Best Of
Re: Starmourn GUIs?
In my opinion the footer is the most valuable piece of screen realestate. It is right there, adjacent to the line showing the most current bit of information from the mud, so it is where my eyes at least, tend to linger.
So it should display the most important bits of rapidly changing information that are not in the prompt.
So it should display the most important bits of rapidly changing information that are not in the prompt.
Indi
1
Re: The tips and tricks thread
At higher Hacking levels, the passwords get longer and trading blows with antiviruses quickly becomes a way to lose a ton of Ops. Especially since they don't have a chance to restore some Ops, whereas non-viruses can restore ~30 at higher levels vs the 4-5 Ops restore in low level hacks.
If you're poor at guessing words, you can try a crossword solver, such as this one: https://www.crosswordsolver.org/
Put in the word length + known letters. Longer words = fewer possibilities, so it's less useful on the four or five letter passwords you start out dealing with.
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Polymorphic antiviruses lose most of their health after they transform (unsure if intentional). If it's by itself then you can just tank it with a decoy and then pop a quick hack for a chance at a letter. 60 health turns into 9 and then gets one-shot.
Ping barely costs anything. Not walking into a firewalled/honeypotted, scanner, antivirus nest becomes very worthwhile. Walking into a corner room that you know you'll have to backtrack out of is less scary when you know it's just a firewall/glitch/scanner, rather than risk walking into a self-replicating, glitched, honeypotted room just because you're trying to track down a few more letters.
If you notice two+ antiviruses (via ping, or due to backtracking), consider using a two room slice to bypass. Fairly cheap when they can hit in the midteens during the load delay before you can move out of their room. Just be wary of blind slicing into something worse (aka, rooms that you ping to avoid).
Scanners pull stuff that's up to two rooms away, in my experience.
The Lure ability seems ineffective, at the moment (also doesn't take Sync). Jam is about as useless - or at least quite confusing as to how it is intended to be used.
If you're poor at guessing words, you can try a crossword solver, such as this one: https://www.crosswordsolver.org/
Put in the word length + known letters. Longer words = fewer possibilities, so it's less useful on the four or five letter passwords you start out dealing with.
---
Polymorphic antiviruses lose most of their health after they transform (unsure if intentional). If it's by itself then you can just tank it with a decoy and then pop a quick hack for a chance at a letter. 60 health turns into 9 and then gets one-shot.
Ping barely costs anything. Not walking into a firewalled/honeypotted, scanner, antivirus nest becomes very worthwhile. Walking into a corner room that you know you'll have to backtrack out of is less scary when you know it's just a firewall/glitch/scanner, rather than risk walking into a self-replicating, glitched, honeypotted room just because you're trying to track down a few more letters.
If you notice two+ antiviruses (via ping, or due to backtracking), consider using a two room slice to bypass. Fairly cheap when they can hit in the midteens during the load delay before you can move out of their room. Just be wary of blind slicing into something worse (aka, rooms that you ping to avoid).
Scanners pull stuff that's up to two rooms away, in my experience.
The Lure ability seems ineffective, at the moment (also doesn't take Sync). Jam is about as useless - or at least quite confusing as to how it is intended to be used.
Vorial
4
Re: EM damage changes - discuss
EMshot doesn't do enough damage to offset the damage loss on mob robots due to the new resists, so this is a net nerf to bot bashing.
Yaran
1
Re: Q+A Madness - Jan/Feb 2019
This is a great question that I'm dying to know the answer to. Especially considering that there are some Dech that have been around since the founding of the Dominion itself, or at least I'd assume so since the Dominion was founded in 24 AE and we're just now at 925 going on 926, and since Dech can live up to 1200 years there have to be some that lived through all the Ishvana wars.Balthazar said:What is the Decheeran motivation to be affiliated with the Song Dominion? Obviously I understand that not every single Decheeran ever is loyal to Song, but a significant portion of their own unique technology and architectural sensibility was involved on the planet Song before the catastrophe and in Song City itself.But they're not just client races, or subjects, or victims of circumstance/proximity. They actively engage and celebrate the culture - at least, that's what I gathered from there being at least one confirmed Decheeran Lord Commander (and all the intrigue and power that involves that position).I just can't find any clues from the racial homepage, Martias and the Angel, and the Song Dominion page that would show a particular affinity to Song Dominion culture, and I can't figure any significant information from the NPCs on Atria either. So I've come hear to get an admin take on it!
So I +1 this, a lot!
Vega
1
Re: Hacking - Ideas, Updates, Etc?
