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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Wed Mar 31, 2010 4:15 pm
Default script tab |
Not sure where wishes go so I'll try here: Would it be possible to remember the last tab used in the script editor so you won't have to start on the wizard tab every time when you don't use it anyway? It's a bit annoying having to change it all the time.
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Wed Mar 31, 2010 6:54 pm |
Since this is a brand new feature of the very latest Beta version, this is the appropriate forum. At the top of the forum, you might note a new stickied topic about the script wizard. You should read it. There is an option to turn off the wizard, but for right now, Zugg wants the beta testers to test the wizard as hard as they can.
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Wed Mar 31, 2010 7:17 pm |
Thanks. I wonder who's asking for this wizard...
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Wed Mar 31, 2010 7:36 pm |
People who are new to scripting and just want to write simple triggers to color lines, display messages, etc. One of the complaints about Cmud (and Zmud until it got a wizard) has been the steep learning curve, and some potential users have said this is one of the problems keeping them from buying Cmud.
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Wed Mar 31, 2010 8:34 pm |
I agree with you on that, but I am sorry to say that I really don't think this wizard will do the trick. There are things that could be done to make a better mud client however and the first one is to change the view of what CMUD should be. As long as Zugg insists on seeing it as a development environment he will not hit the mass market and that's really a shame because CMUD is by far the best mud client if we only look at features. The downside is the complexity and the fact that it has not been very robust compared to other alternatives.
My suggestions would be to focus on making a superb mud client that is easy to get started in. That means that things like aliases, macros, simple triggers, etc. should be easy to create and it is vital that the application is robust. I see far too many exceptions today and most of these should never occur. The reason why they do anyway is because CMUD does not handle things as it should really. One of the worst mistakes Zugg ever made I think was exposing multi-threading to the users. Now that is not something you do if you want to be a userfriendly client. Why doesn't CMUD handle all this complexity itself? Reason is that this is much harder than just letting the user have the problem. Again this is caused by the current mindset that CMUD is a development environment. Problem is that as that CMUD is not very good as it lacks a lot in documentation, robustness, debugging capabilies, etc. not to mention that the "language" is not up to par with what you would expect. As a mud client nothing else today compares to CMUD but the price is that you use a lot of time writing scripts instead of playing your favorite mud.
Today CMUD is a jungle of features and many of them are not very well documented. Some features are simply not working well because Zugg is focusing more on implementing new features that on keeping the existing ones working. If you have very limited human ressources (I understand that Zugg is the only developer?) you don't want to make loads of new features all the time that you need to maintain. Instead you try to improve what you have already and perhaps even fade out features that is not wanted anymore because new improved feature exists.
One thing I would suggest to gain customers is to maintain a codebase with all the general features and then make different "Versions" on top with built-in settings for a specific mud or group of muds that are similar. A bit like I make a lot of scripts for my simutronics mud, DragonRealms, Zugg could make something similar perhaps with help from players of those muds who have solid knowledge of what would be important to have from the start if you choose CMUD for your game. Today I need to write the roundtime gauge myself and react to gsl triggers, etc. Not very friendly for newcomers really and even for me it takes a lot of time although I am no newcomer. Today the users of the clients offered by Simutronics run scripts that are written in a very limited instruction set which could probably easily be mapped to CMUD's own instructions. If people could actually run these scripts in CMUD that would eliminate a major reason to stick with the other clients. Even the basic simutronics account costs the same for three monts as a lifetime CMUD license today so having to pay for CMUD would probably not stop anyone although the simutronics clients are free. The mapper is a great feature that should knock most people of their feet. If you could even improve it's graphical capabilities (make it look more like a real map - I think there was something like this earlier?) and perhaps even provide a starting map with most locations that would just be superb and you could have players help you there.
