Best Of
Re: Community Hype (Tell Me What You Want)
A low-pop community of dedicated roleplayers can be an incredible experience. My LARP, for example (and I draw the comparison because LARPs and MUDs are VERY similar) is currently low-pop but they are all dedicated roleplayers and every other Saturday we have an incredible game. On the other hand, a lot of people are playing video games to play video games, and aren't strong RPers. Luckily, Starmourn is an environment that can really encourage people to learn and grow about RP in general. (Thanks @Eukelade )Sairys said:Yeah, what draws me to MUDs these days is the stuff that graphical games really can't or just wouldn't do, as well as the opportunity to just log on and potentially roleplay with people.Kestrel said:if I need a brainless grind there are better (graphical) games which will always provide a superior experience, simply by nature.
Is likely why low pop is always a concern for me. I've seen just how difficult RP stuff becomes when there aren't enough people to actually engage with.
Nykara
1
Re: Community Hype (Tell Me What You Want)
I can hear the collective cry of BEASTs everywhere proclaiming the unfairness of life and the universe itself, and I sympathize, the class needs some help. But I really hope that those players can concede that the whole PVP scene in Starmourn needs more attention from an opportunity standpoint. In most recent activity, all I've seen are spars and an occasional weird, short-lived, meaningless scuffle. So while 1v1 is currently the dominant activity, I can see why BEASTs are upset when they are less viable, but I believe the class still has unique utility and capability to meaningfully contribute in group PVP. I'd like to advocate foremost for fixing and creating group PVP opportunities that will make BEAST just as relevant, and which will be more inclusive to the community as a whole, especially those who want to casually PVP and don't aspire to be some duel champion. Class updates are needed, but I think the bigger picture needs work, both in providing meaning and opportunities to PVP.
Azlyn
3
Re: Community Hype (Tell Me What You Want)
I'm obviously not a PvP person (Bartle test says E73/S73/A53/K0) so I've got no personal interest on that side of things, though I recognize a healthy PvP scene helps make a healthy game. That being said, I'd log in more if I felt like I had (mechanical) reasons to/things to do but right now I really don't. I don't think we need a higher level cap (at least, not one that gives more stats points or anything like that) but I feel like there's a distinct lack of 'endgame' engagement for PvE. I'll admit I don't have good suggestions for what it should be right now, but I'd really like it if I had something to work towards that isn't PvP or ship-based.
Slander
4
Re: Announcements post #80: Starmourn Goes Back To School.
We'll be doing per-class stats, yeah.
Garryn
1
Announcements post #80: Starmourn Goes Back To School.
<pre>From: Starmaker Eukelade
Subject: Starmourn Goes Back To School.
Hi, star friends. Welcome to this announcement post. Since Ilyos is gone this weekend, it's me, your cool space aunt Eukelade, inviting you to check out what we've got for you for the month of September.
Sharpen your pencils and put your thinking caps on, because there's a whole bunch of new things for you to cram into your brains, starting with...
NEW TRADESKILLS
==================
Mixology
---------------
Want to make a pumpkin spice latte? Now you can! Actually, you can't, because there are no pumpkins in space, but you could probably invent the Starmourn equivalent with the MIXOLOGY tradeskill, which is all about crafting drinks. Tea, karaffee, seltzer, and slushies are all waiting for you, along with more complex beverages like wine and spirits.
To utilize the MIXOLOGY tradeskill effectively, you'll need a workbench, lab table, or still. Head to the new distilleries, breweries, and moonshine shacks that can be found in the main faction cities to purchase one of these items. Newly available as well are empty vessels in which you can store and serve your fancy brews.
See HELP MIXOLOGY for more.
Furnishing
---------------
Interior decorators rejoice. The FURNISHING tradeskill will allow you to craft furniture to your heart's content, from beds and tables to more exotic things like glow globes and carpets that really tie the room together.
Most of the items you make will have proplike functionality, too! Flip tables, take cover behind your own fancy captain's chair, and cuddle up on your feather-stuffed mattress.
See HELP FURNISHING for more.
Oh, and by the way, you can all learn up to two tradeskills now - so if you want to learn both Furnishing AND Mixology, you don't have to choose!
MULTICLASSING
==================
Cue the montage music. You can train in more than one class, now! Though you can't be multiple classes at the same time, you can switch between the ones you know freely in the class switching room on the appropriate Battlemaster's homeworld.
Everyone will receive an extra class slot when they hit level 50, but you can purchase more slots at any time with the CLASS PURCHASE SLOT command.
