WEB FED NEWS YEARBOOKS
Earthdate October 1998


INSIDE SCOOP


FED FUNNIES


OFFICIAL NEWS
by Hazed


What was in October 1998's Official News:

THE MONTH IN BRIEF
SPY-PROOF ROOMS? SURELY NOT!
SCRATCHWOOD PUZZLE SOLVED
EXPLODING THE MYTH
DEATHTRAP PLANETS: WHAT EXACTLY IS BEING
BANNED?
IT'S A DULL, DULL WORLD
WHY BAN THEM?
FROM THE POSTBAG: THE INCIDENT
FROM THE POSTBAG: INSTANT FACTORIES
FROM THE POSTBAG: RENEGADE MARTIAN

THE MONTH IN BRIEF

The main feature of October was the continued absence of the Duke puzzle, much to the despair of just about everyone.

The daily maintenance was cancelled at weekends, making it possible for the insomniac obsessives amongst you to play from just after 8.00am eastern on Friday morning right through to Monday morning.

Hazed dropped a bombshell by complaining in the news about deathtrap planets which deliberately set out to kill players, and then announcing that henceforth deathtrap planets would be banned. This sparked outraged complaints from many players, including those who were the owners of such planets, and those who did not own DD worlds, had no intention of ever having DD worlds, but wanted the right to have them if they chose. Despite the furore, Fed minus the deathtrap planets did not turn into a boring, safe place. Some of the things Hazed wrote to justify her decision are reprinted below.

We announced that we were working on a new front-end for Fed, FedTerm32, for Windows 95/98. Players were excited by the plans, but worried that this development would add to the time taken to fix the Duke puzzle. We reassured them that there were two completely separate development teams involved and the work of one had no effect on the speed of the other.

We learned of the very sad death of Kazi, Baroness of Maya in the Duchy of Lothlorien.

Halloween saw the usual spooky fun in Fed, including a puzzle planet called Bewitch, and a hunt for halloween pumpkins on the web site.

Ziggystardust was awarded the highest accolade for planet design: the Walrus of Merit, for his excellent planet Timeline. This was only the third such award since the move to the Web so it is a very high achievement.

Speaking of planets: Hazed offered some prizes to those who solved the three separate puzzles on her planet Scratchwood - see below for details of who won.

SPY-PROOF ROOMS? SURELY NOT!

If you do read Zargot's Meet and Greet transcript you will note that he talks about the GEnie version of Fed having had a spy-proof room. Since the matter of spybeams became very controversial for a short time just after we moved to the web, let me give you the full story on the experiment with spy-proof rooms.

There used to be a spy-proof room on Castillo, in a bar which stood where Fedruckers is now. At that time the bar was owned by someone called Samantha, and its main decorative feature was a stuffed horse's head on the wall, claimed to be that of the original Pegasus. The head certainly had a malevolent stare that reminded us all of the winged horse known as the meanest son-of-a-bitch in the Galaxy!

Samantha's bar became the site for the first experiment in spy-proof rooms. As a result, the bar became the most popular place in the Galaxy, even out-stripping Chez Diesel, much to Diesel's annoyance.

Then a very rich PO decided he wanted a spy-proof room on his planet. Our Illustrious Leader decided that there should only ever be one spy-proof room at a time, but she saw no reason why the franchise shouldn't be sold to the highest bidder. So the spy-proof equipment was ripped out of Samantha's Bar, which immediately lost its popularity, much to Diesel's delight.

The successful bidder was Occy, Overlord of Surf. He paid over a large fortune and the spy-proof room was duly installed on his planet. It immediately became the most popular room in the Galaxy.

The way the spy-proof room worked was, it prevented anybody from turning a spybeam onto anybody who was already in the room. However, if you were spying somebody and they walked into the spy-proof room, the beam would not cut out; you'd still see what they were doing. The solution to this was to walk into the room and then log off and back on again. However, not everyone knew they had to do this, and even those that did sometimes forgot, so occasionally you'd be able to spy on people who were convinced they were speaking in complete secrecy, which somehow made the voyeurism even more exciting (even if they were really talking about something very boring).

All this had a great effect on Surf's economy. Occy had a record number of tourists and in those days the tourist minutes were converted directly into groats. But although he was happy, the experiment had a very bad effect on the atmosphere of the game.

Because it was possible to do things without being spied on, everybody suddenly decided they wanted to do everything without being spied on. Nobody had comm conversations any more. Nobody even talked out loud. Instead they would huddle in the bar and speak to each other using TBs. People were so paranoid about being spied they would even go to the bar to look at their planet digests. Some people never left the bar at all, ever, doing everything remotely. But although the bar itself was crowded, it was full of solitary people.

The game suddenly got very quiet, and very, very boring.

So it was decided that there would be no more spy-proof rooms, and when Fed moved to AOL we did not allow any in the new version. And the Galaxy started humming with conversation again!