I could write for the rest of the day but I'd rather have some response to my suggestions so far. :-) |
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Thu Apr 01, 2010 9:39 am |
Another day another suggestion. :-)
How about graphical "skins" that community members can contribute to? CMUD is a bit boring in its look - you don't really get in the right mood for your game and screenshots certainly don't look very appealing compared to some other clients like Simutronics' StormFront. If you could have medieval style, sci-fi style, etc. you would have a more tasty product I think.
This will of course not stand alone but in conjunction with predefined settings for certain popular muds I think you will come a long way. If you then add a simpler view on top of the settings for the most common used features then I think you are just about where you want to be and should be. The "simpler view" could be where you add a higher abstration to your settings. Don't ask your user to make a trigger reacting to certain strings or regular patterns and executing a script - make for instance a highlighting menu where people can define groups of textlines and define style for these with nice colorpickers, etc. as you use already on buttons. These settings will just map to current triggers, variables and other settings below so advanced users can continue to use the current editor. You should probably hide the settings made in the "upper" view to avoid people making changes that the this upper view can't handle.
Imagine this: User gets CMUD reccomended by another user playing the same mud. He downloads and installs the client and starts it up. For supported games theres is an icon just like you have today for sponsored muds which he clicks and quickly gets logged in. He notices that there are certain windows open from the start and the UI is styled for this certain game. One window is the main window and there are other windows where certain information like deaths, logins, room descriptions, etc. is shown. He also notices that there is a map that contains all the places he knows plus a lot more and makes it fast for him to move around. He meets his friend who hints that there are certain scripts he should try out so he does and the first time he might get a message that he should enter certain information like what his lootbag is and where he has his favorite weapon. From then on this script runs until he changes gear and script once again asks him to enter settings. He meets critters that are highlighted depending on their strength and he has nice gauges that show his health, what he has in his hands, his roundtime, etc. Perhaps he doesn't want some of these so he enters the "high level setting" and turn them off by uncliking a checkbox. All in all he never really need to script anything and if he does it's either simple or he decides to learn to make complex stuff himself. Now and then when he starts up CMUD he is told that there is an updated version of the settings for his game that he can download just as you upgrade CMUD versions today. Before long he reccomends CMUD to all his mud friends and also some colleages that haven't played a mud yet.
If you have special settings for a certain game you should also have much more potential to get it's makers as an official sponsor which might also increase your customer base if they reccomend it on their site. We are not so far off in terms of development I think, but it would make the whole difference... |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Thu Apr 01, 2010 2:01 pm |
Some of your ideas are quite good. I will comment on only a couple of them, giving some background on the history of Cmud related to your ideas.
Threads: The only time that users actually have to deal with threads is when using commands like #WAIT, and you really do want that to spawn a thread. Zmud had the #WAIT command, and did not have threading, but this meant that #WAIT did not act like people expected it to work. A #WAIT would actually prevent any other Zmud processing until the #WAIT process finished executing. It was user demand for a proper functionality for #WAIT that forced Zugg to add threading. If the #WAIT command spawns a thread, then Cmud needs to provide all the other thread-related features as well.
Skins: Cmud did originally have the ability to use skins. Unfortunately, it caused major problems, causing Zugg to spend too much time on it. Eventually, after polling the users, he decided to drop them.
A simpler view: This is exactly what the wizard tools are intended to be, for novices. You might want to make comments and recommendations on how to make the wizard tools more like what you want to see. I'd like to hear you expand on this.
Versions for different muds: Zugg can't possibly write such specialized stuff for the huge range of muds out there. So, he created packages, and the Package Library. The Package Library is intended for exactly what you are tallking about--a collection of resources that users can contribute for customizing Cmud, especially for specific muds. One thing it can't provide yet are maps, but that is one of the major goals in the 3.xx map rewrite project. It really could not be done using the old map code, so this was one of the motivations for rewriting the map code from scratch, and thus much of the last year's work. Eventually, the intent is to allow maps, configurations, and mapping scripts to be shared more easily. Creating location objects and moving room scripts to ordinary classes was a big step toward that.