Learn more about the ins and outs of multiclassing at HELP MULTICLASSING.
LESSON SALE AND CREDIT CHESTS
===============================
To make it a little easier for our players to take advantage of all these new things to learn, we're offering lesson packages for sale on our website this month. In addition to that, we'll include a chest of toys and prizes for every hundred credits that you purchase.
Prizes available include dice, credits, performance artifacts, a RoamTek expedition tent, a holo camera, fishies, experience augmentation chips, a high chance to snag a premium card packet - and more!
STAY IN SCHOOL
===================
Keep playing! We've got more things for you to learn that will be revealed later in the month, and we're really excited about them!
</pre>
Subject: Starmourn Goes Back To School.
Hi, star friends. Welcome to this announcement post. Since Ilyos is gone this weekend, it's me, your cool space aunt Eukelade, inviting you to check out what we've got for you for the month of September.
Sharpen your pencils and put your thinking caps on, because there's a whole bunch of new things for you to cram into your brains, starting with...
NEW TRADESKILLS
==================
Mixology
---------------
Want to make a pumpkin spice latte? Now you can! Actually, you can't, because there are no pumpkins in space, but you could probably invent the Starmourn equivalent with the MIXOLOGY tradeskill, which is all about crafting drinks. Tea, karaffee, seltzer, and slushies are all waiting for you, along with more complex beverages like wine and spirits.
To utilize the MIXOLOGY tradeskill effectively, you'll need a workbench, lab table, or still. Head to the new distilleries, breweries, and moonshine shacks that can be found in the main faction cities to purchase one of these items. Newly available as well are empty vessels in which you can store and serve your fancy brews.
See HELP MIXOLOGY for more.
Furnishing
---------------
Interior decorators rejoice. The FURNISHING tradeskill will allow you to craft furniture to your heart's content, from beds and tables to more exotic things like glow globes and carpets that really tie the room together.
Most of the items you make will have proplike functionality, too! Flip tables, take cover behind your own fancy captain's chair, and cuddle up on your feather-stuffed mattress.
See HELP FURNISHING for more.
Oh, and by the way, you can all learn up to two tradeskills now - so if you want to learn both Furnishing AND Mixology, you don't have to choose!
MULTICLASSING
==================
Cue the montage music. You can train in more than one class, now! Though you can't be multiple classes at the same time, you can switch between the ones you know freely in the class switching room on the appropriate Battlemaster's homeworld.
Everyone will receive an extra class slot when they hit level 50, but you can purchase more slots at any time with the CLASS PURCHASE SLOT command.
Learn more about the ins and outs of multiclassing at HELP MULTICLASSING.
LESSON SALE AND CREDIT CHESTS
===============================
To make it a little easier for our players to take advantage of all these new things to learn, we're offering lesson packages for sale on our website this month. In addition to that, we'll include a chest of toys and prizes for every hundred credits that you purchase.
Prizes available include dice, credits, performance artifacts, a RoamTek expedition tent, a holo camera, fishies, experience augmentation chips, a high chance to snag a premium card packet - and more!
STAY IN SCHOOL
===================
Keep playing! We've got more things for you to learn that will be revealed later in the month, and we're really excited about them!
</pre>
Re: Mining spec
1. Mining possesses initial barriers.
That is an absolutely valid claim. You have forsaken that barrier by way of contributing to an isolated economic cycle, but the barrier is still there. If I came to play the game for the economy, I'd bounce in 3 days, having spent 300% of the marks I had earned (since I'm spending marks I'm being given for nothing) without having made a single mark of profit. I'd be burned out, frustrated, and bored. Or: I'd feel the exact same way I have every time I've tried to get into Starmourn's economy so far. Yeah, there are workarounds, but the problem still exists that a newbie can't come and play the game for one of its main draws without significant social interaction (compared to the other two).
Disclaimer: Duh, roleplaying is important and duh roleplaying involves social interaction, but there is more to RP than just fluffy unicorn happy trade deals. Imagine wanting to play a space trucker with a shitty attitude and finding out it's fundamentally impossible without also being a genocidal maniac... now you're just a trope.
ETA: Or "it isn't fun", which is the main problem (outside of the very specific situation "capitalist debt" you have crafted)
That is an absolutely valid claim. You have forsaken that barrier by way of contributing to an isolated economic cycle, but the barrier is still there. If I came to play the game for the economy, I'd bounce in 3 days, having spent 300% of the marks I had earned (since I'm spending marks I'm being given for nothing) without having made a single mark of profit. I'd be burned out, frustrated, and bored. Or: I'd feel the exact same way I have every time I've tried to get into Starmourn's economy so far. Yeah, there are workarounds, but the problem still exists that a newbie can't come and play the game for one of its main draws without significant social interaction (compared to the other two).
