Best Of
Yet another MODS thread
The entire mods tradeskill is a huge sink for credits and marks the way it is structured currently.
In the past one month since the game has released, my character has managed to collect ~30 weapon mods. In this time, the progress towards any one mod is 5% meaning I need at least 20 more months to even come close to manufacturing a mod. This seems like a huge drain of money with a very long gestation period and a hurdle rate that most of the game won't have access to.
While I understand the need to long-term goals in developing goals, there has to be some interim progression otherwise it seems quite pointless.
Some recommendations
More Ideas Welcome
In the past one month since the game has released, my character has managed to collect ~30 weapon mods. In this time, the progress towards any one mod is 5% meaning I need at least 20 more months to even come close to manufacturing a mod. This seems like a huge drain of money with a very long gestation period and a hurdle rate that most of the game won't have access to.
While I understand the need to long-term goals in developing goals, there has to be some interim progression otherwise it seems quite pointless.
Some recommendations
- Player Mod Usage: Restrict players to use only player-made mods. At this time, it almost seems a year of RL time before players can actually make mods making it better to use them than to sell them (unless it is for very high prices)
- Interim progression 1: Let modders make simple, complex, obfuscated and advanced mods if they have researched sufficient mods of a particular quality [not specific mod] you can make mods, provided you have the parts
- Interim progression 2: Let modders research a specific family of mod and let each count towards progression towards that family. As an example all Surger Mods would give you progression towards the family of Surger branded mods
- Touchstone skill: Perhaps, mastery in a particular mod could allow you to rename and brand mods and add stats rather. So you could have Locke n Loaded Surger SMA (mental) if you master the particular mod completely
- Drops: The variability in mod drops amongst players seems significant. There are players with no mod drops while there are others with many multiple drops for approximately the same number of kills. This represents a material difference in earnings due to mods. A potential solution could be a 'pity timer' used in some games where you get a mod for every 5k kills since your last drop irrespective with an increasing chance of a mod dropping as you approach the mark.
More Ideas Welcome
<div><span>ID <span> <span>Item <span> Progress Parts </span></span></span></span></div><div>-------------------------------------------------------------------------------</div><div>25 Surger SMA (Mental) 5% 1</div><div>26 Warzax 1 Impact 5% 0</div><div>27 Driver Three (Impact) 4% 1</div><div>30 Surger SMB (Kith) 5% 1</div><div>40 Melee Booster JB-2 5% 0</div><div>42 Driver Four (Mental) 4% 1</div><div>78 EM Booster JB-1 5% 10</div><div>84 Nascent PTX-WM-3 (Melee) 5% 10</div><div>103 Augmenter 2 (Melee) 4% 13</div><div>104 Augmenter 3 (Cellular) 4% 13</div><div>125 Tazi Electric II 5% 10</div><div>147 Surger SMC (Impact) 5% 10</div><div>163 Electric Booster JB-3 5% 10</div><div>167 Driver Three (Kith) 4% 13</div><div>178 Warzax 1 Ranged 5% 10</div><div>179 Surger SMA (Tech) 5% 10</div><div>184 Nascent PTX-WM-2 (Mental) 5% 10</div><div>185 Draining Booster JB-2 5% 10</div><div>191 Tazi EM III 5% 10</div><div>192 Driver One (Tech) 4% 13</div><div>193 Driver Three (Mental) 4% 13</div><div>194 Kith Booster JB-3 5% 10</div><div>207 Warzax 2 Electric 5% 10</div><div>211 Xyca Cellular-1 5% 10</div><div>212 Tech Booster JB-3 5% 10</div><div>213 Surger SMC (Kith) 5% 10</div><div>214 Warzax 3 EM 5% 10</div><div>216 Warzax 2 Kith 5% 10</div><div>220 Tazi Tech II 5% 10</div><div>221 Thermal Booster JB-2 5% 10</div><div>231 Nascent PTX-WM-1 (Impact) 5% 10</div>
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Re: Q+A Madness - Jan/Feb 2019
Rkansas said:I made this an IDEA IG, but was wondering if there is any thought into it happening or not? The idea is like a view screen at the arena staging area that those sparing can turn on so others can watch them spar. Anyone WATCH ARENA (or something like that) can see the commands and movement of the people inside the arena. I played a MUD that let you do this and it was a good way to train others in combat.
Edit: Need more arena's like faction arenas.
This. Arenas are implemented so well in other IRE games, compared to that pvp in Starmourn feels so basic and unsupported.