I'm a little confused because you say that Zugg should concentrate on documentation and making Cmud more robust, and then you say Zugg should provide dozens of variations for different types of mud. That seems inconsistent. Can you explain where you think the balance should be? |
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Thu Apr 01, 2010 2:54 pm |
| Rahab wrote: |
| Threads: The only time that users actually have to deal with threads is when using commands like #WAIT, and you really do want that to spawn a thread. Zmud had the #WAIT command, and did not have threading, but this meant that #WAIT did not act like people expected it to work. A #WAIT would actually prevent any other Zmud processing until the #WAIT process finished executing. It was user demand for a proper functionality for #WAIT that forced Zugg to add threading. If the #WAIT command spawns a thread, then Cmud needs to provide all the other thread-related features as well. |
I use the wait command because I need to wait until something happens or a roundtime is over. Before the multhithreading introduction this worked very well for me at least - then trouble started. You want all the trouble with multithreading? Well, you'll scare away most people and that's not what you want I think.
| Rahab wrote: |
| Skins: Cmud did originally have the ability to use skins. Unfortunately, it caused major problems, causing Zugg to spend too much time on it. Eventually, after polling the users, he decided to drop them. |
Perhaps some day he could take up this project again or look at it from time to time. It's not a must-have but it would certainly make for a better experience.
| Rahab wrote: |
| A simpler view: This is exactly what the wizard tools are intended to be, for novices. You might want to make comments and recommendations on how to make the wizard tools more like what you want to see. I'd like to hear you expand on this. |
My suggestion is to drop it really. I'm sorry to say but it looks like sh** right now and I have absolutely no idea about how to improve it - I simply don't like the idea. You need to move up to a higher abstraction level if you want to help people.
| Rahab wrote: |
| Versions for different muds: Zugg can't possibly write such specialized stuff for the huge range of muds out there. So, he created packages, and the Package Library. The Package Library is intended for exactly what you are tallking about--a collection of resources that users can contribute for customizing Cmud, especially for specific muds. |
What I would like Zugg to do is provide for better sharing of those packages. Have people from the community build them but help newcomers find them because else they won't. Perhaps there are packages for DragonRealms which I play out there - who knows? I don't and I don't know where to look.
| Rahab wrote: |
| I'm a little confused because you say that Zugg should concentrate on documentation and making Cmud more robust, and then you say Zugg should provide dozens of variations for different types of mud. That seems inconsistent. Can you explain where you think the balance should be? |
His job is to add a framework for the community who then provides most of the variation. I don't ask him to play all muds... |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Thu Apr 01, 2010 4:20 pm |
| Quote: |
| What I would like Zugg to do is provide for better sharing of those packages. Have people from the community build them but help newcomers find them because else they won't. Perhaps there are packages for DragonRealms which I play out there - who knows? I don't and I don't know where to look. |
On your Cmud window, click on the button labeled Library. On the Package Library window, click Get Latest From Library, to be sure you have the latest list. Either browse the packages, or filter by Mud. There are four DragonRealms packages currently.
It has been suggested in the past that "standard packages" be designated for specific muds, so that these packages are recommended to people when they pick a mud from the mud listings. Zugg rejected that, on the grounds that he would then be held responsible for the quality of the designated packages, and ensuring that they continue to work after each Cmud upgrade. But I'm sure that other suggestions for making the Package Library more visible to players would be welcome. |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Thu Apr 01, 2010 4:26 pm |
| Quote: |
| I use the wait command because I need to wait until something happens or a roundtime is over. Before the multhithreading introduction this worked very well for me at least - then trouble started. You want all the trouble with multithreading? Well, you'll scare away most people and that's not what you want I think. |
When you used the #WAIT command without threading, did you want the client to parse new output from the mud while waiting? Or execute your commands from the command line? It couldn't. It couldn't even display new output from the mud until the wait was over. Lots of people wanted that, which requires threading. |
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Zugg MASTER

Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Thu Apr 01, 2010 4:30 pm |
Well, sorry you don't like the wizard. You are in the vast minority of the feedback I have received.
