put an IN event on location 99 which checks for the object. The event should be triggered if they ARE carrying the object, and all it does is move the player to room 46 with a suitable message. But if they ARE NOT carrying the object, the event does not happen and they walk into location 99. The description of 99 should tell them there is a problem, something like this:

You step into the forcefield, but as you enter your movements slow down until you come to a dead stop. No matter how you strain and struggle, you can't move forward. The Device that allowed you to walk through the forcefield into the room has no effect when you try to leave - the only thing you can do is go back into the room.

So there are just a few examples of how to use object-checking events, and in particular how to force a player to drop an object before they can leave a room. Don't forget to set the A flag (lockable) on the room so that when they drop the object it gets recycled.


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