Best Of
Returning Player - State of Factions?
Hello Starmourn! Been a while. I've been thinking about coming back to the game but had a question regarding the factions in game. The game was set up to give the factions reason to have conflict with each other. The general attitude of the player base at the time I left was lol nah. We just wanna fly our space ships and sing in rock bands. Good things! But give me conflict!
Second was the factions were still forming identities. Have those taken shape? Is there still slavery in Song? Does Celestine still rely on lifts where everywhere else has faster travel? Inquiring minds want to know! Everything else I've missed I can learn IC, but I'm curious as to the state of conflict and of the three factions. Are there still 3? lol. I have no idea.
Thanks in advance!
Second was the factions were still forming identities. Have those taken shape? Is there still slavery in Song? Does Celestine still rely on lifts where everywhere else has faster travel? Inquiring minds want to know! Everything else I've missed I can learn IC, but I'm curious as to the state of conflict and of the three factions. Are there still 3? lol. I have no idea.
Thanks in advance!
Ostrich
1
Re: Weaponmodding and Armormodding
The feedback I have on this system is pretty general, and fully a matter of opinion. Overall, I think it's a fantastic addition and I'm really happy it has been added / changed into its current implementation.
I love:
(And anticipating a "if you don't like engaging with all those armor slots, don't bother, it's a small difference most of the time": Other PvP concerns I have are often met with the response of "well you need to mod properly before this opinion is valid", so I figured my issues with the experience of "modding properly" are relevant and worth highlighting.)
I love:
- Regenerative armor mod.
- Critical hits weapon mod.
- Establishing a workshop, the simple customization options we have available for it right away with the room adjective and LOOK description.
- The way the assistants work overall, with the different tasks I can send them on, the long timer, the slow buildup of skills and loyalty, the varied races to pick from.
- The way parts and mods are tradeable with other players.
- The way designs for mods work and how the flavor messages on those work on slot/unslot.
- The majority of mod effects we have to select from.
- The 60 RL day expiration date on mobs. This isn't a "get the perfect mod and forget about the system forever" kind of thing.
- For PvE, I can pretty much just slot a regenerative somewhere and an impact/melee resist somewhere and be mostly fine.
- The full range of effects available, since there are many that either seem too niche or not really worth investing into currently (wetwiring affliction stuff, cellular damage, etc).
- The amount of armor mods I should get is a bit overwhelming. It just feels like a lot to calculate and purchase and keep track of to me.
- Limb scope overall, and related to this, how armor works as a whole.
- The inequality among classes in how much each one requires you to "slot against" them. (PvP specific)
- The prevalence of "Impact" as a damage type and how important it is to protect everywhere against it. It feels like it's removing meaningful choice. (PvP specific)
(And anticipating a "if you don't like engaging with all those armor slots, don't bother, it's a small difference most of the time": Other PvP concerns I have are often met with the response of "well you need to mod properly before this opinion is valid", so I figured my issues with the experience of "modding properly" are relevant and worth highlighting.)
Weaponmodding and Armormodding
Hey all,
Neritus has requested that I start a forum post to gather some feedback on the weaponmodding and armormodding, so here it is. If you have any particular issues with it in its present form or want to see some tweaks and improvements, perhaps quality of life adjustments, post them here.
I want to start by saying that I love the changes to these two tradeskills, feels like the first bit of actual longterm content that the game has received in a while. Followed sharply on the heels with our asteroid mining content, I am overjoyed to have things to do again. Thank you, Starmourn team.
Now, moving on to my feedback:
Mod Scaling
While I do not have exact numbers at hand, it does feel like getting a mod from level 1 to level 14 in research takes roughly the same amount of research credit as getting it from 14 to 15. This in itself isn't a bad thing, perfecting and finishing a mod off should be a gargantuan amount of effort, to excel at your chosen field. What gets me is that this amount of effort is not reflected in the results.