But you even said it yourself:
| Quote: |
| That means that things like aliases, macros, simple triggers, etc. should be easy to create |
That's the whole purpose of the Script Wizard. In the past, if you selected "Create Alias" from the menu, or clicked the Alias button on the toolbar, all you got was this big blank editor window. Novice users had no idea what to type into that scripting box. This exposed them to scripting too early in their learning curve.
With the new Script Wizard, the New Alias screen has help text and defaults to a box for entering the Commands you want to send to the MUD. This is that majority of what most players do with their very first trigger...just send something to the MUD. The Step-by-Step approach to writing the script helps the new player create simple scripts. Once they learn the basics of scripting, then they will probably turn if off. But it helps with the initial learning curve.
With Triggers, it's actually easier to create "color this" triggers using the new script wizard Color Step compared to writing it from scratch. Most people didn't know the correct syntax for proper handling of foreground, background, bold, italic, underline, etc. The Color Step gives simple GUI controls for setting the color you want to use for your trigger. So again, for the majority of simple triggers that just need to color text, gag text, replace text, the new wizard makes it a lot easier for most people.
Obviously if you are an advanced scripter, you probably won't like any of this. That's because you are not the target for this feature. One of the biggest criticisms of CMUD (and zMUD) is that it's "too hard for novice users". A lot of that is just folklore and rumor. CMUD really isn't any harder to use than any other MUD client. It has just gotten that reputation over the years because it has the most features, and because some people will bash anything. After all, for a novice user you run CMUD, double-click a MUD icon, and poof, you are playing the MUD. Can't get any easier than that. You don't even need to know what a "host" or "port" is. But the place where CMUD (and zMUD) got complicated was the scripting. Giving people a blank scripting window and telling them to write a script for a simple alias or macro is where it got complicated. The Wizard is a direct response to that.
Maybe you don't like the Wizard interface, but until I hear better suggestions, this is what we've got. 90% of the feedback I have received has been extremely positive, so I personally think I've accomplished my goal.
As far as new features vs bug fixes, that's a constant battle. If I don't add new features, then CMUD falls behind and nobody uses it. This beta version is far more stable than even the 2.37 Public version. Calling CMUD "unstable" is another popular bashing technique that again really isn't true. Most of the crashes with CMUD come from bad user scripts. As with any programming language, the more power you have to do more things, the more trouble you can get in. I could make CMUD *really* stable by just removing the scripting. But obviously nobody would like that.
Your comment about threads and #WAIT is exactly related to this. The non-thread way of handling #WAIT was completely broken. It was one of the top problems I got email about in zMUD. It might have worked for you, but it didn't work for the majority. With threads, you rarely deal with thread issues. It's only when your scripts get really complex. And if you are writing complex scripts, then yes, you need to think about threading. But for novice users, #WAIT and #WAITFOR now work as expected and have very few problems. I haven't gotten a crash dump from a threading problem in a long time. So I think you are also complaining more about how CMUD used to be and haven't spent enough time with the newer versions.
What I find funny is that you completely contradict yourself: you say I shouldn't be working on new features, and yet most of your suggestions are for new features? Skins? Really?
The MUD-specific package stuff has already been discussed. CMUD supports *standards*. As new standards are developed (and we are in the middle of some good discussions about some), then you'll see CMUD support them. CMUD will not support something that is completely specific to one MUD. How would that be fair to all of the CMUD users who don't play that MUD. I try to work on features that help all CMUD users no matter what MUD they play.
| Quote: |
| Problem is that as that CMUD is not very good as it lacks a lot in documentation, robustness, debugging capabilies, etc. not to mention that the "language" is not up to par with what you would expect. |
Ok, now I'm just going to stop reading your post because you are just whining and making stuff up. CMUD has more documentation than any other MUD client. Probably more than all clients combined. The documentation is open to public comments. Public comments are integrated into the documentation over time. So anybody can help improve it. Also, documentation gets a higher priority the closer to a public release...it's a waste of time to document a Beta feature that is going to change and just confused normal users using the Public version. You'll see more documentation soon for the new public version. But please, stop spreading rumors that CMUD lacks in documentation...it just isn't true.
