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This is a discussion on "New mud client in the works: ScapeFx" in the Top Mud Sites MUD Announcements forum : Originally Posted by Hephos If you are a ScapeFX customer, support is free. Upgrades are free. So what you are saying is that we would have to trust that you will deliver the product and not take the money and run. You claim that this client is intended for commercial and larger free muds that have the revenue to pay for this, yet you fail to offer even the most basic levels of protection that any right minded company would ask for. I would have a very hard time putting my money and faith in your product when one bug ... |
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#31 | |
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New Member
Join Date: Nov 2007
Posts: 23
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Re: New mud client in the works: ScapeFx
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You claim that this client is intended for commercial and larger free muds that have the revenue to pay for this, yet you fail to offer even the most basic levels of protection that any right minded company would ask for. I would have a very hard time putting my money and faith in your product when one bug you do not fix in a timely manner could ruin my business and or drive away all of my players. To which they would have no recourse. Maybe you need to go away and have a rethink about all this and come back with a real business plan and to have a proper understanding of the market and the needs and requirements of those whom you perceive to be your customers, because at the moment your all over the place and cannot even provide answers to basic questions that any commercial entity would be asking of you, your company and your product. So i pose these questions again, Do you have some type of Service Level Agreement for the fixing of bugs within your software, if so, what happens when you fail to correct a bug within a specified time frame? How do you plan on dealing with additional functionality? Will this incur additional cost if so what is the pricing structure for additional functionality, and time frames for delivery? Will there be a formal contract so that customers know exactly what they will and will not receive, or will they just have to take your word for it and trust you, if you do plan on having a formal contract, how will you deal with variances in international contract law? What types of remediation does a customer have if you fail to deliver on any of your obligations, will things like this be made clear before anyone signs on the dotted line? |
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#32 | |||||
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
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"... the Licensed Software and Related Materials are provided to you "as is" and Mythicscape disclaims all warranties and representations ..." Happy now Tommi? Or do you want to know something else before you order the product? :P Last edited by Hephos : 09-14-2009 at 05:22 AM. |
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#33 | |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
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Also, you realize that we are the developer behind Bat Client? Bat Mud hired us, Mythicscape to produce it for them. There is nothing that prevent mudadmins from customizing ScapeFX into something similar. (Although it would take A LOT of work since Bat Client is very advanced compared to the raw ScapeFX API). But the possibilities are there. Last edited by Hephos : 09-14-2009 at 05:58 AM. |
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#34 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: New mud client in the works: ScapeFx
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Take a look at MCCP for example. Back in 2001, Lasher gave some statistics for the amount of bandwidth it saved Aardwolf, which showed that with a little under 250 MCCP users the bandwidth usage dropped to around 18-19% of its original amount. He went on to say "if we ever have to move to a host that charges for bandwidth it could very well mean the difference between being able to afford to stay online or not". You've said you're targeting large muds, so I think this is definitely the sort of thing that's worth looking at. Now perhaps Lasher could have created his own compression protocol, but his goal was to encourage as many people as possible to use it, and that means it's in his best interests to have a widely supported protocol. Not everyone will use the same client, so using a standardised protocol supported by multiple clients makes a lot of sense. Last edited by KaVir : 09-14-2009 at 08:20 AM. |
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#35 | ||
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New Member
Join Date: Nov 2007
Posts: 23
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Re: New mud client in the works: ScapeFx
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So the reality is for $350 per year you get a pretty basic telnet app which you have to put in all the effort to write plugins for to give it any real functionality, and if you want something that is actually unique then you will be up for around US $12000 to get it. Those were the figured quoted to me a little over 12 months ago. Have a nice day ![]() |
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#36 | ||
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
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Ohh okay, so you have contacted us regarding a client in the past? We don't publish financial information about our customers on a public forum which i'm sure people will understand. I'm sure the quote you got for your client were reasonable or even cheap compared to development costs in the REAL world. But i guess you figured you would instead try find your own programmer? And give them "Some financial reward". Perhaps you like to tell us the vicinity of that sum? Seeking Java Programmer How did it go by the way? Anyways, we've cut those costs a lot for people interested in a custom client since they can license the core ScapeFX engine for a very cheap fee now. Of course if you are looking to get a product like batclient or equivalent and you want to hire us for all the programming you are looking at a (although cheap compared to others) real development cost that is a lot higher than $350. Keep in mind that a real software company charges AT LEAST $100/hour for consultant jobs (more or less). That is three weeks of work for the quote you said you got from us. With ScapeFX you have the opportunity to do a lot of the work behind the custom features yourself, from a codebase that is already functional. So any mudadmin with access to programming skills should be able to go a long way on their own without having to pay for hiring additional programming from whoever they seem fit. I'm happy to answer any more questions you have. And if you aren't just trolling this promotional board perhaps you could take your flames to another forum. Feel free to send them to us in mail. There is a contact form on our website. Btw, for interested people there is soon a sample Eclipse project available on the wiki. It will be possible to use this to build your own client and add your custom features to test with. You will be able to do this during a trial before you actually purchase the annual license. |