Crit_Chance:
Lvl 14 = 24.75%
Lvl 15 = 25%
There is a measly 0.25% increase for what is likely months of effort in increasing a mod from level 14 to level 15. I suspect that other mods have the same sort of scaling, where the later stages of development grant minimal improvements.
With the numbers as they are presently, there's just too many downsides to slotting in a level 15 mod, there's really zero reason to push research up to the maximum level. You will get more out of using that 1 level out of your 30 total on a different mod. You may as well just use 3 mod effects at level 10, or split it to 2 at level 8 and 2 at level 7 if you can find four effects that benefit you for your one piece of armour or weapon.
If this final tier of research is going to be such a huge commitment in time and effort, then I do want to see a payoff for it. I have a few ideas, not necessarily picking all of them at once, but balance is ever an issue when I dream up stuff.
1. You can only slot 1 mod of level 15 in on any piece of gear. All mods at level 15 gain additional unique bonuses. An example I gave Neritus was Crit_Chance at level 15 grants 25% crit chance and 10% more damage on a crit. Criticals are PvE only and this won't effect PvP balance, but thinking up useful, relevant boosts for other mod types at 15 may impact PvP and that is obviously a delicate situation. A few ideas for other mods could be that the afflictions under their banner (muscular, sensory etc) proc more often, tick faster. Perhaps small passive wetwiring regens every 15 secs on the armours, The resistance mods increasing the lowest resistance on a piece of gear to the same as the modded resistance. I'm sure you can think up better things that won't be massive balance swings.
2. Fully researched mods provide a research boost towards other mods. You have mastered X, you know the ins and outs of it, and this has provided insight into how other mods are slotted together. As such, each mod you fully research provides a stacking 10% increase to research credits earned.
3. Rebalance the amounts you get at each level of a mod so the scaling is better. If you're committing a large amount of your mod level allocation to one effect, it better be worth it in boosted stats. Make it scale more linearly so the mods don't just taper off with virtually no improvement over previous levels, or make the final amounts so much better. If you can only have 2 level 15 mods in your equipment, you've still got a tradeoff because you're not including other beneficial effects.
This is all I have as feedback on the system. Everything else seems pretty fair and balanced to me. The artifacts that effect this system the most are freely available to everyone through credit purchases (parts gen and research).
One last thing I have noted, however, is that if you have weaponmodding and armormodding, you are diluting your capabilities of researching these and can't focus on one specific branch to increase your gains. I would love an option to tell your manage to concentrate efforts on weapons or armour, so that any you find while triangulating are limited to this.
Love to hear everyone else's thoughts on this, your own opinions or just tearing mine apart, all are welcome.
Neritus has requested that I start a forum post to gather some feedback on the weaponmodding and armormodding, so here it is. If you have any particular issues with it in its present form or want to see some tweaks and improvements, perhaps quality of life adjustments, post them here.
I want to start by saying that I love the changes to these two tradeskills, feels like the first bit of actual longterm content that the game has received in a while. Followed sharply on the heels with our asteroid mining content, I am overjoyed to have things to do again. Thank you, Starmourn team.
Now, moving on to my feedback:
Mod Scaling
While I do not have exact numbers at hand, it does feel like getting a mod from level 1 to level 14 in research takes roughly the same amount of research credit as getting it from 14 to 15. This in itself isn't a bad thing, perfecting and finishing a mod off should be a gargantuan amount of effort, to excel at your chosen field. What gets me is that this amount of effort is not reflected in the results.
Crit_Chance:
Lvl 14 = 24.75%
Lvl 15 = 25%
There is a measly 0.25% increase for what is likely months of effort in increasing a mod from level 14 to level 15. I suspect that other mods have the same sort of scaling, where the later stages of development grant minimal improvements.
With the numbers as they are presently, there's just too many downsides to slotting in a level 15 mod, there's really zero reason to push research up to the maximum level. You will get more out of using that 1 level out of your 30 total on a different mod. You may as well just use 3 mod effects at level 10, or split it to 2 at level 8 and 2 at level 7 if you can find four effects that benefit you for your one piece of armour or weapon.