Robustness? Yeah, another nice word to use. Another nice rumor that people like to pass around. What other MUD clients allows you to send crash dumps back to the developer? That gives me objective statistics about crashes and "robustness". Each time I release a new version I can see if I'm making it better or worse. And the current 3.x Beta is far better than the 2.37 version. And both the Beta and Public versions of CMUD are far better than zMUD. And again, robustness goes with complexity. I could write a 100% rock-solid robust client...it wouldn't have any scripting or other features. For new users starting fresh with CMUD and not trying to use their poorly written old zMUD scripts, CMUD is very robust.
Debugging? Have you used the debugging window? What other client has better debugging capabilities?
Language not up to par? Again, really?? I could see saying that about zMUD because the language was a mess. But the CMUD language works extremely well for what it was designed for. And if you don't like it, use Lua. Sorry I can't go back and rewrite zScript and make it work like C. It's called "backward compatibility". zScript was originally designed to be compatible with TinTin. Those are the roots and there is no getting away from that. If I completely changed the language in CMUD, existing users would go nuts. But again, you are making a general comment without any specifics so it's impossible to know what you really mean.
| Quote: |
| Today CMUD is a jungle of features and many of them are not very well documented. |
| Quote: |
| make different "Versions" on top with built-in settings for a specific mud or group of muds that are similar |
Again, contradictory. Making different "versions" just makes CMUD an even bigger "jungle". Not that I see the current CMUD being a "jungle" of features. Every feature in the PUBLIC version is documented. And every one of those features is important for some set of CMUD users. Just because you don't use a certain feature doesn't mean it's not somebody elses favorite feature. What you call a "jungle", most people call "feature-rich", which is the exact purpose of CMUD.
Anyway, kjaerhus, I'm not sure if you were just in a bad mood when you posted, or what. Your posts in the past have usually been pretty good. So I'm not sure what caused this tirade. But please stop with the meaningless "sound-bite" comments. If you want to provide specific constructive feedback, then I'll listen.
Or maybe you intended this as an April Fools post? |
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Thu Apr 01, 2010 7:21 pm |
Hi Zugg
I am sorry that you take my comments this hard. I do want to assure you that I have no intention of making you angry or anything. Like you I would like CMUD to be a success - after all it's my favorite mud client and I would hate to see you stop working on it. Exactly because of this however I do feel I need to say when I think you are going in a wrong direction. I think you need to have criticism if you want to improve. I know you like to add fancy features in CMUD but in the end you need regular mud players who don't know anything about scripting. Most of the players I know NEVER write their own scripts and I think the sooner you realize that you need to please these too the better.
I know that you are trying to make CMUD more appetizing to casual user but I do think you should take a more radical approach than you have with the wizard. I'll be happy to go into more more depth with my suggestions but if they are considered as provocations I think it's better to just close the discussion and wish you all a happy easter. :-) |
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Zugg MASTER

Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Thu Apr 01, 2010 10:18 pm |
Yeah, but it's pretty frustrating when I was *already* responding to criticism in the first place by adding the wizards.
Specific and constructive feedback on how to improve the wizards in the future would be appreciated, although it's too late for a complete redesign for this round of beta versions. Maybe something better can be added to v4.x. If you felt like this, it would have been nice to have you participate in the usability feedback that I did for the script wizard several weeks ago. That was the purpose of that testing.
