Best Of
Re: Really want to like this game but...
I feel like there's some strange assumption going on here that needs to be addressed.
You see, you already can do all these things. Nobody's forcing you to go through the main story quests, and though they serve as tutorials in that they introduce concepts such as hacking or spaceship combat, these concepts aren't gated behind the main story. Nothing is. So if you'd rather go and do something else - well, you can go and do something else.Thresdend said:It seemed like it was over very quickly. And then I was able to move on and do other things...get into a city and guild...read news posts with politicians criticizing each other...I even got invited to a storytelling event where some players were telling stories to each other. I ended up not continuing with the game, but at least I had a pretty good idea what the game would have been like had I chosen to continue.
In this case, I feel like I still don't have any idea what it would be like to log into Starmourn each day and be a part of the world. And yet I'm really struggling to continue. I just wondered if there was some way to skip the tutorial and go wander off and do something else.
As for grinding levels: yeah, IRE games are grindy. Most MUDs are, and unlike modern MMOs where most of your experience comes from questing here it's killing the same mobs over and over and quests are just a (usually relatively insignificant) bonus. It's just how these games are and it's definitely not for everyone. Compared to other IRE games, Starmourn's early levels go somewhat slower, but in exchange late levels go much, much faster. The curve is smoothed out and thanks to it Starmourn is the first IRE game where I've hit the level cap (and once it gets higher than 75, I will probably hit it soon again).
Cubey
2
Re: An idea to add hauling to the economy
This would be great in general, not just for hauling. I can think of at least 5 different scenarios where you'd want to transfer cargo to someone else (without them being around) and that's just off the top of my head.Grek said:Another command that would be useful: CARGO TRANSFER <number> <cargo> <person>. Transfers cargo from your storage on the station to someone else's storage on the same station.
Cubey
1
Re: An idea to add hauling to the economy
Ok, so basically what people here are saying is that you'd like some sort of order type that just has you carry one person's stuff from one storage point to another storage point. Unless I am misreading something.
So, say Garryn has 100 titanium stored at Omni and he wants it moved to his storage/factory at TD.
Ilyos
2
Re: An idea to add hauling to the economy
Another command that would be useful: CARGO TRANSFER <number> <cargo> <person>. Transfers cargo from your storage on the station to someone else's storage on the same station.
Grek
3
Re: Drugs Tradeskill Ideas
All i want is a cigarette analogue, i miss having some mighty fine smokeables for my characters to interact with. Leesa isn't what i'm looking for. I mean I could just RP having one but y'know... props are useful.
Ikchor
2
Re: Item decay for returning players
I don't think spawning low level equipment would solve this problem. Armor doesn't matter a lot - the difference between low level and no armor is about 7-10% depending on your weight class, which is also fittingly enough the difference between level 1 and 70 armor. This is a disadvantageous difference but not one that is so big that it breaks the game for you. You can farm some cash or armor drops even when not wearing any, it will be a little slower than usual (more breaks for healing) but relatively painless.
On the other hand, weapon power matters *a lot*. In my experience damage is proportional to weapon power so if you're high level, a low level weapon won't cut it. The time to kill is simply too slow and it's likely you won't be able to outdamage level appropriate mobs either. If you want some numbers, level 1 weapons have around 4k power while endgame ones are over 9000.
BEASTs and Furies can get around this because they have attacks that are dependant only on level and not gear. These attacks are inferior to normal mobbing rotations but still better than nothing, and better than trying to hunt with an underlevelled weapon too. Perhaps the solution here is to introduce similar basic, non-gear dependant attacks for other classes?
Also, in general I have an impression that unlike other IRE games, where you have a piece of gear crafted and then it serves you forever, being repaired in the meantime as necessary, in Starmourn all gear is meant to be transient. You use a weapon or piece of armor and then replace it. Even if you are at the level cap, gear will still decay and there is no way to repair it - and that's how things are supposed to be. Losing your equipment is an inevitability, and it's part of the game design.
But on the other hand, gear doesn't decay when it's in player shops so it wouldn't hurt if it doesn't decay when in equipment of inactive player characters, either.
Cubey
2
Re: Item decay for returning players
Yeah, exactly.Kirin said:Issue with spawning new stuff is that things like mods equipped would be lost.Nykara said:Even then I don't think that is healthy for the game. The need to cycle equipment is very serious and real, and any ability to prevent decay is not good. That being said, a simple command to spawn some low-range equipment for your class/level that can't be sold for very much, in order to be able to bash up some good equipment, would be awesome for various reasons. Only usable once every 90(ish?) days, etc etc, could be great for returning players.
That's the point.
Nykara
1
Re: Item decay for returning players
Issue with spawning new stuff is that things like mods equipped would be lost.Nykara said:Even then I don't think that is healthy for the game. The need to cycle equipment is very serious and real, and any ability to prevent decay is not good. That being said, a simple command to spawn some low-range equipment for your class/level that can't be sold for very much, in order to be able to bash up some good equipment, would be awesome for various reasons. Only usable once every 90(ish?) days, etc etc, could be great for returning players.
Kirin
1
Re: Announcements post #61: Development updates - Upcoming economy changes!
TBF mining I found so aggressively unfun that I'd rather do a passive activity than an "active" one like that. I'm impressed by people who are determined enough to mine hundreds of comms at miniscule gain. Incursions, similarly boring they may be, at least pay well.
Cubey
1