Best Of
Re: Nexus Miniscripts
Sometimes I start to think I am finally figuring out Nexus and Javascript in general... and then you post something.tysandr said:So this isn't quite a miniscript but:

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Re: Hacking
I dont even use it every move just at and after a junction to make sure I am making progress towards the goal.
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Re: Hacking
Hacking has a mine sweeper feel to me. You need to use logic and the tools at hand to make moves intelligently. Sometimes you have to take risks to get the reward. I honestly love it.
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Re: Hacking
To clear something up:
Polymorphic AVs don't chase. After absorbing a certain number of ops from you, they transform, which makes them do more damage.
AVs should not chase, but scanners are bugged, so ICEs called by scanners will chase you across the grid.
As well, JAM is not a reliable counter (probably bugged).
I love hacking, it's great. At least, it's great until 4 replicating AVs are chasing you across a 20x20 grid and gridscan shows youre 10 rooms away from the array with 0/8 password characters.
Polymorphic AVs don't chase. After absorbing a certain number of ops from you, they transform, which makes them do more damage.
AVs should not chase, but scanners are bugged, so ICEs called by scanners will chase you across the grid.
As well, JAM is not a reliable counter (probably bugged).
I love hacking, it's great. At least, it's great until 4 replicating AVs are chasing you across a 20x20 grid and gridscan shows youre 10 rooms away from the array with 0/8 password characters.
4
Re: Fight Club
Squeakums said:@ronin is it a log bug or was damaged limbs not increasing your balance by 10%? Seemed like you had 3.0 sec balance even with damaged arm or leg (those few times they didn't get immediately cleared)
Damaged limbs definitely don't seem to be working the way they're advertised. They increase damage taken, but they don't increase balance.
Maruna (Engineer) vs Ren (Fury)
https://ada-young.appspot.com/pastebin/ROswax5p - Engineer seems in a weird spot. Not amazing, but not god-awful. Could do with a couple of minor QoL changes, but I think it's close to being in a decent spot. Could do with a bit of tuning-back on its raw DPS, in favour of better subsystem management. As it stands I kill most people (even Darios/Sintor, who're geared high level people) with raw health damage, long before they get into squash/heartbreaker range... EM route is completely abysmal and pretty much not worth it to go for ever. It's slow and clunky as fuck; the EM change a few days ago didn't do a whole lot.
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Re: Artifact Ideas
Credits on market, especially at the opening of a game, are usually for people like me who would rather drop real life money than spend hours bashing or questing to get marks when there is a scarcity.There’s also a finite number of skills to spend credits on. That’s not even including Hacking or Captaincy, which can’t be bought. So if you’re going to have continued revenue from a game in a year or two years, you need other things for players to spend credits on. Hence artifacts are needed to continue to drive sales.
I don’t get this hatred of artifacts outside of lootbox sales and some of the weapon/stat increasers in other games that essentially make combat have an expensive baseline. IRE is a business first and foremost: They’re trying to make money by providing a product that has a demand. Artifacts have a demand overall even if specific people have no demand for it because a lot of people like playing these games in their leisure time and it’s a worthwhile investment for entertainment.
So yeah, if you want to play Starmourn and have it be the same sort of fun game we’ve found it to be, you need those people buying artifacts to keep the ability to have a paid staff spending hours over a weekend tweaking and fixing the game so that you can continue to enjoy it.
All that that being said, I do think artifacts here will be more along the lines of QoL type stuff and not the gaudy stat or damage increases in other games.
I don’t get this hatred of artifacts outside of lootbox sales and some of the weapon/stat increasers in other games that essentially make combat have an expensive baseline. IRE is a business first and foremost: They’re trying to make money by providing a product that has a demand. Artifacts have a demand overall even if specific people have no demand for it because a lot of people like playing these games in their leisure time and it’s a worthwhile investment for entertainment.
So yeah, if you want to play Starmourn and have it be the same sort of fun game we’ve found it to be, you need those people buying artifacts to keep the ability to have a paid staff spending hours over a weekend tweaking and fixing the game so that you can continue to enjoy it.
All that that being said, I do think artifacts here will be more along the lines of QoL type stuff and not the gaudy stat or damage increases in other games.
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Re: Artifact Ideas
What happens once all of the skills are trained up, what are those credits useful for then? Also, you seriously think 500 credits is going to pay for operating costs and continued development? 500 credits converts to about $168.99. That is a pittance. If you said there were over 20000 credits (about $6000 worth) on the market, then you would have been showing something. Even then, that would have just been this month. The Devs pay their bills and eat for a month, but since there is no real reason to purchase anymore credits after you have all of your skills trained the credit purchase drops down to minute amounts. On the amounts you think are significant, the paid developers could qualify for SNAP.Cubey said:Uachet said:How do you expect them to make the money needed to pay Admin and keep the server going?Cubey said:I like the current selection of artifacts.Tell that to 500 credits currently on the market, and that's not counting whatever people spent on lessons for themselves.People will buy creds no matter what, artifacts or no. Also minor quality of life or customization artifacts are fine but no game changers please. To bring up a few examples...
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Re: Artifact Ideas
Oh, no, I don't mean the way you obtain Legend Deck cards (lootbox); I just mean the way the effects are activated and charged. Sell the "cards" directly and I'd be a major fan.
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Re: Artifact Ideas
How do you expect them to make the money needed to pay Admin and keep the server going?Cubey said:I like the current selection of artifacts.
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Re: Refinery Fees
Crorr said: Stuff
I'm sincerely baffled as to how this system is supposed to work. I don't mean mechanically, that I understand, but how this is ever supposed to make anyone in the world a profit. I'm trying to walk through the "Why" in my head, but it seems like inflation has been built into the system and that's utterly perplexing to me.
It also seems like if the price never stops growing, and incursions continue to be small in terms of profit, newbies are going to hit a huge mark wall because SF supplies are going away and you need kinetic batteries to perform incursions to get the ability to mine.
There's also the level 15 main story quest wherein you probably need a dozen kinetic batteries and repair kits, which is not that bad currently, but if you triple the cost (and several things currently cost more than that to produce) you have a pay wall of multiple thousand marks.
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