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		<title>imported&gt;Cailet: Created page with &quot; Note  43  Kalder       (Mon Oct 26 09:02)  tl;dr    Astaria,    One of the most common and persistent difficulties in the job of the  wizardry is dealing with legacy code.  Y...&quot;</title>
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		<updated>2016-11-23T16:33:40Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; Note  43  Kalder       (Mon Oct 26 09:02)  tl;dr    Astaria,    One of the most common and persistent difficulties in the job of the  wizardry is dealing with legacy code.  Y...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt; Note  43  Kalder       (Mon Oct 26 09:02)  tl;dr&lt;br /&gt;
 &lt;br /&gt;
 Astaria,&lt;br /&gt;
 &lt;br /&gt;
 One of the most common and persistent difficulties in the job of the&lt;br /&gt;
 wizardry is dealing with legacy code.  You&amp;#039;ve all heard us mention&lt;br /&gt;
 it - previous wizards didn&amp;#039;t code or write their projects to our&lt;br /&gt;
 standards, or we disagree with the methods they used to accomplish&lt;br /&gt;
 it, or their code introduces bulk volumes of errors in newer&lt;br /&gt;
 systems... whatever the specific complaint, we&amp;#039;re quite happy to&lt;br /&gt;
 declare legacy code to be the bane of our existences.  We&amp;#039;ve even&lt;br /&gt;
 gone so far as to commonly state that a lot of the worst parts of the&lt;br /&gt;
 mud will never get fixed, because every layer of problems rests upon&lt;br /&gt;
 another layer of problems that eventually propogate all the way down&lt;br /&gt;
 to the base lib and in some cases the driver.&lt;br /&gt;
 &lt;br /&gt;
 Thanks to an outstanding and highly productive collaborative effort&lt;br /&gt;
 of the staff members over the past few months, we now have developed&lt;br /&gt;
 a new core mudlib which addresses a great many of these problems, and&lt;br /&gt;
 introduces a lot of very significant new features that we&amp;#039;ve wanted&lt;br /&gt;
 for a long time, now -- both features that players would appreciate,&lt;br /&gt;
 and features to make the coding aspect of our wizard jobs easier.&lt;br /&gt;
 &lt;br /&gt;
 However, there&amp;#039;s one thing that we&amp;#039;ve been acutely conscious of&lt;br /&gt;
 throughout the development cycle of the new lib.  We have an absolute&lt;br /&gt;
 aversion to making the place inhospitable to all of our existing&lt;br /&gt;
 members.  It&amp;#039;s a waste of your time and especially of ours if we open&lt;br /&gt;
 the mud on the new lib, you log in, go &amp;quot;This isn&amp;#039;t like Astaria&lt;br /&gt;
 anymore, it sucks,&amp;quot; and log out never to return.&lt;br /&gt;
 &lt;br /&gt;
 Right now, the lib is a primordial soup that could congeal into life&lt;br /&gt;
 in a number of different directions.  There&amp;#039;s two major ones we&amp;#039;ve&lt;br /&gt;
 been considering while building it.  We believe that we&amp;#039;ll get the&lt;br /&gt;
 best value from our time and our creative ability by involving you,&lt;br /&gt;
 the players who&amp;#039;ve evolved Astarian life, culture, and society for&lt;br /&gt;
 the past decade and a half, so we post this question to you:&lt;br /&gt;
 &lt;br /&gt;
 Would you rather see a new Astarian mud which replicates significant&lt;br /&gt;
 portions of the current areas, guilds, and features, as a direct&lt;br /&gt;
 replacement for the existing copy?&lt;br /&gt;
 &lt;br /&gt;
 Or would you rather have the current mud left running, and see the&lt;br /&gt;
 new one set up as a parallel or &amp;quot;sister&amp;quot; mud, for instance one which&lt;br /&gt;
 deviates into the past or the future of Astaria as we know it now?&lt;br /&gt;
 &lt;br /&gt;
 Obviously there isn&amp;#039;t a simple answer possible for most of you -- it&lt;br /&gt;
 would depend a lot on just how similar things are, and on things like&lt;br /&gt;
