Best Of
IC/OOC divide
I just wanted to make a quick thank you to the players and to the devs for their strong support for a persistent in-character atmosphere!
I've seen old news posts where people chastised eachother for going out of character with help files and other things, I've seen people pretty consistently sticking to IC boundries and being really immersive in their roleplay and it's been wonderful.
Thank you to the players who passively and proactively reinforce the atmosphere and also thanks to the devs because you have something really special here that has been lost in other IRE games. Please don't lose it to promotion bloat and forcing conflict over rp so that people spend more time shouting out game syntaxes at eachother than being their character
I've seen old news posts where people chastised eachother for going out of character with help files and other things, I've seen people pretty consistently sticking to IC boundries and being really immersive in their roleplay and it's been wonderful.
Thank you to the players who passively and proactively reinforce the atmosphere and also thanks to the devs because you have something really special here that has been lost in other IRE games. Please don't lose it to promotion bloat and forcing conflict over rp so that people spend more time shouting out game syntaxes at eachother than being their character
group PvE and sharing of vital statistics for coordination purposes
There was a discussion in discord (soza posing the initial idea/question) about group PvE.
Would we like to see the health (and possibly other vital signs) of our teammates during cooperative PvE play (i.e. taking down boss mobs).
The answer was YES. We'd like more challening PvE (as you already know from Morgan's excellent posts and suggestion), and we'd like better coordination during cooperative PvE, rather than just 'everyone hit it ohshit someone smash that random that just walked in'. And many people are already used to seeing party member's vitals signs when playing graphical games (both mmos and single player games).
A script to use crewtells and parse the crewtells from crew members, putting the data into visual gauges, is easy to write. The spammy, nonsensical crewtells could even be gagged so there would be no impact on the channel. But:
+ that involves a third-party script, which needs to me install, maintained and updated
+ if someone doesn't install the script, it will be spammy for that person and they wont see, or be seen by team mates.
+ an equivalent script using the exact same data format would need to be created and maintained for each client, nexus included.
This would remove the complication of coordinating the scripts between separate clients, and also be unseen by people without the scripts.
It would still be necessary for a script to display/use the information, but that is pretty much trivial (with mudlet anyway). 10 minutes effort really, including putting the gauges into an adjustable container (i.e. mouse moveable/resizable).
Would we like to see the health (and possibly other vital signs) of our teammates during cooperative PvE play (i.e. taking down boss mobs).
The answer was YES. We'd like more challening PvE (as you already know from Morgan's excellent posts and suggestion), and we'd like better coordination during cooperative PvE, rather than just 'everyone hit it ohshit someone smash that random that just walked in'. And many people are already used to seeing party member's vitals signs when playing graphical games (both mmos and single player games).
A script to use crewtells and parse the crewtells from crew members, putting the data into visual gauges, is easy to write. The spammy, nonsensical crewtells could even be gagged so there would be no impact on the channel. But:
+ that involves a third-party script, which needs to me install, maintained and updated
+ if someone doesn't install the script, it will be spammy for that person and they wont see, or be seen by team mates.
+ an equivalent script using the exact same data format would need to be created and maintained for each client, nexus included.
So, question/suggestion (the tl;dr):
Given that it is already possible with some scripting effort, can this data instead be sent via gmcp?This would remove the complication of coordinating the scripts between separate clients, and also be unseen by people without the scripts.
It would still be necessary for a script to display/use the information, but that is pretty much trivial (with mudlet anyway). 10 minutes effort really, including putting the gauges into an adjustable container (i.e. mouse moveable/resizable).
Indi
3
Re: The Talent System and Xenoslayers
Also as a proof of concept I quickly threw together this.
Soza
3
Re: The Talent System and Xenoslayers
Would be super cool to have GMCP values for crew members hp-percentages as well so that you could make proper group fights against these bosses instead of just simplistic bash it till its dead type things.
How cool would it be for an ally to hit low hp and be the main target, and you playing a nanoseer to interdict damage saving their life, or being a beast and smashing that ally out of the room so they dont have to crash away, or even so the beast can easily make use of PROTECT.
How cool would it be for an ally to hit low hp and be the main target, and you playing a nanoseer to interdict damage saving their life, or being a beast and smashing that ally out of the room so they dont have to crash away, or even so the beast can easily make use of PROTECT.