SCRATCHWOOD PUZZLE SOLVED

Congratulations to Blaze who was the first to solve the Scratchwood puzzle - less than 24 hours after the details of the prize were announced in the news! Quick work. She received the prize of 10 free hours.

Not long after her success, Opus and Willytherabbit also solved it so I gave them a consolation prize of 5 free hours each.

Opus won the prize for listing all of the locked and hidden locations on Scratchwood, many of which involve climbing up unlikely things. No, I am not going to list them all, or even tell you which was the unlikely perch that most people managed to miss - you will just have to find them all yourself.

Blaze won the minor prize for listing all the businesses that Honest John is involved in. He's got his sticky fingers in:

Repair Pit (H J Repair)
Honest John's Used Ships
Honest John's Insurance Office
Honeste Jonne's Olde Gifte Shoppe
Honest John's Amusement Arcade
Dr. H. John's First Aid Facility
Diesel's Pantry (prop. H. John, Esq.)
Motel Honesta

The prizes are now closed, but that doesn't mean you should avoid the planet. On the contrary; have fun exploring it and see how many secret locations you can find.

EXPLODING THE MYTH

I've discovered another urban legend in Fed. You know, the story about something that happened, that isn't true, but people swear really did happen - not to them personally, but to someone they know, or a friend of a friend. No matter how much proof I provide that things don't work that way, still the stubborn little story won't go away; in fact, the more I deny it, the more people come to believe that I am covering something up and that they know the real truth...

Anyway, this week's urban legend involves the TDX. Anyone who has explored Sol will have found this volatile explosive, and may also have discovered how dangerous it is when handled carelessly.

For those that haven't come across it yet, I shall explain its properties. Think yourself lucky that you don't have to find this out the hard way.

If you drop the TDX, it explodes. With a big bang. A big deadly bang. And you go to the hospital (or the morgue if you have neglected your insurance).

When I talk about learning the hard way, I know. Let me digress a little by telling you a story from the very early days of Federation. Back in days when there were only two ways to make money: doing jobs, or giving objects to mobiles. I was Captain Pugwash at the time, and one of my friends was Zugger. He wanted to make money fast for some reason that I forget so he asked me to collect him as many of the objects as I could and leave them on the Earth landing pad for him so he could get them later and sell them to mobiles.

So I scurried around and picked up everything I could carry: the kalindra, the coat, the novel, the pearls, the manifesto, and so on, and I took them to Earth and dropped them on the landing pad. Then I went back for another armful: the biscuit, the sandwich, the jam rolypoly, the sargeur and the vandier from deep in the Martian Ruins. And I took them to Earth and dropped them on the landing pad. Then a third inventory-load: the scope, the beaker, the TDX, the klystron. I took those to Earth and one by one I dropped them on the landing pad.

Yes, you're probably ahead of me here. I dropped the TDX and I went bang. I did feel a fool!

Anyway, back to the main story. The rumor is that at one point, if you dropped the TDX in a room it would kill everyone else in the room with you.

Now, dropping the TDX has long been a way to kill other people, but you have to trick them into dropping it themselves. If you read the Compunet Newses in the Federation Archives you will lots of examples of assassination of obnoxious players, and the favored method was the TDX. More sophisticated assassins (such as my good self, she says modestly) convinced people that it was safe to drop the TDX on a soft surface such as a carpeted floor.

But at no time has the TDX ever killed anybody except the person who dropped it. Oh, the idea has been suggested many times, and even considered semi-seriously by Our Illustrious Leader. Trouble is, it has too much scope for snerts to cause complete havoc. So, although it's a nice idea that one can dream about, it's never been implemented.

But still, some people out there are convinced it used to be; that someone they know told them it happened to them...

Ah, the power of the urban legend!

DEATHTRAP PLANETS: WHAT EXACTLY IS BEING BANNED?

Just to make sure that we are all talking on the same wave-length I will go into detail about exactly what I mean when I talk about deathtrap planets.

A deathtrap planet is that which has been deliberately designed to kill players dead-dead, by using a variety of tricks which either don't give the player a chance to realize they have died and get reinsured before they die for a second time, or that stack the odds too greatly against visitors who take reasonable precautions.

Just because a planet has death locations on it, does not make it a deathtrap planet. I am not banning dangerous planets, or trying to keep Fed safe and risk-free. I like the fact that players can design planets that are dangerous, and I think it's right that people who do silly things should suffer for it.

You could choose if you want to put death flags on 110 out of your 120 locations and the planet would not necessarily be a deathtrap, so long as it did not try to trick players into dying dead-dead.

IT'S A DULL, DULL WORLD

Some people think that my new policy will make Fed boring. No danger equals no interest. But it is quite possible to design an exciting, challenging, even dangerous world with lots of death locations, without it being a deathtrap. There is no either/or situation, where a planet EITHER slaughters everyone DD who sets foot on it, OR is completely safe and utterly boring. Only those with no imagination think that the only way to make a planet interesting is by making it a deathtrap.

