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- Slyter 2m
- Burgerwolf 18s PANCAKES
- Veleth 1m
- cata 58s
- Dale 6m
- xXShadowSlayerXx 1m
- BubbleKangaroo 2m
- spungkbubble 26s
- JanekSembilan 24m
- meero619 10s
- SmokePotion 10s Right or wrong, I'm getting high.
- Rillem 1m Make it personal.
- LadyLogic 10m
- Vanashis 4h
- Sivartas 9m
- zxq 39s Blackcastle was no ordinary prison.
- NightHollow 5m
And 28 more hiding and/or disguised
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Bug Bounty / Hiring Coding Help

I was reading through a recently resurrected post about a very significant seeming combat bug. The specific bug is where characters are forced to put their weapon away when fighting gang NPCs.

Mench made the often repeated point that the team is small, and Slither is the only person who understands the code well enough to fix most of the bugs.

I completely understand that.

My recollection from a few town halls that I have joined is that Sindome (Withmore Hope, whatever) has hundreds, if not thousands of dollars in cash reserves.

Over the last few years, there have been tens of thousands of people laid off from Silicon Valley and other tech companies. Some of those people have some coding skill.

There are tens of thousands of people around the world, outside of America, who are aspiring coders with reason amounts of fundamental programming skills.

Why not setup a bug bounty program for the MOO? Let people who don't play here have a crack at the code base? I know that there is a test / dev environment.

The major risk is that the code base gets out. That would be horrible. A significant part of the allure of playing here is learning how the game works.

That said, I have to wonder if we're at the point where the current situation is untenable. The situation of having one person, without much free time, being the sole individual with the authority and trust of the community to fix things.

(This is nothing against Slither personally. I do not doubt for a second that he is doing the best he can, when he can, with what little free time he has these days.)

I don't know what the answer is. I am willing to admit that opening the code base up probably isn't the answer. Or at least, that the risks of opening up the code base are greater than the risks of Slither winning the lottery, or otherwise deciding to never come back to Sindome.

The problem as I see it is the lack of incentives for people to learn how to code here on Sindome.

How do we "fix" that?

The answer clearly isn't, wait for the MOO Code Messiah to show up. As much as I wish a MOO Code Messiah would appear.

Maybe we pray for an advancement in AI code analysis? Hope that the right combination of training sets produces an ML algorithm that can parse out and correct bugs?

Didn't Slither share that open bugs have gone down since last year? I don't know much (okay anything) about coding, but I feel like theres always going to be some bugs that won't be fixed or are put on the backburner because there's other more pressing things to work on. Beyond just that, I think its important for coders to have investment and understanding of SDs history, balance, and interests. While I'd love another coder, it feels a little scary hiring some random on who doesn't care about our game. We've had coding rockstars roll in and then it doesn't work out, and all the friends get saddled with wading through half-finished projects that janked up the whole game. It would be great to hire on a full time coding bro but I don't want them if they aren't sensitive to the the very unique interests we have here. Sometimes fixing bugs requires rebalancing - something some rando wouldn't care about at all. Slither and friends seem to really foster new coders and those who want to get involved. If anyone wants to code, they should totally apply for staff and understand what it takes to be staff as an sgm. Its not for everyone, but youd be supporting so many great players who really want to tell good stories.
There is not anything remotely like enough funds to hire developers unless it's being measured in minutes, much less support a public bug bounty in systems as obscure as MOO/Stunt/ToastStunt. Everyone fluent in those is very likely either a current or former contributor to Sindome or another MOO, or a current or former contributor to ToastStunt which is itself open to public development.

An ultra-closed project like Sindome is just not going to have typical development contribution from the community, but in my opinion the number of serious outstanding bugs is very low bordering on low single digits. Slither may disagree with this assessment but in my view Sindome is largely a stable release piece of software, with planned or unfinished optional features ideally planned, but the actual core development end were programming is dearly required (ie. game breaking bugs) is basically over at this stage of its life.