Best Of
Re: Announcements post #61: Development updates - Upcoming economy changes!
I'll put my two cents in here. For reference, I fall under the "a single player (with enough time on their hands) can perform every task in the manufacturing chain by themselves and doesn't require the help of anyone else" category for the most part. It took a long time to finally amass enough refineries and autofactories of all types, a freighter and a superhauler to launch an in-game "floating department store" that supports bulk manufacturing of all shipping supplies. In order to maximize profit, I mostly did my own gathering, refining, and manufacturing, and outsourced some to meet product demand. Within one in-game year, I've sold a bit over 3000 manufactured products with roughly 20k tons of manufactured products and refined materials in my cargo holds at the moment.
With that being said, my experience of doing this for the past game year has been nothing but tedium. (My freighter's name is also "TDM XII" ). It hasn't been the most fun experience, and although the business has been successful and the roleplaying opportunities that come with having a shipping supply delivery service has been neat, it really has had the feeling of "OMG, my experience of this game feels like just another job." Plus, the amount of profit generated from sales pales in comparison to the amount of effort I feel that I've put forth to make this work. It supports the statement "we feel there is very little room for profit and growth for players in the manufacturing sector" in the announcement post. What's kept me going is the thought of what would happen if all manufactures said "screw it" and decided to go on strike. It would effectively halt any growth of ship/space anything (particularly if all shipforge supplies went away), and that's scary. I came to Starmourn because of piloting and ships. It's really unique to Starmourn, and I want to see the game succeed.
With all that being said, I like the potential that's found in having to specialize in gathering, refining, or manufacturing. It helps focus the economic experience from an individual standpoint, and hopefully it promotes a much more vibrant interchange between players in each part of the manufacturing chain. I'm also all for trying out new things. Manufacturing as it is right now takes a lot of effort and time, while the reward for such activities doesn't come close to the effort put forth.
As far as specializing is concerned, I hope that we have a detailed explanation of the benefits of each specialization, so that we can make educated decisions on what to specialize in, or at least the possibility of changing manufacturing specializations down the road, should we find the need to do so. I don't think this will happen, but if everyone ironically decided to specialize is the same exact thing without any way of changing specs, the economy won't work.
I'd also like clarification of "planets we can visit" in planet exploration. Does this mean only the planets that can you can access from an existing station, or does it also include planets like "RS-4554-(insert planet name here)" that you can technically "visit" while in a ship, but doesn't have a dock?
With that being said, my experience of doing this for the past game year has been nothing but tedium. (My freighter's name is also "TDM XII" ). It hasn't been the most fun experience, and although the business has been successful and the roleplaying opportunities that come with having a shipping supply delivery service has been neat, it really has had the feeling of "OMG, my experience of this game feels like just another job." Plus, the amount of profit generated from sales pales in comparison to the amount of effort I feel that I've put forth to make this work. It supports the statement "we feel there is very little room for profit and growth for players in the manufacturing sector" in the announcement post. What's kept me going is the thought of what would happen if all manufactures said "screw it" and decided to go on strike. It would effectively halt any growth of ship/space anything (particularly if all shipforge supplies went away), and that's scary. I came to Starmourn because of piloting and ships. It's really unique to Starmourn, and I want to see the game succeed.
With all that being said, I like the potential that's found in having to specialize in gathering, refining, or manufacturing. It helps focus the economic experience from an individual standpoint, and hopefully it promotes a much more vibrant interchange between players in each part of the manufacturing chain. I'm also all for trying out new things. Manufacturing as it is right now takes a lot of effort and time, while the reward for such activities doesn't come close to the effort put forth.
As far as specializing is concerned, I hope that we have a detailed explanation of the benefits of each specialization, so that we can make educated decisions on what to specialize in, or at least the possibility of changing manufacturing specializations down the road, should we find the need to do so. I don't think this will happen, but if everyone ironically decided to specialize is the same exact thing without any way of changing specs, the economy won't work.
I'd also like clarification of "planets we can visit" in planet exploration. Does this mean only the planets that can you can access from an existing station, or does it also include planets like "RS-4554-(insert planet name here)" that you can technically "visit" while in a ship, but doesn't have a dock?
Yayeh
5
Re: "Creature" - a Starmourn parody
I don't even know how to respond to this. I ignored the newspost, cause IC, I think GCEPS is ridiculous. So I totally missed the parody. Shame on me for not paying better attention, cause holy shit, this is amazing. Both @kxrachhus for writing the post and @Yayeh for having the good sense to record it. Ya'll are f'ing amazing.