Soza
1
Re: Death
First, sorry for the thread resurrection!
I haven't been involved in any IRE MUDs since MKO shut down, but I was feeling nostalgic today and thought I'd skim the other IRE forums to see some of the old threads discussing MKO's final days. I stumbled across this thread in the forum search and because my character was mentioned I thought I'd respond to say it warms my heart to be remembered so fondly. So, thanks, @Kestrel!
And while I'm at it I'll say hello to any other MKO vets who remember Akaxi or my admin name, Ka-hooli. I hope everyone is enjoying Starmourn!
I haven't been involved in any IRE MUDs since MKO shut down, but I was feeling nostalgic today and thought I'd skim the other IRE forums to see some of the old threads discussing MKO's final days. I stumbled across this thread in the forum search and because my character was mentioned I thought I'd respond to say it warms my heart to be remembered so fondly. So, thanks, @Kestrel!
And while I'm at it I'll say hello to any other MKO vets who remember Akaxi or my admin name, Ka-hooli. I hope everyone is enjoying Starmourn!
Akaxi
3
Re: Good Vibrations!
After giving Starmourn a go at launch and then getting RL'd, I came back a couple of months ago, very much a newbie once more. I just want to say that I have been utterly blown away by the unrelenting awesomeness of this community, from the 'grunt' players, to the faction elders to the faction leaders, to the Storytellers to the godmin. I am just buzzing from how approachable, good-spirited, and generous everyone I've interacted with is.
Thank you all for restoring my faith in IRE and, heck, interwebbers altogether. This community is small in size, but big in every way that matters. Much love
Thank you all for restoring my faith in IRE and, heck, interwebbers altogether. This community is small in size, but big in every way that matters. Much love
Re: Nanoseer confusion a cry for help.
I shudder to think what insanity Poet would come up with if nanite illusions or homunculi were a thing.
Also, I'm assuming there would be a nanite cost to such a thing, and nanites are already a difficult resource to balance.
Indi
2
Re: The Talent System and Xenoslayers
Good changes, and I have a few more suggestions.
I think there would be value in making xenohunting more competitive, while still preserving the opportunity for everyone to participate. Per the most recent changes, you have to wait for random spawns, and then rush to the area with your crew before others get to it. This unfortunately falls into how a lot of mechanics exist - waiting around for things to happen, and then you're limited by friend/faction availability.
So I would suggest expanding the opportunities for participation. An easy solution would be to use the existing wilderness triangulation mechanic to potentially spawn bosses upon completion (maybe like a 20% rate). (This could also return a message with the vnum where the boss spawned in the wilderness, to appease the "no map" complaints.) This means that everyone would have opportunity to actively xenohunt on their own time with available crews, and without competition from outside forces since they're in personal wilderness areas. This also gives more value to wildernesses, which are still pretty weak, having the smol asteroid/gas rewards. For fairness, possibly have these active xenohunts award less points than completing the random wild hunt.
Further in the spirit of competition/sustained interest, I think it would be cool if xenoslaying rankings were more seasonal than perpetual. That is, perhaps introduce a yearly competition for xenoslaying, where there are tiered rewards and/or rewards for the top X, and then this gets reset. The reward could be something as simple as chips, loot tokens, honors/titles, etc. You could also have an all-time rankings, as it is now, or just track this through HONORS STATS as a personal achievement type thing. But I much prefer the concept of dynamic rankings, as it gives new players a better sense of relevance/renown, and it makes it more of an opt-in activity than a perpetual grind. (There are already many obnoxiously grindy activities.)
Finally, I think it would be cool to have greathunts on a smaller scale. In Lusternia, sometimes there would be weekly XP challenges which were themed. To translate the concept to Starmourn, we'd cycle through competitions for: Normal XP, Quest-earned XP, Hacking XP, and Captaincy XP. These probably shouldn't run all the time, but it'd be nice to have bursts of double XP and competitions to opt into. Even if you did something like a Captaincy Taco Tuesday or whatever, it'd give people something to look forward to.
Azlyn
5
Re: The Talent System and Xenoslayers
Thank you guys so much for this feedback. As of today, Ilyos has updated the Xenomob system to be a PVE only activity - check out this announcement.
He also pushed through some tweaks to talents - thanks, Ilyos!!
He also pushed through some tweaks to talents - thanks, Ilyos!!
Eukelade
3