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#37 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: New mud client in the works: ScapeFx
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However your recent post seems to suggest that the licencee would still be required to do significant further development in order to customise/personalise the client to any worthwhile degree. If that is the case, then Tommi's point (despite the aggressive phrasing) is actually a valid one - what do you offer over MUSHclient? ScapeFX would be a little easier for the player to install (one click instead of three or four), and is relatively platform independant (MUSHclient requires a separate download for different operating systems), but that alone wouldn't convince me to shell out $363/year. Is your client easier to customise perhaps? Do you have better documentation? Maybe you provide a larger library of prewritten plugins? Do you support multiple scripting languages? Better handling of separate windows? More flexible graphics support? I know what the competition can do, but what is it that you offer above and beyond them? What could your client do for my mud that would make me think "that's the client I need"? Last edited by KaVir : 09-16-2009 at 04:46 AM. Reason: Wrong currency symbol - changed from £ to $ |
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#38 | |||
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
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And you are right, platform independent and "Click to Play".Quote:
The wiki should contain all info necessary to judge that yourself soon though. We're working on it. SampleProject - ScapeFX Wiki will be a good start for anyone interested in customizing ScapeFX. And we will provide prewritten plugins when we get requests for it. (Such as different mud specifc protocols that might be of interest and so on...) |
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#39 | |
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New Member
Join Date: Nov 2007
Posts: 23
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Re: New mud client in the works: ScapeFx
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In fact it sounds like all your offering is a very basic telnet application which just so happens to be customizable. This does not make a custom client, only potentially one, and then only if the end user has the skills and abilities to code in beanscript and or java. There is no library of pre-built plugins that require minimal modification to get working, everyone will have to reinvent the wheel and make their own chat, health bars and other typical plugins, there is no MXP, MCCP, MSP or peublo, all of which are mud standard protocols. MUSHclient comes out of the box with a number standard plugins for health bars and the like, you can script in a language of your choice, including but not limited to Lua, VB, Perl and Python. So im yet to be convinced that Scrape offers US$350 value per year of investment. Oh and you can be assured that i have no interest in this thread other than to bring the facts to the surface for all to see, i am not a representative from a competing company, i am not developing a competing product, no matter what you might like to imply from my previous posts. So rather than worry about what i have said in the past, maybe you should stay focused and concentrate on the issues i am raising now. In business there are some standards you should always follow before you announce anything, 1. know your products strengths and weaknesses, 2. know your competitors products strengths and weaknesses, 3. know what the market wants and needs, 4. know who your customers are and the best way to reach them. Some food for though, NO. In reality you have potentially 25 - 30 customers at a stretch 50, of those 1/2 will not require something like this and 1/2 the remainder will not have the funds to pay for it, so that leaves about 10 games to which you could market this directly do. With everything you need to have a plan, without one your going to come across looking really amateurish. Last edited by tommi : 09-14-2009 at 09:56 PM. |
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#40 | |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
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Mythicscape Sharune ScapeFX Mud Client ScapeFX Mud Client <--- Your "basic telnet app" features i guess? Try our custom firebolt ScapeFX implementation (click to play): Firebolt And compare it to Aardwolf's "customized" mushclient (just to take an example, it seems like a nice bundle up of mushclient): Aardwolf mud - Web based and downloadable clients Take a minute, sit right back and figure out which client will attract more NEW players or even get people to understand how to connect to the game. You yourself did a research about this tommi: "and none of them could work out how to use mushclient even when it was installed already for them". (custom clients. Good or bad?) The number one point of a custom good looking client is that new players have an easy entry into the game. People that may never before have tried out muds. I'm not gonna sit here and tell you "inbreed" mushclient (or whatever client) users to immediately shut them down and start with a new custom client. It doesn't work. We knew that several years ago. Get yourself a "click to play", good looking custom client and start attracting NEW players into muds! Otherwise, keep up with the good work putting fire in the thread so it is at the top everyday tommi, thank you very much! |
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#41 |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
Btw, a feature I haven't mentioned in ScapeFX is the log "recording" and "playback" tool.
