Best Of
Re: A Request
Azlyn said:As more of a low-hanging fruit than free swapping, I would suggest giving everyone in-game access to every skill AB file - e.g., Furies can AB Scoundrel skills. This would enable newbies to be able to research a class prior to learning, and it would also help a lot with classleads and for anyone wanting to learn more about other classes.
I use the AB X Y AS Z often, but I have to go check the logs to find new players in Song, and then figure out that character's class, and do so until I find the right class.
I'd love being able to just check AB for any class.
Steve
2
New time
I don't really play Starmourn at the moment but I still keep up with the news (and make sure my factories don't disappear) and I just noticed the game was changed so instead of 1 RL day = 1 ingame month, it's 1 RL day = 4 ingame days.
Thank you.
Thank you so much. You have no idea how long did I hope for a change like that to happen in, well, any IRE game at all, and once again Starmourn's devs prove they're not afraid to do things different just because that's how every other IRE mud did it in the past.
The usual timescale of 1 day = 1 ingame month is ridiculous, it means if you leave the game for a few days then literal ingame months pass and your character ages for decades during only a year of gameplay. This is not conductive to roleplay and turns every character who has been around for a while into an apathetic immortal who lived for hundreds of years but does on average one thing per week and spends the rest of that time asleep or something.
There are games where this works but Starmourn, being a sci-fi one, is not one of them. I'm glad this was recognized and changed to something more reasonable.
Well done.
Cubey
7
Re: Feedback on current systems
On the topic of wilderness, the lack of map is incredibly jarring compared to any other part of the game. I don't feel comfortable going to one because it's so easy for me to get lost. I know it's a consequence of its randomized layout, but possibly consider having those work like caches do, where there is a consistent layout that enables the game to show you a map.
A simple change like that would suddenly add so many more viable bashing areas for a lot of people.
A simple change like that would suddenly add so many more viable bashing areas for a lot of people.
Re: A Request
If the arena is all holograms anyways, why not allow people to play as any class as they start a match? This allows people to try things in a way that is a permanent addition to the game and also doesn't effect actual PvP objectives.
Re: Quality of Life Wishlist
Lotta items are slot-exclusive. Like I can't wear glasses and a bandana at the same time, what? Or a visor/hat/etc and my Lucent Soundwavez. "Hang on, gotta take my earbuds out so I can put on my cowboy hat." ????
I'd say just let folks stack whatever worn items they want. If I can wear two pairs of pants or two shirts or five scarves in real life, I should be able to do it in-game. Wearing two belts at once? Who the flakk's gonna tell you that you can't? And what about Krona with their four hands? Why can they only wear one pair of gloves?
Sure, characters wearing three hats and five shirts all on top of each other might be silly, but let that be an IC reaction rather than an OOC limitation.
I'd say just let folks stack whatever worn items they want. If I can wear two pairs of pants or two shirts or five scarves in real life, I should be able to do it in-game. Wearing two belts at once? Who the flakk's gonna tell you that you can't? And what about Krona with their four hands? Why can they only wear one pair of gloves?
Sure, characters wearing three hats and five shirts all on top of each other might be silly, but let that be an IC reaction rather than an OOC limitation.
Lain
1
Re: Personal Opinion on using public hunting grounds to get a ticket to bounty anyone, forever.
The forums are not an appropriate place to argue for or against another character. Please do not use this thread to go into great detail about in-game events or character motivations or drag IC conflicts out here into an OOC place of discourse. The current direction of this discussion is not acceptable. It was barely acceptable to begin with, but if we're going to go on with it, please keep on the topic of appropriate uses of the bounty system, and keep your arguments general. Thanks.
Eukelade
1
A Request
Apologies for the clickbait-y title, I just didn't know what else to put this as and I figured a blunt title was fitting.
I want to start off by saying: yes, hindsight is 20/20 and I wish that I had thought to ask for this before this most recent classlead round. Better late than never though, right?
Since Starmourn is in beta and we have been half-jokingly referred to as beta testers in the past, I have a fairly large request: Please show us the math for damage, and how the math works for all the skills. On top of this, allowing us to freely swap classes and freely change stat allocations for a fixed period of time again so we can help fix other classes that may be lacking in numbers.
I do not presume to know what decisions are being made way (WAY) above my head as a player but if the joke is only half true that we are all beta testers and we are to actively test out, report bugs, and otherwise help unbreak/break parts of this game. That means - to me anyway - it's also half-true.
So some additional transparency would be helpful, I do not mean transparency as in 'What are our devs doing this week?', as that is already documented for us - thank you for that! - instead I mean the kind of transparency you get from knowing the nuts and bolts, x and y values of a profession's skills and how the stats work and work with it.
This started with a bit of the discussion in the Scoundrel channel on Discord revolving around increasing our normal damage output by a certain percentage, and it got me thinking at the time "Increase damage by a percentage, but of what and where in the formula? We don't know the math here, there might be something we're missing or we could inadvertently shoot ourselves in the foot and have it applied in the wrong place."
No pun intended. I didn't bring it up at the time because I was doing something else. Hindsight.
We already know how some of it works because that's been laid out in help files and just as a result of playing for so long some of it is known, such as one point of lifeforce (prior to the 2:1 threshold) translating to an increase of five hitpoints. However, beyond this, some of that information has been lost to us when a significant chunk of our PVP players shuffled off to other games to scratch their PVP itch.