I think it comes down to everybody has different opinions. In the case of the new wizards, I think I'll wait till the public version and see what actual novice players think.
| Quote: |
| Most of the players I know NEVER write their own scripts |
That's exactly who the new wizards are for. The problem with CMUD was that it didn't distinguish a very simple alias (send this command to the MUD) or macro from a full-blown script. With the wizard, those people can do simple stuff now without needing to know anything about scripting.
Feel free to post to a new topic and suggest specific things that you think I *should* be working on instead. And don't just say "make it more stable", or "improve the documentation" because those are not *measurable* goals. Give me a set of specific and measurable goals and then maybe I can please you more. |
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Zugg MASTER

Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Thu Apr 01, 2010 10:19 pm |
And you know what's even more frustrating is that I already predict that when I release the 3.x Public Version, people are just going to complain that there are no new features that make the upgrade worth the money. So I guess I'm screwed no matter what I try to do.
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Fri Apr 02, 2010 7:57 am |
| Zugg wrote: |
| And you know what's even more frustrating is that I already predict that when I release the 3.x Public Version, people are just going to complain that there are no new features that make the upgrade worth the money. So I guess I'm screwed no matter what I try to do. |
I'm sorry to hear that you feel that way. And I guess I was too rough on your wizard - I do think it helps newcomers create some of the basic seetings that they need and as a sales parameter I agree with you that you needed something like that. I wanted something else and was too harsh in my criticism. Sorry about that.
Now I don't know who's complaining and how large your customer base is, etc. but I think CMUD is so unexpensive that I cannot imagine who would stick with an older version to save a few bucks. Perhaps people who's very satisfied with their current setup and are afraid that they will only gain trouble by upgrading? I think the best way to lure these people to upgrade is more eyecandy really. I had enough features in zMUD really and my main reason to upgrade was that CMUD has some nice UI features compared to zMUD. Of course now I could never go back even if you gave zMUD the same look as I have now gotten used to the new scripting features too. What I am trying to say is that I think that current users are generally happy with the scripting features that they have and it will therefore be hard to sell an upgrade on this parameter. I would go more in skins, buttons, ease of use, predefines settings, map features, etc. Things that will knock people off their feet when they check out screenshots or download a trial.
Pricing is another issue. I may get angry replies from other users now but basically I wouldn't mind paying a little more for this tool. I pay $15 per month for my basic DragonRealms account with one character (extra characters cost $2.5 and for an extra $25 you get a premium account - all per month!) and I can buy CMUD for $30 and never pay more. Now I am not going to suggest that you charge the same amount but perhaps you could consider another licencing strategy? Perhaps some kind of subscription where you only buy CMUD for a year or so. Just a suggestion. I know that you may get negative replies from some other users if you threw this up in the air but I think many would agree that perhaps they get this tool too cheaply. Again perhaps it would be easier to get people to upgrade this way so you don't have to maintain too many versions. |
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Fizgar Magician
Joined: 07 Feb 2002 Posts: 333 Location: Central Virginia
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Posted: Fri Apr 02, 2010 9:14 am |
Isn't our license already set up so that once you buy CMUD, if after two years you want to continue getting new updates, you need to update your license at half the current retail price of the software?
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_________________ Windows Vista Home Premium SP2 32-bit
AMD Athlon Dual Core 4400+ 2.31 GHz
3 GB RAM
CMUD 3.34 |
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Zugg MASTER

Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Fri Apr 02, 2010 4:30 pm |
Yes Fizgar, that is how it works. Upgrading to the 3.x public version will cost $15 if you purchased CMUD more than 2 years ago. If you purchased CMUD within the past 2 years, then the upgrade (and all versions of 3.x in future) is free.
I tend to agree with kjaerhus that the $30 for CMUD and $15 for upgrades is dirt cheap and could probably be increased. But I also know that I get plenty of people using zMUD who already complain about the $30 for CMUD. My guess (no promises) is that I'll keep the current prices the way they are for the 3.x release, but then increase prices a few months after the public release. I'd like to reward those people who upgrade to 3.x right away. And the price for zMUD (plus free CMUD) will definitely be increasing soon.