Instead of just logging the text you can choose to log it as a timeline and replay it realtime with the playback tool. You will then watch the log as it took place. It will update your client UI accordingly so you see things like health meters, group displays etc getting updated as well. So you can record a nice log and put it on your website for others to download and watch. Make your own "in-mud" storytelling, theatre, standup comedy or whatever :P http://scapefx.com/wiki/images/Sshot6.jpg Last edited by Hephos : 09-15-2009 at 06:28 AM. |
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#42 |
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New Member
Join Date: Nov 2007
Posts: 23
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Re: New mud client in the works: ScapeFx
It does not make good business sense to call all of your potential customers who read this thread INBREEDS, it shows a clear lack of interpersonal and dispute resolution skills. While i might have been asking tough questions of you, your customers are going to be much asking a hell of a lot more when bugs show up and they want them rectified yesterday. Calling them a bunch of INBREEDS, and being all smug is certainly not the way to get repeat customers. When your potential customer base is already very small and your selling a boutique product, being professional is everything.
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#43 | |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
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I'm not gonna respond to any of your post from now on tommi as you have no intention whatsoever to discuss something without turning the whole issue around as a flame against our product. Since you have no interest in our client, I'm gonna respectively aks you to quit posting in this thread. Thank you very much. |
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#44 | ||
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New Member
Join Date: Nov 2007
Posts: 23
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Re: New mud client in the works: ScapeFx
No, what you said was,
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At the time i did not know that MUSHclient could be redistributed and configured in such a manner as i was not a user of that client, i had been a Portal GT user for many years and was going to license that client for my game as i liked the simplicity of and used extensively within my code the MIP protocol. which dealt with routing of data to separate windows, the displaying of status bars and gauges, the displaying of images and the playing of sounds. These things should be bog standard features of any client that is offering a rich client experience. So far you have not shown that you're offering US $350 per year worth of additional functionality over the products you're competing against. There are not a lot of mud owners who do any actual outreach and promotion in ways to grow new players that are not current mudders, there is IRE and a few others, but other than that, the vast majority of them work by word of mouth or promotion within the existing mud community. Existing mudders are rather precious when it comes to the client they use and are reluctant to change, so the real worth of Scrape is with targetting non mudders. This leaves you in a real predicament, because you have a potentially great product that has no real market. Unless you can convince mud owners to try and tap into the vast amount of casual gamers, like the 500,000 players of Farmville on Facebook for example, converting 1% of those would amount to a huge influx of mudders. |
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#45 |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
You can now sign up for a free 20-day trial to test the ScapeFX API and build your own client before you make a purchase. With the trial you will receive the SampleSFX project from which you can build a client that you can deploy for your own game.
ScapeFX 20-day trial signup: ScapeFX Mud Client SampleSFX project info at wiki: SampleProject - ScapeFX Wiki ScapeFX licensing info: ScapeFX Mud Client ScapeFX screenshots: Screenshots - ScapeFX Wiki Click to play the Firebolt ScapeFX implementation: Firebolt |
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#46 |
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New Member
Join Date: May 2008
Posts: 9
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Re: New mud client in the works: ScapeFx
Tommi, why are you so intent on trolling this thread into oblivion? You made your points a long time ago. Now it just seems like you're trying to flame the OP for no apparent reason, and you're making yoursef look really silly and chidlish in the process. Perhaps you could take your discussion with Hephos to PMs or e-mails.
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#47 | |
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Administrator
Join Date: May 2005
Name: Derek
Location: Orlando
Posts: 337
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Re: New mud client in the works: ScapeFx
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I don't believe Hephos' intent was to refer to regular Mushclient users as "inbreeds". Please keep in mind there is a language barrier here too and give him the benefit of the doubt. Anyway, personally a big fan of Mushclient but also very interested to see how ScapeFX turns out and learning more about what it does (and doesn't) offer compared to traditional MUD clients. |
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#48 |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,169
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Re: New mud client in the works: ScapeFx
I have spoken in emails and pm's with Hephos and he is very respectful and excited about his client. NWA has been seeking a better Java client than what we currently have and I really enjoyed looking at his system.