Poet
4
Re: Help Entry for JUNK command
Strongly recommend supporting new help files with the helpmod system. This helps the player base to create files for the community under moderators who can still review/ merge as needed
Kirin
1
Re: Announcements post #60: Our Next Big Thing is decided!
At the end of the day I think this is the wisest priority for the health of the game. Well done, us! Good luck, dev team!
Re: Help choose our next "Big Thing"
I voted economy purely because I think it is critical for the success of Starmourn as a whole.
However, facilitating pvp is very important to me.
And as I see that uncapping level is important to so many people, I just want to caution (again, I know I probably sound like a broken record on this topic) against stat/hp increases continuing with more levels. Getting to 75 here honestly felt like getting to L100 in Aetolia in the late 2000s. It being a requirement for pvp... by all means uncap the level limit, but make it optional.
And... for the reward, access to an alternate class (i.e. Achaea's dragon) is the best idea IRE games have had for max level, and a major stat boost (i.e. Aetolia's endgame races and statpacks) is the worst.
However, facilitating pvp is very important to me.
And as I see that uncapping level is important to so many people, I just want to caution (again, I know I probably sound like a broken record on this topic) against stat/hp increases continuing with more levels. Getting to 75 here honestly felt like getting to L100 in Aetolia in the late 2000s. It being a requirement for pvp... by all means uncap the level limit, but make it optional.
And... for the reward, access to an alternate class (i.e. Achaea's dragon) is the best idea IRE games have had for max level, and a major stat boost (i.e. Aetolia's endgame races and statpacks) is the worst.
Indi
4
Re: Announcements post #59: June Artifacts, Bushraki and the Wheel.
PvP artifacts lead to arms race and cause problems in the long run. It will be extremely boring to fight against someone who keeps crashing around uninterrupted when things do not become bright. When all classes do not possess a guaranteed way to keep people in place. Emergency life support, gravitic augment kind of things as I stated always could be an affordable armor mod on related armor piece instead of artifacts. Utility mods. But seems like alluring things will be kept for arties.
Now modding skillsets are already expensive, mark/time consuming and seeing weapon mod arties I imagine there could be arties to provide damage reduction as well in future (because this is an IRE game and all IRE games more or less has them) killing armormodding too. This is alarming to a degree. Because those who can afford big marks will not buy products of weapon modders or armor modders at the existence of a more permanent arti solution. Nobody going to buy weapon mods providing a meager amount of damage or armor mods providing meager amount of protection.
Now modding skillsets are already expensive, mark/time consuming and seeing weapon mod arties I imagine there could be arties to provide damage reduction as well in future (because this is an IRE game and all IRE games more or less has them) killing armormodding too. This is alarming to a degree. Because those who can afford big marks will not buy products of weapon modders or armor modders at the existence of a more permanent arti solution. Nobody going to buy weapon mods providing a meager amount of damage or armor mods providing meager amount of protection.
Zhulkarn
1
Re: Announcements post #59: June Artifacts, Bushraki and the Wheel.
I mentioned this on discord but...
With the weapon mod damage artifact, would it be better for the weapon mod tradeskill if instead, it gave an additional mod slot and/or the ability to slot two mods of the same type, rather than being a universal mod in its own right?
That way people still get to buy an increase to their damage, but at the same time it actually increases demand for mods.
Indi
1
Re: A new market system
Those voidgate artifacts should be tweaked to 33% reduction instead of free pass. But from experience it is generally too hard to tweak arties and such after some people purchase them. Because nobody wants to disturb paying customers in favor of balancing things.
Now back to the idea, hauling via a virtual economy sounds like decent idea but illegal goods will not work properly because right now nobody will catch you in the spacious Sector area. Because nobody knows where you are and nobody knows about your illegal cargo. Smuggling can be extremely easy if only downside is being open to PvP. People has to sit and wait for you specifically on end points the whole their time for chance some contraband might be getting smuggled.
Also for typical hauling mark gains should be far less then other activities such as mining, because it will be simply going from point A to B after having some idea which station prefers what.
Now back to the idea, hauling via a virtual economy sounds like decent idea but illegal goods will not work properly because right now nobody will catch you in the spacious Sector area. Because nobody knows where you are and nobody knows about your illegal cargo. Smuggling can be extremely easy if only downside is being open to PvP. People has to sit and wait for you specifically on end points the whole their time for chance some contraband might be getting smuggled.
Also for typical hauling mark gains should be far less then other activities such as mining, because it will be simply going from point A to B after having some idea which station prefers what.
Zhulkarn
2