As far as the "value of 3.x" we are talking about, I think I'll be able to make a pretty good case. There are a wide range of new things in 3.x for almost anybody, from scripting to mapping to novice-user to buttons and UI improvements. It's also possible that 3.x will get some of the new protocols being discussed at mudstandards.org if we can get that worked out soon. I also plan to spend a significant amount of time creating "screencast demos" of the 3.x public version after it is released. That should address the help/documentation issues.
So it will be fine. Sorry I got frustrated...I've had a few annoying days lately. I just need to grow a thicker skin. I *know* that people will complain no matter what I do...people *like* to whine and they've been doing it for the past 15 years, even with zMUD. So it's nothing new. I very rarely ever get positive feedback. In fact, the Script Wizard and Pattern Wizard have probably generated more positive email than anything I've done in a long time, so I should feel good about that and not let other stuff get me down.
(P.S. Themes *will* be coming back eventually. The Theme system I was using before was horribly written (3rd party) and extremely buggy and unstable, causing lots of problems. But Developer Express added "skins" and themes to their controls a while ago and as I get more and more of the UI controls in CMUD using DevExpress, I'll eventually turn on their themes and see how they work. Just hasn't been a big priority. You'll see Unicode support before you see Skins/Themes) |
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Fri Apr 02, 2010 5:50 pm |
I've allied myself with a little friend who can cheer you up with a cake whenever I'm too rash in my comments. I'll try to focus on making my critique constructive but sometimes I tend to get going so please accept my apologies in advance.
I'm glad to hear that you plan to stop "giving away" your fine product. That way perhaps we can hope that you will earn enough to work on this project full time always. Perhaps you could consider some supporter program or something like that users can subscribe to and then perhaps get some advantages like having access to a special forum where new features in CMUD and your other projects are being discussed and perhaps even have a vote or something when deciding what new features to go for. I haven't thought it through really but I would gladly participate in something like that if it could help the development of CMUD. |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Fri Apr 02, 2010 8:21 pm |
That sounds like the Beta forum. Zugg often solicits comments on potential new features here. How would it be any different?
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Zugg MASTER

Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Fri Apr 02, 2010 10:34 pm |
Actually, when the new web site is released later this year, there *will* be a "subscriber-only" section that will have some special features for people who want to pay a bit more to support Zuggsoft. But I'm not ready to talk about the details yet and I haven't scheduled the actual work on the new web site yet (although I've got the technology to be used for the site straightened out).
Also, a way to "vote" on new features is something that I definitely plan for the new site (for all users). |
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Fri Apr 02, 2010 10:46 pm |
| Rahab wrote: |
| That sounds like the Beta forum. Zugg often solicits comments on potential new features here. How would it be any different? |
It is just a loose idea on how Zugg might make a business model that can keep his focus on his own software instead of having to take breaks doing freelance stuff as he mentioned in another thread. Trading donations for some kind of influence could be a way for him to earn a little extra. Again, I don't know how large his customer base is so I haven't got any idea about the potential. I'm just brainstorming here...
I do think the best way is to set a more appropriate pricing model for his software and trying to attract new customers though but one initiative doesn't rule out another... |
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kjaerhus Magician

Joined: 18 Dec 2006 Posts: 317 Location: Denmark
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Posted: Fri Apr 02, 2010 10:51 pm |
| Zugg wrote: |
Actually, when the new web site is released later this year, there *will* be a "subscriber-only" section that will have some special features for people who want to pay a bit more to support Zuggsoft. But I'm not ready to talk about the details yet and I haven't scheduled the actual work on the new web site yet (although I've got the technology to be used for the site straightened out).
Also, a way to "vote" on new features is something that I definitely plan for the new site (for all users). |
Ah, so you were way ahead of me on that idea. I think you can count me in on that one.  |
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