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Re: Q+A Madness - Jan/Feb 2019
Mycroft said:Are there plans to expand the planets and other things into fully realised worlds, or are we mostly going to have smaller areas with a city or two and a representative zone and done?
Look at Mass Effect series - lots of planets but each one is only a zone or two and you visit them only when it's relevant to whatever Shep's doing right now, or if it's a trade/quest hub.
Starmourn's the same. You only visit what's interesting for you as a player and the rest is offscreen.
Cubey
4
Re: EM damage changes - discuss
Counterzap only reduces damage from the inital EM hit that you take. It's in my opinion a waste of 10% nanites.Poet said:Does counterzap reduce damage from electrical attacks by bots? I've been watching and just looking at the numbers, it doesn't seem like. Be nice if it did.
It would also be nice if Zap had another skill with some synergy, like freeze and swarm do.
Soza
1
Re: The Ideas Thread
UNWRAP PARCEL for all of Jerry’s parcels... it puts the item in your inventory and destroys the parcel, much like unwrap present works in other games.
Desmond
11
Re: Dynasty and Clan Ideas
Dynasties-as-guilds I think is a holdout from those of us who are used to the medieval fantasy formula, or just some real concrete structure. Scatterhome, for example, was a volatile mess the first three weeks after launch cause there was no one leading, and no one was allowed to be de facto leader (unofficial 'pillars of the community' outside of the nominated positions not withstanding). The complete freedom to do whatever you wanted because no one else has done it yet is probably alot to process for some people, veteran MUD player or not. I don't imagine Song or Celestine being much better as we all came to terms with what the faction commands actually did, or if they actually worked as they should. (Looking at you Call Glitch)
This is just my own observation based on my limited experience reading MUD forums over the years, but players tend to err on the familiar over the new, even if they vehemently state they want 'new', as 'new' is weird, unfamiliar and you may not be as effective as you once were because it is new territory, and that doesn't jive with the power fantasy of being in BEAST armor. Guilds for a number of players were the focus of a lot of their RP, which tended to spill out into the city they were part of but it was much easier/clearer to jumpstart that RP when it was clear what you were was based on your membership to whichever guild. So, yes. Tribalism is going to happen, it's human nature, I suppose.
Alot of it is theorycrafting/lore-speculation or just seeing how hilariously broken the physics are of the game. I'm not one to take everything about a game as "It Just Works", I wanna see if i can find a reason, even if it turns out to be bonkers and shouldn't work. Like for example: how does Scatterhome life support work? What powers the thrusters that give the asteroid's gravity? Could Scatterhome use those thrusters to move?
This is just my own observation based on my limited experience reading MUD forums over the years, but players tend to err on the familiar over the new, even if they vehemently state they want 'new', as 'new' is weird, unfamiliar and you may not be as effective as you once were because it is new territory, and that doesn't jive with the power fantasy of being in BEAST armor. Guilds for a number of players were the focus of a lot of their RP, which tended to spill out into the city they were part of but it was much easier/clearer to jumpstart that RP when it was clear what you were was based on your membership to whichever guild. So, yes. Tribalism is going to happen, it's human nature, I suppose.
It is also boring, but developing completely new ideas is extremely difficult as anyone who has experience running RP events or plots can attest to. So, there's the gravitation to a familiar framework, thus dynasties-as-guilds. The mechanical limitations imposed on dynasties right now can probably just be slotted under 'slowing you down until we get more important kinks ironed out' category for the devs. Which is fine in my opinion, since if they get too many fires to put out Tecton or someone else on the team might just spawn a supermassive blackhole in every faction's sector and start over.
Do I really wanna try and do something new with the fancy things I can do? Yes. It's part of why I've avoided joining any other dynasty, they're either trying to be a guild in a worldspace where we really don't need guilds in the way we're used to seeing them (more on that in a second) or they're just another chatbox. That's the feeling i've gotten so far.
I'm not knocking the idea of using one's dynasty as a guild, but I do want to suggest instead of making it a guild with clear lines of progression, rules, ceremonies, rituals, ranks and (space Cthulhu forbid) essays on what makes you a good [class name here], but more of a group of like minded individuals who pool their resources and try to make their fellow members the best [class name here] they can be. Not so they can rise in the guild and lord over the noobs in their ranks more like just 'I have a membership to this gym'.