WHY BAN THEM?

Federation was never intended to be a game where players could kill other players dead-dead. Unlike other games, competition between players is meant to be economic, not violent. Ship fighting was deliberately designed so it was pretty hard to kill anybody dead once, let alone dead-dead. Yes, the possibility exists for players to lose their character if they make mistakes but we felt they had to be particularly foolish or careless to do so.

When we gave players the ability to write their own planets we allowed a huge amount of flexibility in what they could do on their worlds - far more than most games allow players. We allowed POs to have death locations in order to make exploring their planets a challenge. Frankly, it never occurred to us that any player would deliberately want to DD other players wholesale, and we were quite shocked when the first deathtrap planet appeared.

We view the existence of deathtrap planets as players exploiting loopholes in the game to do something we never wanted them to do, and never foresaw they would want to do. While the problem was an occasional one, we did nothing, but since we moved to the Internet and started to charge for Fed, more players have been putting in deathtrap planets, and more people have been dying on them and leaving the game for good.

Removing deathtrap planets is about making sure players only lose all their hard work if they do something dumb, not because they happen to visit the wrong planet.

FROM THE POSTBAG: THE INCIDENT

Dear Hazed,

This is probably none of my business, but I'm very inquisitive, and I'd like to know all about "The Incident." Barb, FireImp, KaiPanther suggested that I write you because you were not forbidden to speak about it... If you don't want to talk about it. Just a say no, and You'll never hear from me again.

A Curious Player


Dear Curious,

Oh dear. The Incident is not something I like to talk about. Even after all these years, I still get a sick feeling in my stomach when I think about what happened.

It's not so much The Incident itself; it's the effect it had on all those poor innocent people, who were swept up by the events, pulled along by the current of horror, then washed up on the beaches of despair and discarded like used pantyhose.

When I think of their suffering, I weep.

And since it involved some of my closest friends and colleagues; they were of course at the centre of The Incident; some would say it was their actions that caused it; and they too have tried to blot the terrible memories out...

No, it's still too painful. The scars are still too deep; the wounds too raw; the scabs still itching. I cannot speak of it.

I am afraid your questions must go unanswered.

Hazed

FROM THE POSTBAG: INSTANT FACTORIES

This plea was received in amongst the fan mail, death threats, writs and so on that makes up the average Fed Chronicle postbag:

"Could you PLEASE post it in the news that with the new factory system you don't need to log out to start the fac, you just need to set the wages and wait for the first 25 cycles to pass."

Well, we always like to grant our readers requests, if at all possible; we are well known for going out of our way to cater to the wishes of our public, and we see it as our public duty to cater to the every whim of our fans.

So, without further ado, we take great pleasure in informing you that with the new factory system, you don't need to log out to start the fac, you just need to set the wages and wait for the first 25 cycles to pass.

FROM THE POSTBAG: RENEGADE MARTIAN

We were very surprised to receive the following letter here at the Federation Chronicle office:

Duke Puzzle Problems Solved
by Abraham Squire of Alliance

Dear Hazed,

It has recently come to my attention that you are being misinformed by those who call themselves experts or data programmers. It seems my not being in Horsell, as was originally intended, by you and your staff has created some sort of problem for advancement. I would have contacted you sooner if I had known. It seems that for some unknown reason the time displacement beam is still partially working. I have just finished reading your notice in the official news publication, stating it would be some time before the Duke puzzle was reinstated. I have no intention of returning to Horsell even though the Martians still want to invade. I have been visiting your part of data space, ours is limited, and I do so enjoy being out and about so to speak. So, please inform Cryptosporidium that I cannot and will not return no matter what you or he might offer me. In no way am I trying to offend you or your staff. So, unless you can come up with some other way for players to promote then I for one believe that without my presence in Horsell promotions to Duke or Duchess are a thing of the past.

We Martians are not as vile as you humaniods think. We can morph into all types of beings. I personally have been a Dragon, Toddler, Teenage adolescent (which was very hard on my old and weary heart) and a rodent of the smelly variety. The one very welcome side affect that has occurred is I am now immortal. The beam totally stopped the aging process.

Thanks again for all you have done for me,

Abraham
(Martian that used to reside in Horsell)
now Squire of Alliance.

I felt bound to reply to this disturbing letter in person:

Dear Abraham,

I am delighted to learn that not all Martians are unpleasant. However, I have it on very good authority that your pacifist nature is unusual for that species. I assure you that the Martians are, as we speak, preparing yet again to launch their attack on our past in order to eradicate the future in which they have died out.

I am afraid the defection of one of their numbers makes little difference to their efforts, and therefore we will soon see new Dukes and Duchesses being rewarded for their bravery in foiling the dastardly alien plots.

Meanwhile, I hope your fellow Martians do not decide to turn their fury upon you for having betrayed their cause!

Regards,
Hazed


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