Disclaimer: Duh, roleplaying is important and duh roleplaying involves social interaction, but there is more to RP than just fluffy unicorn happy trade deals. Imagine wanting to play a space trucker with a shitty attitude and finding out it's fundamentally impossible without also being a genocidal maniac... now you're just a trope.
ETA: Or "it isn't fun", which is the main problem (outside of the very specific situation "capitalist debt" you have crafted)
Nykara
3
Re: Mining spec
Correlation does not imply causation. There are so many actual factors surrounding why there has been a lull regarding Cosmpiercers, including: burnout from doing something repeatedly with low rewards/little action, RL issues preventing major players being able to participate, financial barriers preventing people from participating (which I think proves that the participation barrier is still too high, maybe?), and even fallout from derailed discussions like this one.
But this thread isn't about cosmpiercers, and it shouldn't be about defending very basic systems that cater to a very particular playstyle, either. This game is still in beta, and the economic system is very much still in its infancy. There is so much room for improvement, and I've seen a lot of good ideas in this thread that would contribute to its development. If there are actual reasons that someone thinks each individual idea is bad, they should absolutely expound upon those views with solid evidence, but explaining to people that they're playing the game wrong and that that's why they're not enjoying themselves is extremely frustrating and continually derails the thread from actual discussion of sorely needed advancements to the system.
But this thread isn't about cosmpiercers, and it shouldn't be about defending very basic systems that cater to a very particular playstyle, either. This game is still in beta, and the economic system is very much still in its infancy. There is so much room for improvement, and I've seen a lot of good ideas in this thread that would contribute to its development. If there are actual reasons that someone thinks each individual idea is bad, they should absolutely expound upon those views with solid evidence, but explaining to people that they're playing the game wrong and that that's why they're not enjoying themselves is extremely frustrating and continually derails the thread from actual discussion of sorely needed advancements to the system.
Rhindara
3
Re: Mining spec
To write off casual players like myself is a disturbing direction to take. Any game, Starmourn included, should be as inclusive as possible when it comes to playstyles.
Matlkael
4
Re: Manufacturing Recipe Spreadsheets
Including anyone who has commented here and/or asked about it.
@RocketCat, @Poet, @Matlkael, @Rylek
I've made some changes to the link in the original post, so go ahead and make more copies.
So yeah, take a look, let me know if you see any errors.
@RocketCat, @Poet, @Matlkael, @Rylek
I've made some changes to the link in the original post, so go ahead and make more copies.
- Found an error where I had batch amounts swapped for probes and scoops or something dumb like that. Fixed.
- In the 'Prices (Edit this)' tab, added a reference table to the right for general refining prices, and switched the table to the left to be buy prices (pay your miners good money!).
- Added tab 'Economies' which is just a reference that I constantly need to use. Stuff that's in stronger highlights (not the lightest yellow, which is banding for readability) calls out the highest bonus for that comm.
- Added tab 'Navigation' because I'm constantly forgetting where everything is.
- Column added to select factory location and calculate bonuses accordingly - the gray cells autopopulate to the location selected in the uncolored cell, but can also be manually changed if needed.
- If your autofactory is located in a factional or non-specializing area, pick NONE, and you will get no bonus.
- % bonus cell will change color to light blue if you select the highest yield subsec for production of that type.
- Added tables to the right of the Leftovers columns showing actuals needed to load into the stations/planets to make the stuff. Obviously, hide or show as you prefer.
- Also added colors back because colors are cool.
So yeah, take a look, let me know if you see any errors.
eel
1
Re: Manufacturing Recipe Spreadsheets
eel said:Oooh, you mean like, if you select a bonus for the intermediates involved in making your final product, that the sheet should take that into account IF it happens to affect the number of raw materials needed? Hrm. That's really interesting. Perhaps if I get bored or more organized in my production methods I'll tackle it.
I mean, it could... I don't think it necessarily should (unless you're really, really intent on mapping all the deepest corners of simulating this). The sheets as they are are immensely useful, just knowing ahead of time what raw materials you need to make x batches.
But yeah, it actually becomes a fairly bewildering maximization problem to ask: Using maximum production bonuses for all intermediate comms and ending up with no by-products, what is the lowest possible price per unit for a given commodity?