I'm not knocking the idea of using one's dynasty as a guild, but I do want to suggest instead of making it a guild with clear lines of progression, rules, ceremonies, rituals, ranks and (space Cthulhu forbid) essays on what makes you a good [class name here], but more of a group of like minded individuals who pool their resources and try to make their fellow members the best [class name here] they can be. Not so they can rise in the guild and lord over the noobs in their ranks more like just 'I have a membership to this gym'.
Alot of the things I can come up with could easily be done with an IC-mandatory clan, so I can't really suggest dynasty ideas. But some of the things I want to do (if anyone wants to pluck an idea to explore):
Xenobiology: Studying racial traits and morphology of other races, NPC or otherwise.
Astrophysics: Science-ing the hell out of the science the devs have given us.
Culinary Science: Does it hypersquare? Should it hypersquare?
Void/Star Study: Could there be anything beyond what the devs say the kith is possible of doing?
Nanorobotics: Self explanatory I think
Xenobiology: Studying racial traits and morphology of other races, NPC or otherwise.
Astrophysics: Science-ing the hell out of the science the devs have given us.
Culinary Science: Does it hypersquare? Should it hypersquare?
Void/Star Study: Could there be anything beyond what the devs say the kith is possible of doing?
Nanorobotics: Self explanatory I think
Psychology in Space: What are some of the mental affects of prolonged journeys in space or repeated void gate usage, if any? (space madness, exploring the psyche of those who occasionally go OOC publically)
Alot of it is theorycrafting/lore-speculation or just seeing how hilariously broken the physics are of the game. I'm not one to take everything about a game as "It Just Works", I wanna see if i can find a reason, even if it turns out to be bonkers and shouldn't work. Like for example: how does Scatterhome life support work? What powers the thrusters that give the asteroid's gravity? Could Scatterhome use those thrusters to move?
Ikchor
3
Re: Cosmpiercers: Problems and an Ambitious Proposal
It isn't logical nor realistic, but the reality is dog-piling kills motivation. Why kill Players of Team B if they turn up with +100% 2 minutes later & win based on their numerical superiority? Why do this 5, 10, 20 times a week if new team members (your long-term plan against the zerg) who are learning their craft get fatigued by being numerically beaten week-in week-out?
It happens across all most games I have played where the option exists, and there isn't really good recourse for this. A damage malus is unlikely to be the solution to a population imbalance. A reward bonus for playing in an outnumbered situation might, but that is a very big IF.
It happens across all most games I have played where the option exists, and there isn't really good recourse for this. A damage malus is unlikely to be the solution to a population imbalance. A reward bonus for playing in an outnumbered situation might, but that is a very big IF.
tysandr
1
Re: Q+A Madness - Jan/Feb 2019
Oh yeah! I'm interested in founding stories of CA and SD. All we ever hear about is Scatterhome and they're just a bunch of random PLEBIANS.
Matlkael
2
Re: EM damage changes - discuss
With the new counterzap it seems to just reduce the EM damage that you are taking, which isnt really the problem that nanoseer has against EM focused damage. Our problem fighting against it is that if we use any nanite attack. Including our heal we take a 1.5% internal subsys hit, this is just against fury as I havent fought any other em focused classes yet. It is quite crazy they get damage, subsys, aff, and additional subsys if I use a nanotech ability.Garryn said:Fixed those messages, as well as counterzap. Wireblock abhelp was incorrect, it never scaled to EM damage, but to existing WW damage - the help is now fixed.
Im not even sure if intercept is reducing that damage either.
Activating Just the pure minimal buffs to fight brings you to 50% nanites already gone, This doesnt include envelop.
https://i.imgur.com/s5nvs8R.png
Activating Minimal buffs with counterzap brings you down to 41% still not including Envelop.
https://i.imgur.com/cE2tY8L.png
if you activate all the fighting buffs, and the QoL buffs Alertness/Rush/Mislead 10% still not including envelop.
https://i.imgur.com/sDi8z7P.png
Envelop is 5%
Delaying an attack takes a full 10% during the delay you cant use or regenerate that 10%
wireblock takes 10% for the full duration
I didnt intend to go on a rant about our lack of nanites. this just seems to be another defense that Ill have to keep up. why do nanites seem to be a class resource that is limiting us when we are already so far limited by RNG / Sanity / Long CD's. I dont know the defenses of other classes but do yall's defenses take up your main resource for attacking/healing?
Soza
1