The experience gain is pitiful, even as a token amount. I've already done the level grind in another IRE MUD (and don't have the time to bash for hours on end like I used to), so I mainly login to hack stuff because it's a fresh and interesting minigame. The result is that my character is currently level 16 with level 12 hacking. Doing a 10+ hack, given the time investment to get hacking that high + 12 hour cooldown on a successful hack + limited number of terminals, should shower a character in its teens with exp. As is, it's unlikely to even net 5% - and that's highballing it. I'd love to be rewarded for engaging with the less mindless content (and I like how pve has been handled in this game).
While a reward would be nice, I understand that it's technically a no-risk minigame, whereas cloning costs marks. Could potentially add, down the road, some high risk terminals that require paying some marks to initiate the hack (manipulating the data or whatever), so that there is a risk of loss upon failure. Risking regular exp is fairly irrelevant, given the low level cap that quite a few people are already sitting at. Risking hacking exp in the mid to higher levels wouldn't be too awful, but the early hacks with no abilities are so rng based that I'd rather it not kick in right at the start - much like cloning is free up through (I think) level 15.
- Higher level hacks vs word length issue: -- Consider making hacks that have multiple words (shouldn't be too awful to code), so that shorter words can be used while the overall number of password characters increases (and it's harder to guess multiple short words vs a single long word). Or alternatively/additionally, have a different Processor Array for each password input (password 1 unlocked at array 1). That'd be a lot trickier to balance, though.
Chain hacks might be interesting. Such as needing to complete two+ hacks in succession (thinking that it auto-starts a new hack with a fresh map/ops after the first is completed) to hack a terminal.
Lure and Jam are either broken or explained incredibly poorly. I'm not sure if polymorphics are supposed to lose most of their health after transforming or if they're basically being set to level 1 health due to an oversight. Not sure how they're coded, but if they essentially get swapped for a higher damage version then it'd make sense if it's unintended. Otherwise, their glass cannon transformation is a unique and interesting interaction.
Speaking of which, ideas for additional antivirus/ICE types would be cool to explore. One thought is a "hazard" that isn't directly fought. Something like a conduit that'll teleport you to a random room (couple second warm-up), though it'll warp a decoy instead if you make one. Would be a single warp hazard, rather than having to continually make decoys while hacking it.
While a reward would be nice, I understand that it's technically a no-risk minigame, whereas cloning costs marks. Could potentially add, down the road, some high risk terminals that require paying some marks to initiate the hack (manipulating the data or whatever), so that there is a risk of loss upon failure. Risking regular exp is fairly irrelevant, given the low level cap that quite a few people are already sitting at. Risking hacking exp in the mid to higher levels wouldn't be too awful, but the early hacks with no abilities are so rng based that I'd rather it not kick in right at the start - much like cloning is free up through (I think) level 15.
- Higher level hacks vs word length issue: -- Consider making hacks that have multiple words (shouldn't be too awful to code), so that shorter words can be used while the overall number of password characters increases (and it's harder to guess multiple short words vs a single long word). Or alternatively/additionally, have a different Processor Array for each password input (password 1 unlocked at array 1). That'd be a lot trickier to balance, though.
Chain hacks might be interesting. Such as needing to complete two+ hacks in succession (thinking that it auto-starts a new hack with a fresh map/ops after the first is completed) to hack a terminal.
Lure and Jam are either broken or explained incredibly poorly. I'm not sure if polymorphics are supposed to lose most of their health after transforming or if they're basically being set to level 1 health due to an oversight. Not sure how they're coded, but if they essentially get swapped for a higher damage version then it'd make sense if it's unintended. Otherwise, their glass cannon transformation is a unique and interesting interaction.
Speaking of which, ideas for additional antivirus/ICE types would be cool to explore. One thought is a "hazard" that isn't directly fought. Something like a conduit that'll teleport you to a random room (couple second warm-up), though it'll warp a decoy instead if you make one. Would be a single warp hazard, rather than having to continually make decoys while hacking it.
Vorial
4
Re: Engineer feedback, round 2
AOE, including your own > Engineer.
It's why I eventually stopped being Engineer, cause AOE is prevelant in combat and having the majority of your offense wiped by enemies and allies alike was frusterating. If they fix that I may go back to Engineer.
It's why I eventually stopped being Engineer, cause AOE is prevelant in combat and having the majority of your offense wiped by enemies and allies alike was frusterating. If they fix that I may go back to Engineer.
Dorc
1
Re: Music Thread? Music Thread.
The Rebel Galaxy OST is amazing for this type of Sci-fi Universe.
https://www.youtube.com/playlist?list=PLRMcXkadosW43B18ZSbYFqBnFn2myQwRw
https://www.youtube.com/playlist?list=PLRMcXkadosW43B18ZSbYFqBnFn2myQwRw
Re: Quotes
Don't worry. That can be fixedKestrel said:
Haven't seen one of those in a while ...