If this final tier of research is going to be such a huge commitment in time and effort, then I do want to see a payoff for it. I have a few ideas, not necessarily picking all of them at once, but balance is ever an issue when I dream up stuff.
1. You can only slot 1 mod of level 15 in on any piece of gear. All mods at level 15 gain additional unique bonuses. An example I gave Neritus was Crit_Chance at level 15 grants 25% crit chance and 10% more damage on a crit. Criticals are PvE only and this won't effect PvP balance, but thinking up useful, relevant boosts for other mod types at 15 may impact PvP and that is obviously a delicate situation. A few ideas for other mods could be that the afflictions under their banner (muscular, sensory etc) proc more often, tick faster. Perhaps small passive wetwiring regens every 15 secs on the armours, The resistance mods increasing the lowest resistance on a piece of gear to the same as the modded resistance. I'm sure you can think up better things that won't be massive balance swings.
2. Fully researched mods provide a research boost towards other mods. You have mastered X, you know the ins and outs of it, and this has provided insight into how other mods are slotted together. As such, each mod you fully research provides a stacking 10% increase to research credits earned.
3. Rebalance the amounts you get at each level of a mod so the scaling is better. If you're committing a large amount of your mod level allocation to one effect, it better be worth it in boosted stats. Make it scale more linearly so the mods don't just taper off with virtually no improvement over previous levels, or make the final amounts so much better. If you can only have 2 level 15 mods in your equipment, you've still got a tradeoff because you're not including other beneficial effects.
This is all I have as feedback on the system. Everything else seems pretty fair and balanced to me. The artifacts that effect this system the most are freely available to everyone through credit purchases (parts gen and research).
One last thing I have noted, however, is that if you have weaponmodding and armormodding, you are diluting your capabilities of researching these and can't focus on one specific branch to increase your gains. I would love an option to tell your manage to concentrate efforts on weapons or armour, so that any you find while triangulating are limited to this.
Love to hear everyone else's thoughts on this, your own opinions or just tearing mine apart, all are welcome.
Re: Presenting: The Y'saari Games
Separate post for a separate line of thinking. I am also fond of the idea of doing something akin to these Y'saari Games (thinking Hunger Games here) being what we do part of the time, followed by conflict with the Ishvana. So we go through a season of tournament to gear us up for fighting the Ishvana, then we fight the Ishvana. That's the basics of a nice cycle of conflict.
Steve
2
Suggestion to tweak consequences of death
Death's weird in SM, and people've had strong feelings about it over the years. Here's a suggestion for tweaking death and why I think it's a good idea.
Suggestion:
- Remove marks penalty on death.
- Remove experience loss on death.
- Add a temporary experience gained penalty on death.
- Scanning own INR removes the experience gain penalty.
- Scanning other player's INR grants experience receives no change.
- Remove the bandaids for death, such as no marks penalty and no experience penalty for death in certain areas like faction stations.
Benefits:
- People who are bashing can return, pick up and scan INR, and continue bashing as normal. No change to what basher is doing.
- People who are not doing activities that gain experience are not affected negatively by their deaths in a way that doesn't pertain to the activities they're currently doing. This removes a significant barrier to activities like PVP -- people who want to PVP aren't necessarily going to want to go and recover lost experience afterwards. A death in PVP becomes a setback for that activity, not a setback plus an obligation to go gain experience to continue PVPing.
- Marks loss removal also addresses a barrier to PVP and risky activities, though I consider this a lesser factor than number 2.
- No longer have to wonder why it costs a couple thousand marks to clone a person.
- The theme for mindsim integration can come through more strongly with this change if the theme for the penalty is that the new mind, body, and mindsim take time to operate at full efficiency, and finding the old INR remedies this.
- Normalizing the consequences of death across all activities is a plus.