 whether it would be possible to migrate your current characters to&lt;br /&gt;
 avoid having to start over at heritage level 1.  To some extent, we&lt;br /&gt;
 don&amp;#039;t have a lot of answers for you.  But, some of the things that&lt;br /&gt;
 the wizardry have been considering or at least have mentioned&lt;br /&gt;
 throughout the project:&lt;br /&gt;
 &lt;br /&gt;
   1) In either case, we would like to have some ability to migrate&lt;br /&gt;
      characters so that you&amp;#039;re not stuck relevelling from scratch.&lt;br /&gt;
      The degree to which this is possible varies.  If we were to&lt;br /&gt;
      recode the existing areas, guilds, and systems, it could&lt;br /&gt;
      potentially be a direct export from legacy Astaria to the new&lt;br /&gt;
      copy with nothing lost.  If we were to fork off to a sister&lt;br /&gt;
      mud, it would more likely be just a few levels and possibly&lt;br /&gt;
      some basic gear.&lt;br /&gt;
 &lt;br /&gt;
   2) In the case of replicating existing areas, it is absolutely&lt;br /&gt;
      certain that not every area would be converted to the new system&lt;br /&gt;
      and lib.  Some areas simply are not worth the time and effort&lt;br /&gt;
      required to replace them, either from technical or storyline&lt;br /&gt;
      perspectives.  It is possible that these areas could constitute&lt;br /&gt;
      the majority of the existing mud.&lt;br /&gt;
 &lt;br /&gt;
   3) Like with areas, guilds would be subject to revision as well.&lt;br /&gt;
      The initial guild selection would be limited so that the mud&lt;br /&gt;
      would be playable more quickly, and would increase over time as&lt;br /&gt;
      we had the manpower to faciliate it.&lt;br /&gt;
 &lt;br /&gt;
   4) Conversely, the guilds could be subject to a great deal of&lt;br /&gt;
      change in a &amp;quot;sister&amp;quot; mud, perhaps even so far as abandoning&lt;br /&gt;
      the original Dungeons and Dragons-based fighter/cleric/thief/&lt;br /&gt;
      mage divisions and their derivatives, and adding guilds which&lt;br /&gt;
      are very different from the way we view them now.&lt;br /&gt;
     (Beastmasters and monks, perhaps?)&lt;br /&gt;
 &lt;br /&gt;
 One sneak preview of a feature we can assure you will exist (since&lt;br /&gt;
 we&amp;#039;ve already coded it) is that when you log into Astaria, you&amp;#039;ll do&lt;br /&gt;
 so with an account rather than a character.  That account will have a&lt;br /&gt;
 certain number of character slots (3, currently) which you may choose&lt;br /&gt;
 from.  We&amp;#039;re hoping that this will alleviate some of the lure of&lt;br /&gt;
 multiplaying by giving players a legitimate means by which to&lt;br /&gt;
 experience multiple guilds concurrently.&lt;br /&gt;
 &lt;br /&gt;
 We would like to stress very strongly that this new lib will not be&lt;br /&gt;
 playable in the near future, certainly not before the new year and&lt;br /&gt;
 probably not for months afterwards, even optimistically.  The state&lt;br /&gt;
 of it right now is just barely sufficient that people can log in and&lt;br /&gt;
 code - as of the time of this post exactly two rooms and no NPCs have&lt;br /&gt;
 been placed in the game.  It&amp;#039;s very bare-bones.  We would like to be&lt;br /&gt;
 extremely clear about this.  We don&amp;#039;t mean to kill you with&lt;br /&gt;
 anticipation, but we&amp;#039;re just about ready to start the large-scale&lt;br /&gt;
 building and wanted to get a feel for which direction that building&lt;br /&gt;
 should go before investing thousands of man-hours of time into it.&lt;br /&gt;
 &lt;br /&gt;
 Discussion, debate, opinions, and questions concerning the contents&lt;br /&gt;
 of this post may be posted to the Adventurer&amp;#039;s Guild Hall board north&lt;br /&gt;
 of here.&lt;br /&gt;
 &lt;br /&gt;
 Kalder&lt;/div&gt;</summary>
		<author><name>imported&gt;Cailet</name></author>
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