Removing the ambiguity and the obscurity in this would go a long way to ending some old speculation, questions and some general confusion about our skills. Which would lead to a better grasp of what our skills should/could do in combat, and end the constant "This skill FEELS like its coming up short, but I can't confirm it" feeling and maybe give some people the confidence to go "Yeah, I'll fight. I get how my skills work numbers-wise, and I know why I could die."
To reiterate, free class swaps and stat resets for a period of time to see what happened to the other classes firsthand, and please show us the math going on under the hood so we can make better informed classleads in the future. I understand the second part is a fairly large ask as MUDs jealously guard their math for this, but the idea of having us suggest changes to classes while being in the dark about the real numbers behind them is a bit ... counter-intuitive?
Anyone else have anything to say about this?
I want to start off by saying: yes, hindsight is 20/20 and I wish that I had thought to ask for this before this most recent classlead round. Better late than never though, right?
Since Starmourn is in beta and we have been half-jokingly referred to as beta testers in the past, I have a fairly large request: Please show us the math for damage, and how the math works for all the skills. On top of this, allowing us to freely swap classes and freely change stat allocations for a fixed period of time again so we can help fix other classes that may be lacking in numbers.
I do not presume to know what decisions are being made way (WAY) above my head as a player but if the joke is only half true that we are all beta testers and we are to actively test out, report bugs, and otherwise help unbreak/break parts of this game. That means - to me anyway - it's also half-true.
So some additional transparency would be helpful, I do not mean transparency as in 'What are our devs doing this week?', as that is already documented for us - thank you for that! - instead I mean the kind of transparency you get from knowing the nuts and bolts, x and y values of a profession's skills and how the stats work and work with it.
This started with a bit of the discussion in the Scoundrel channel on Discord revolving around increasing our normal damage output by a certain percentage, and it got me thinking at the time "Increase damage by a percentage, but of what and where in the formula? We don't know the math here, there might be something we're missing or we could inadvertently shoot ourselves in the foot and have it applied in the wrong place."
No pun intended. I didn't bring it up at the time because I was doing something else. Hindsight.
We already know how some of it works because that's been laid out in help files and just as a result of playing for so long some of it is known, such as one point of lifeforce (prior to the 2:1 threshold) translating to an increase of five hitpoints. However, beyond this, some of that information has been lost to us when a significant chunk of our PVP players shuffled off to other games to scratch their PVP itch.
Removing the ambiguity and the obscurity in this would go a long way to ending some old speculation, questions and some general confusion about our skills. Which would lead to a better grasp of what our skills should/could do in combat, and end the constant "This skill FEELS like its coming up short, but I can't confirm it" feeling and maybe give some people the confidence to go "Yeah, I'll fight. I get how my skills work numbers-wise, and I know why I could die."
To reiterate, free class swaps and stat resets for a period of time to see what happened to the other classes firsthand, and please show us the math going on under the hood so we can make better informed classleads in the future. I understand the second part is a fairly large ask as MUDs jealously guard their math for this, but the idea of having us suggest changes to classes while being in the dark about the real numbers behind them is a bit ... counter-intuitive?
Anyone else have anything to say about this?
Ikchor
3
Re: Feedback on current systems
This is a fantastic post, and I agree wholeheartedly with all of it. This will fall slightly in the same vein as point 3.
Factions need a way to make money without purely slinging credits. There should be no reason why Factions don't have their own physical shops that they could sell to players. Even if it is only one or two.
Secondly, factions should be able to put commodities for sale or offer to buy them mechanically via orders. Instead of me selling or buying as an individual, I think factions being able to sell to their members would be a better option, especially considering how much a faction can hold and it being so accessible to those within said faction. Just those two things would go very far in giving people somewhere to consistently buy or sell to without having to wait and hope to catch someone online who can.
And Finally, factions themselves should be able to put bounties on players. I feel like a crapper if I put a bounty on a player, since it is not personal. I don't mind if they know it is me, however they should know it was done on behalf of the faction and not a personal altercation. It's an important distinction.
Great post, we need more like this, please.
Factions need a way to make money without purely slinging credits. There should be no reason why Factions don't have their own physical shops that they could sell to players. Even if it is only one or two.
Secondly, factions should be able to put commodities for sale or offer to buy them mechanically via orders. Instead of me selling or buying as an individual, I think factions being able to sell to their members would be a better option, especially considering how much a faction can hold and it being so accessible to those within said faction. Just those two things would go very far in giving people somewhere to consistently buy or sell to without having to wait and hope to catch someone online who can.
And Finally, factions themselves should be able to put bounties on players. I feel like a crapper if I put a bounty on a player, since it is not personal. I don't mind if they know it is me, however they should know it was done on behalf of the faction and not a personal altercation. It's an important distinction.
Great post, we need more like this, please.
Vega
1
Re: Good Vibrations!
Stretched my rp legs for the first time in a long time, and it felt good. Thanks Nimue! And I suppose Sazabi and Rhujj
Deltrion
1
Re: Scoundrel Combat fixes
Haemophilia would probably work better as a 20s duration melter esq type ied, I'm still trying to come up with a good not super strong variant for staggering.
Soza
1