No SPARWHO, no ARENA WATCH, no support for team games*, technically there's support for free for alls* but did anyone see a single FFA game since Starmourn launched? I sure didn't. All of that is already implemented in existing IRE titles so you'd think you can copy existing code with minimal changes.
Maybe there are huge backend problems involved and I'm just being ignorant, dunno. So my question is: are we going to have anything done about this any time soon?
* - the default omni arena is too small for anything bigger than 1v1 anyway, so we'd need to enlarge it first.
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Re: W'hoorn cultural exchange
Ephemera said:Our national sport is chasing the laser beam. It. Must. Die.

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Re: Q+A Madness - Jan/Feb 2019
Is it possible to have some naming conventions for different races/planets/factions?
And are there plans of changing the way fashion is applied? It seems a bit odd to have so many different ribbon places, instead of being able to WEAR RIBBON NECK or WEAR RIBBON ANKLE so having to buy the same looking ribbon just to put it different places feels odd. It probably doesn't bother a lot of people, but it just really stood out to me when I ended up being able to craft 5 different types of ribbons at 500 lessons spent but not a single type of shoe.
Most of my questions about the Engineer Class I'll just leave until after the changes.
Are there any intentions to make it possible for Clans to be attached to factions so the ownership can be transferred easier? If someone was angry they could essentially just delete all the clans they are head of when they lose city leadership, and that seems like a loophole. While I do see how it is allowing people to roleplay out their demise, I would find that really annoying on an ooc level to deal with.
Finally, for questions and clarifications on conflicting information between things in game and on the wiki lore wise, what should be done about it? Does that fall under a typo or issue?
Thank you for taking the time out to answer questions.
And are there plans of changing the way fashion is applied? It seems a bit odd to have so many different ribbon places, instead of being able to WEAR RIBBON NECK or WEAR RIBBON ANKLE so having to buy the same looking ribbon just to put it different places feels odd. It probably doesn't bother a lot of people, but it just really stood out to me when I ended up being able to craft 5 different types of ribbons at 500 lessons spent but not a single type of shoe.
Most of my questions about the Engineer Class I'll just leave until after the changes.
Are there any intentions to make it possible for Clans to be attached to factions so the ownership can be transferred easier? If someone was angry they could essentially just delete all the clans they are head of when they lose city leadership, and that seems like a loophole. While I do see how it is allowing people to roleplay out their demise, I would find that really annoying on an ooc level to deal with.
Finally, for questions and clarifications on conflicting information between things in game and on the wiki lore wise, what should be done about it? Does that fall under a typo or issue?
Thank you for taking the time out to answer questions.
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Re: Q+A Madness - Jan/Feb 2019
Yes, will be a "give up your character" sort of thing - I can definitely see where you're coming from, but there needs to be that segregation from mortal bias and ties to ensure that there's a fair and level playing field.Flipilaria said:Will this call involve giving up your player character similar to how other IREs run?Tecton said:Now that the initial rush of craziness is starting to settle down, yes, you'll start seeing some RP events. We'll also be opening up a volunteer call in the near future to get some more hands on deck for running small and large scale admin-driven RP events.Flipilaria said:Can we expect any kind of game-wide events during Beta?
Or can I finally fulfill my dream of running RP events without having to give up my precious gaming?
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Re: Q+A Madness - Jan/Feb 2019
Because it would make mob health an irrelevant statistic and limit design potential for future, tougher mobs.Thessia said:Okay, what's the reasoning behind all classes not being able to use their instakills on mobs?
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Re: Q+A Madness - Jan/Feb 2019
Have you considered GMCP for ships? Or is that not feasible with the current code?
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Re: Q+A Madness - Jan/Feb 2019
Bob said:HELP AUTOMATION states:Triggers and automation are allowed in most cases as long as they are not used for gaining marks or experience, or avoiding your timeout, whether you are AFK or not.Yet we have CONFIG TIMEOUT 0 which prevents timeout all together. What is the actual policy on this?
This is a bit of a legacy policy from the early days of Achaea/IRE when you used to get lessons every (x) minutes of playtime. It still has a place, since we do have promotions that you get (x) after (y) playtime. From a personal standpoint, one thing that really sours me on a game is when you log in and everyone is AFK (think most of the top muds on TMS). I'd much prefer a vibrant and active playerbase than 200 afk people to give a false sense of activity.
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Re: Q+A Madness - Jan/Feb 2019
What's the mystery with the Urbanity of Hox? I want to explore it, but not even the story let me into it...
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