Before you scoff at someone trying to earn some money for their hard work and system, perhaps try it out and give it a chance. No one is forcing you to use it or pay for it. I appreciate innovative people trying to make our MUD community better. I feel sad that everytime it seems someone wants a little compensation for hard, quality work, everyone is so up in arms about it. As if our community should pay you to be part of it. Good Job Hephos. I for one applaud your hard work. ![]() |
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#49 | |
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Member
Join Date: Jan 2006
Posts: 213
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Re: New mud client in the works: ScapeFx
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Looking forward to further updates, Hephos. |
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#50 |
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Re: New mud client in the works: ScapeFx
I agree with Lasher, Newworlds, and Mabus. I spoke with Hephos over email maybe 18 months ago looking for a price quote for a custom client, and my experience with him was very positive! Difference in geography, and therefore language, is something we need to keep in mind on the internet.
It looks good so far Hephos and I wish you success with your client. I do wish there was more support of commonly accepted MUD protocols built in. I also hope you will finish the sample plugins section soon! I think this could go a long way to helping hobbiest mud admins so they can focus more on the game and less on the client. But I am excited so far, and I know I will be looking into it more when the time comes. |
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#51 |
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Senior Member
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Re: New mud client in the works: ScapeFx
I feel warm and cuddly inside after all of this..
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#52 |
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New Member
Join Date: Nov 2009
Home MUD: www.sharune.com
Posts: 3
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Re: New mud client in the works: ScapeFx
I must say, I can vouch whole-heartedly for Hephos' work. This client is a fantastic piece of work, and the gaming experience can be vastly improved for players.
I have been involved in Sharune MUD (Hephos' own MUD, using Firebolt client which uses ScapeFX) for many years now, and Hephos' work is sound and professional. He is regularly adding new features, updating current features, and if any issues do arise he is quick to fix them. Firebolt client is brilliant! Give it a try if you don't believe me. |
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#53 |
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New Member
Join Date: Mar 2006
Posts: 10
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Re: New mud client in the works: ScapeFx
We think this looks rather promising and are going to give the free trial a try.
I'm still not sure if we could afford it since we already pay close to $1100 per year out of own pockets in support of the game... SlothMUD text based rpg game multiplayer free online rpg game Last edited by SlothMUD : 11-16-2009 at 08:21 AM. |
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#54 | |
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Member
Join Date: Nov 2003
Posts: 50
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Re: New mud client in the works: ScapeFx
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I'm glad the cost has come down. I guess my own preference would be some kind of cross-promotion deal rather than money, but everyone has to pay the bills somehow so I don't begrudge someone running their business the way they see fit. Are all plugins developed by any MUD sharable with anyone else? Between each other and/or via ScapeFX as a repository? If a MUD's plugins are normally their own and a closed development, would a MUD that donated all their plugins back into the ScapeFX repository be of interest? I guess I see it as 'if there's a MUD you'd never make a sale with under your current model, what do you lose if you let them contribute to the resources that all your other clients would then get to enjoy?'... I gues the answer is EU$249/year, huh? The $1100 figure mentioned earlier is a very clear explanation of why the whole "get a few players to donate $10 a year and you're sorted" doesn't work. MUDs are very rarely a profitable enterprise, period. Alas, it's a pity everyone is busy building their own empires and protecting their own 'turf'. I believe web-based click-to-play clients will soon be a necessary (if not the only) method to expose MUDs to a huge, new audience - installed clients will only be a preferred stepping stone for players that stick around (assuming they are technically capable). Over time, simple platform diversity will inhibit installed clients too... e.g. how many MUD websites have preferred client statements for Windows 7? |
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#55 | |||
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Re: New mud client in the works: ScapeFx
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We've also contacted a few muds to give them opportunity to get the client for free so that we could use it as demo on our site, and are working to get some of them ready. Quote:
The plugins are shareable, as long as they do not use any particular code that is not inside the plugins or any jar files that are shipped along with it. Quote:
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