Steve
4
Re: Space, take two
Overall, I really like the intent behind these changes. As you mentioned, some of these are in the "gigantic overhaul" category. They all sound like amazing systems to work towards in the medium/long term, for sure.
However, the manned turret option sounds incredibly cool, quite fitting, and easy to plug in in a shorter term. While I like all of these ideas, I LOVE this specific one.
However, the manned turret option sounds incredibly cool, quite fitting, and easy to plug in in a shorter term. While I like all of these ideas, I LOVE this specific one.
Re: Returning Player - State of Factions?
Regarding the lack of open interfactional warfare, I'm going to say that it's not only a (very) good thing, but it doesn't signify a lack of interfactional conflict or personal character growth. In my opinion, constant open warfare as is typical in many other games is in fact detrimental to nuanced conflict and character growth. Characters in those situations too often become two-dimensional zealots, either in reality or in the perception of their opponents which is, to me, incredibly boring. I think that one of Starmourn's biggest strengths, both in mechanics and RP, is the abundance of alternative forms of conflict. I love being able, as one of the current leaders of CA, to go to another faction's territory to watch a concert and have everything be tense under veil of etiquette.
Zoe
2
Re: Returning Player - State of Factions?
Agree totally with the previous post. Cosmpiercers are currently the biggest faction on faction stuff. And about every week to every other week there's some sort of fight either on the piercer or in space surrounding them.
CA has better map management! Yay!
Overall though I think the faction competition is more like "we can do better at getting more rewards or accolades than you" as opposed to "go rot and die you swine". Heh. Either way, content is coming out at a really fun clip and it's a great time to come back!
CA has better map management! Yay!
Overall though I think the faction competition is more like "we can do better at getting more rewards or accolades than you" as opposed to "go rot and die you swine". Heh. Either way, content is coming out at a really fun clip and it's a great time to come back!
Jaidyn
2
Re: Returning Player - State of Factions?
Welcome back! This is an amazing time to return.
All three factions have lots of activity lately, which is great. It's cool to check COSMPIERCER MAP and see four colors almost equally spread around (three usual factions plus one for Ishvana, which takes over some CP over time).
I haven't seen too much action on caches, but I may have just missed them by chance. There are a fair number of people who PvP in every faction. If you meant more the RP side of conflict, there isn't currently any big war of any kind to my knowledge, but that doesn't mean that there isn't an opportunity to get things heated up between factions for whatever reason.
Celestine used to be the smallest for a really long time, but there's been a huge influx of players and interest and now it's doing great. No matter what faction you prefer, you'll have a good time and cool people to meet.
All three factions have lots of activity lately, which is great. It's cool to check COSMPIERCER MAP and see four colors almost equally spread around (three usual factions plus one for Ishvana, which takes over some CP over time).
I haven't seen too much action on caches, but I may have just missed them by chance. There are a fair number of people who PvP in every faction. If you meant more the RP side of conflict, there isn't currently any big war of any kind to my knowledge, but that doesn't mean that there isn't an opportunity to get things heated up between factions for whatever reason.
Celestine used to be the smallest for a really long time, but there's been a huge influx of players and interest and now it's doing great. No matter what faction you prefer, you'll have a good time and cool people to meet.
Re: Bashing After Crits
I very much enjoy seeing
that aside, I think we could easily continue to have crits as a part of the game, if we would just scale the crits talent to classes to level the endgame pve damage as it should be. then create areas specific to crit bashing in which the mobs give more xp but also assume you are bashing with crits so their health is higher to account. (in the end it would be close to similar to what current zones give in xp)
One such of these zones could be DEISK as it is currently majorly underused. the mobs there are super aggressive and take quite a while to kill, these areas are off grid and should reward you for going out of your way to kill mobs that are -harder- and not easy to access.
as well as just in general as the game goes on and on, we will ofc have more and more new players hitting 75, so we will need new bashing areas and not just upped spawn rates.
Soza
1