Best Of
Re: Good Vibrations!
Once again, BOB is a factional treasure, and should be praised gloriously.
Crorr
5
Re: Scoundrel - Skill Feedback
Okay I actually went out to test this, because I dislike misinformation and untested whining.
Results, from start to finish of 1008 marks. Which took less than 9 minutes of bashing in a crowded area at level 41. I probably could've easily knocked it out in 4-5 if there were less people. A lot of them was replacing/rebuilding my ripper stock, but all the IEDs have the same rate of creation (2 marks per IED on average, rounded up).
If you don't feel like counting that comes out to 16 distorters, 57 melters, 42 piercers, 227 rippers, 163 shriekers and 54 sleepers for a total of 559 IEDs... Let's put that number into perspective.
Let's say... 60 minutes of fighting. And this is assuming you're actually firing that entire 60 minutes (unrealistic, so we'll say... 40 minutes of fighting might not be out of the realms of possibility for a big group fight). With an average balance of 3s (fling at 3, crackshot at 2.5, rapidfire at 3.5 still works to an average of 3)....
rapidfire, crackshot, crackshot, crackshot, rapidfire, crackshot, ied is gonna be the rough sequence of firing with some minor pattern alteration as the fight goes on. That's about 21 seconds. So 40 minutes / 21 second sequences works out to ABOUT 114 IEDs, and that's ASSUMING you're firing for 40 minutes straight. And ONLY using IEDs to reload (there's a 99.9% chance that, if you have any clue about scoundrel, you're not). There's a number of scenarios where you might want to use spin, shellspill or suckerpunch as well (the latter especially if you have a fury with you). So that number is more than likely probably gonna drop down to at least 100 IEDs, possibly lower.
There's also the likelihood of changing ammos throughout a fight, taking cover, jetwashing people out who fly/levitate. A number of things which reduce the time spent firing. Not including crashing away from a fight.
TL;DR - hunt for like 5 minutes, and have enough IEDs to last you probably 10 hours of STRAIGHT fighting. Realistically, probably double that. You can subtract like 200 of those IEDs for hunting purposes and still have a shit load left for fighting (and that hunting will bring you even more, so it's a moot point).
Maruna
7
Development Updates - January 3, 2019
2019 is here, and it's time for an update on what's happening, development-wise, in Starmourn!
Since the last update, the entire team has been working tireless to ensure that things are running smoothly for you guys. Here's some highlights:
- Hundreds of bug fixes across every area of the game
- Classes all had a pass - fixing bugs, improving systems that were not fun or practical, and doing some minor balancing.
- Cloning was updated with cheaper cloning, the window for free cloning increased, and the debt system being implemented
- Lots of tweaks and changes to tradeskills, including reduced costs for design submissions.
- Quest rewards were increased, bringing quests up as a great way to earn experience
- INRs were changed, giving the owners more of a chance to recover their lost experience and driving more conflict between players.
- Many sub-50 areas were tweaked in terms of NPC density, attack types, respawn rates.
Phew, that's a lot! But we don't plan on slowing down either, here's what we've got on the books for the coming days:
- Economy tweaks: Adjustments to MARKET, refineries, autofactories etc. to really get the player-run economy off the ground and running on all cylinders.
- Ship Incursions: Making improvements here in terms of availability of incursions, rewards, numbers of enemies per incursion, and many more.
- Class balancing: Now that the most egregious issues are fixed, we're going to really get down to tweaking numbers and getting the classes more evenly balanced.
- Area tweaks to our level 50 - 75 areas, in terms of NPC density, attack types, respawn rates, rewards.
- Design work on a "champion" system, allowing players to contract another player to carry out revenge on their behalf (similar to the Mark system on Achaea), for unjust deaths.
Tecton
43
Re: Incursion Drops
Incursions ships no longer drop probes - this stemmed from someone taking the template ship for a spin and putting probes in its cargo (which then got duplicated every incursion). We're working on some new ways to use probes to help with the surplus and to make them more desirable in general.
Tecton
7
Re: Quotes
(Newbie): Joei says, "An astromech is a little pricey. 500 Marks."
(Newbie): A helpful voice says, "In most cases, on your small shit, you just need one."
(Newbie): A helpful voice says, "Ship!"
(Newbie): A helpful voice says, "Ship!"
Matlkael
7
Re: Scatterhome Administrators
Or if you don’t want government and “rules”, don’t join a faction. I hear there are some “pirate” groups out there.
Olyvar
5
Re: Scatterhome Administrators
I like this, especially the part about expectations.Minion said:
Scatterhome straight up bucks the idea that you need a government to survive. The problem is people coming in and expecting it to be stable. It obviously isnt intended to be.
The expectation that bothers me most is that everyone will be consulted on every detail of every decision.
No one's calling a referendum on how many ships and guards to hire or where to station them. We chose our marshals, we expect them to be competent and make it work. But people aren't letting the rest of the government do the same.
We should have had at most one referendum about ambassadors: yes or no? If yes, the paperpushers should have requested the position to be added with the powers they felt appropriate.
Instead, FT and news are wasting bandwidth and disk space because, "Oh no I wasn't properly represented, now ambassadors might be able to edit FHELP even though most people don't want them to and that is absolutely a hill I must die on."
People will say, "Even if FHELP powers aren't that important, it's the principle of the thing. We should let the people decide!"
I say the Scatterhome attitude should be, "Principle be damned!" If the government's constantly pestering us with questions about trivial details, we should view that as an unwelcome intrusion and a sign of incompetence on the part of the administrators.
Kax
6
Re: Good Vibrations!
I love the variety in the classes while still having classes have clearly defined themes and such.
I love that Scatterhome seems to be just as much of a chaotic masterpiece of idiocy and wonderment that we've been arguing in FT about what Scatterhome even is for about a week now.
I love that Scatterhome seems to be just as much of a chaotic masterpiece of idiocy and wonderment that we've been arguing in FT about what Scatterhome even is for about a week now.
RheaGhek
7
Re: Good Vibrations!
I submitted a bug after I finished a quest but wasn't given a completion/reward, and then started idling while I bemoaned my great misfortune. Approximately 10 minutes later the quest was completed for me and the bug listed as fixed.
These admin are the real deal. Thanks very much
Balthazar
12
Re: Engineer
So just for reference, you can now get the same kill time essentially 3 different ways:
1. Bot claw (old style)
2. Bot claw + turret
3. Junkjet + turret
Engineer's overall effectiveness hasn't really changed, but we have a couple of options depending on preferred flavor.
1. Bot claw (old style)
2. Bot claw + turret
3. Junkjet + turret
Engineer's overall effectiveness hasn't really changed, but we have a couple of options depending on preferred flavor.