Best Of
Re: Where'd everybody go?
Poet, without you who is going to be my broody bashing buddy who I pester about the Void?
Re: A Request
Starmourn actually already gives you a whole lot of data, between balance times and damage values and formulas behind afflictions. It's not too hard to back into the math with what's out there, but I do think that it'd be good to add numbers into AB files.
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.
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.
Azlyn
3
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: Personal Opinion on using public hunting grounds to get a ticket to bounty anyone, forever.
As of a couple days ago, players who are bountied will now receive a message in their inbox saying they have been bountied, who bountied them, and why. Prior to that it was just a sys message that was easy to miss if you were in combat or something.
I know it's just a drop in the bucket, but it's something. More changes coming.
I know it's just a drop in the bucket, but it's something. More changes coming.
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
I just wanted to say thank you for the efforts already made to accommodate some of these requests. I was pleasantly surprised to see the mob spawn rates changed especially for the Xenohunt, and on top of juggling the event resolution and everything else behind the scenes. I appreciate the effort.
If there's any particular area we broached here that you're interested in working, please feel free to let us know if you'd like additional ideas or more feedback on a specific item. Otherwise it sounds like there are other priorities (which is fine); I just don't want to burden the to-do list or be unrealistic in expectations.
Azlyn
1
Re: Feedback on current systems
Thanks for the response, and I understand that you inherited a difficult situation. I can appreciate that players have a lot of wants and desires that it's not feasible to make everyone 100% happy, but I also tend to resent just using the Discord to base decisions since the feedback pool is limited to whoever happens to engage at the time. It also lends to being reactive to complaints, instead of being proactive to thoughtful feedback that the community can weigh and vet.
I think it's great that you're looking into new additions, and I know you've all been busy with events and such. My point was that I really think Starmourn has a lot to offer that gets underutilized because of relatively small shortcomings which could be addressed - especially prioritizing mechanics that foster inter-community engagement. I'd also wager that there are many half-finished projects (pharmaceuticals, robots?) that might have been close to releasing, but who knows if we'll ever see them.
Azlyn
1
Hail to all of you
Hello out there,
i want to play starmourn.
i was never in MUDs, but this forum, the official site and all the stuff around made me wanting to play Starmourn.
thx and hail to all of you who make this project a good experience.
i am keen on taking part.
greetz
Litotes
Litotes
3
New Incursion/Xenoslayer type?
I know there's alot of other things in the works that are much higher in the priority list than this, and I am not, repeat NOT, seeking for this to be added immediately but the Vihana assault on the Gnomon Institute got me thinking of a new Incursion/Xenoslayer type deal, specifically geared towards the 75 and above crowd. It is currently late o'clock where I am and I wanna fish for additional ideas here on the forums.
Again, not wanting this implemented now, or within the next six months. Just something I want to discuss... largely because my love of the scifi genre is only matched by my love of zombie apocalypses.
Incoming semi-coherent text wall.
New 'xenoslayer' styled conflict activities, the Vihana swarm. Swarms can appear on planets, infecting local biology and need to be repelled. Plot reason: Ishvana was observing the results of the defence of the G.I. facility, and the Ishvana is now testing the possibility of overwhelming the spacer population by infecting a few key locations.
Incursion strength levels: Repelled, Scattered, Under Seige, Dire, Overrun, Infested
Repelled - Vihana presence is repelled, all hives destroyed
Scattered - Occasional encounters with Vihana-infected and Vihana lifeforms. No hive.
Under Seige - Significant infected population, medium Vihana presence. Three - four hives.
Dire - Rampant infection rates in local population, heavy Vihana presence. five - six hives.
Overrun - Near total infection, Vihana rampaging. Eight hives. Kith fluxuations.
Infested - Fully infested, Vihana entrenched in area. One overhive, protected by three minor hives that must be destroyed first.
Initial objective- culling infected population to draw out Vihana infector class.
Secondary objective - Eliminating behemoths and parasites
Threshold - After eliminating enough behemoths and parasites, the hive(s) are located.
Hive amounts vary depending on strength of incursion (strength is dictated by two factors, time and -player assistance-.)
Players can make the choice to either push back the incursion and remove the Vihana's presence, or accellerate the infection process by dumping corpses of mobs and players in the same room as hives. Effect of corpse dumping is capped, so as to not make it a simple game of 'who's the better basher' and just dump a bunch of trash mobs into the hive to trigger an instant win scenario, and getting caught doing this is grounds for PK.
Fully infested areas can be retaken, but it is substantially harder and require group effort.
Potential infection sites:
Northern Usum Usutti
Ixsei Desert
Deisk Underground
Prugita Breeding Colony
(all endgame bashing areas, so as to not result in newbies stumbling into this and dying horribly.)
Promoting the Ishvana's efforts grants Ishvana specific tokens, redeemable ... somewhere?
Incursion strength levels: Repelled, Scattered, Under Seige, Dire, Overrun, Infested
Repelled - Vihana presence is repelled, all hives destroyed
Scattered - Occasional encounters with Vihana-infected and Vihana lifeforms. No hive.
Under Seige - Significant infected population, medium Vihana presence. Three - four hives.
Dire - Rampant infection rates in local population, heavy Vihana presence. five - six hives.
Overrun - Near total infection, Vihana rampaging. Eight hives. Kith fluxuations.
Infested - Fully infested, Vihana entrenched in area. One overhive, protected by three minor hives that must be destroyed first.
Initial objective- culling infected population to draw out Vihana infector class.
Secondary objective - Eliminating behemoths and parasites
Threshold - After eliminating enough behemoths and parasites, the hive(s) are located.
Hive amounts vary depending on strength of incursion (strength is dictated by two factors, time and -player assistance-.)
Players can make the choice to either push back the incursion and remove the Vihana's presence, or accellerate the infection process by dumping corpses of mobs and players in the same room as hives. Effect of corpse dumping is capped, so as to not make it a simple game of 'who's the better basher' and just dump a bunch of trash mobs into the hive to trigger an instant win scenario, and getting caught doing this is grounds for PK.
Fully infested areas can be retaken, but it is substantially harder and require group effort.
Potential infection sites:
Northern Usum Usutti
Ixsei Desert
Deisk Underground
Prugita Breeding Colony
(all endgame bashing areas, so as to not result in newbies stumbling into this and dying horribly.)
Promoting the Ishvana's efforts grants Ishvana specific tokens, redeemable ... somewhere?
Obviously lacking in the consequence and reward department, though that's sort of intentional as I trend towards more punishing consequences for failure in my activities and generally not big on the rewards bit beyond 'good job, here's some shinies and money' at most, provided the consequences are dire enough. (hunting for nothing, existential threats for free lol)
Ikchor
1