Best Of
A sad day
For 15 years now, I've had the distinct privilege of shaping the worlds that you enjoy on a daily basis here at IRE, working alongside some of the most creative, hard-working team members that anyone could ever ask for, and most of all, I've had the honor of getting to know you all; the players of our games. It is with a heavy heart that after all of this, it is time for me to say farewell.
With our second child due in the next few weeks, I've decided to step away to focus more on our growing family, before starting the next leg of my professional journey in the coming months. My last day with the company will be March 31, 2019.Do not worry though, Starmourn is in good hands! You will still have Garryn, Eukelade, and the rest of our amazing team here to improve and expand the sector every single day. We've got a really solid roadmap that will guide everyone through 2019, and I'll be working with Matt and Jeremy to ensure that we find and train the best possible successor. I hope that you will embrace them with the same love and support you have shown me throughout the years.
As always, I remain the greatest fan of Iron Realms and the amazing products they produce, and look forward to the future of Achaea, Aetolia, Imperian, Lusternia, and Starmourn, as well as any future endeavors they embark upon.D'haren VI is misleading newbies.
Re: Sexual Harassment Allegations
This does not mean bad IC actors should not be handled. Let me go with the video provided by @Revelin . Kudos for sharing that.
IRE games provide several ways to say a big resounding "NO!" to those who wish to make you drink tea against your consent. Some of them are IC, in that way you take the bad actor and talk it through, use IC deterrents and expect a resolution. Some leaders do it right, some muck it up. This can happen in any game. Though before this happens at all, if you do not like a cup of tea thrown your way? It is easy to put their tea offers on IGNORE. Yes it is not pleasant for a new player to get a tea offer they might not be comfortable with, every person has differing levels of sensitivity on IC interactions after all. That is a bad first impression, but not something that cannot be dealt with through proper channels.
And if something really shitty happens on physically triggering level, ISSUES will almost always smash that teapot on the heads of whom offered you tea forcefully.
Any kind of OOC listing and trying to sway people OOCly against those people (where they did not meet and form their opinion at all) is an attempt at vigilante justice. It is not healthy for the game, for the rehabilition of any IC actor and the people who has nothing to do with that kind of thing.
If you feel in any way uncomfortable with another player regardless of what gender you are: Just cut communications with them, if they continue harassment, there is an almighty up there who will shut them down for good.
My two marks on this topic.
Another Economy Thread
Problem: The economy has a supply issue, not a demand issue. There is plenty of demand from the many people who want to take part in the manufacturing process, and I think the ultimate goal is to make it so that the ship forge is only used as a backup plan in case all manufacturers decide to stop playing for a while. What we lack is the ability to actually make anything in volumes that makes the process worthwhile. I don't just mean for manufacturers, but also for people looking to potentially buy from them. There are many problems with the ship forge and market offersystem, and while it is true that it is simply more convenient to buy from the ship forge, it really doesn't help when there is only a trickle of player-made goods and most of them aren't available on market offer at all. There are also talks of adding more non-space uses for resources, but this only increases the demand. While adding more uses is a positive thing for adding depth to the system, but until we fix the supply issue it doesn't matter how amazing or how many uses we give resources - we will still not be able to interact with any of them.
Problem: Player time is important. Flying between stations takes a long time. Going at 3000 speed, assuming you get a clear line with no obstacles, it takes about 36 seconds to travel through a zone. This quickly adds up considering how many zones you have to travel. For people who want to gather, finding a mineral can require a significant time investment. Let's say on average it takes about 10 zones to find one on average, which is pretty conservative from my experience. That's 12 minutes for a return trip. This is about how much I expect the reward for doing this to be worth. People can get over 10k marks an hour from bashing and incursions. Let's say a fair reward for that time is around 2000 marks. What is it in reality? From my experience hauling asteroids, each gives between 5-10. I know people have found some with more, but I have hauled probably over 20, from way outside the 10-zone estimate I am working under, by now and this is the range I have experienced. Let's say the profit for each is about 30 each, which what you can possibly get for titanium, but is far higher than what anyone will (or, reasonably can) pay for every other resource. So with these estimates we can assume asteroids are worth about 150-300 profit each. Gas is an even larger issue, because scooping takes more time, as does searching for gas clouds, which you need multiple of.
Problem: There is almost no reason to own a refinery. With the volumes of materials being refined, even without taxes, there is really no point to owning a refinery when there are already other people with them. In fact, I would bet that currently there is no need for more than one set of refineries in the entire game. No refinery is being used at anything near max capacity. I don't have the numbers for this, but I occasionally check REFINERY LIST HERE at Omni and it is rare for me to see any even being used. With all of the scooping/mining I've done, I've never had a case where my refinery of choice (i.e. the cheapest available) is already being used by someone else.
Solution: Increase the yield of asteroids and gas clouds. I think all of the above problems can be solved with a simple fix. Not just a minor increase, either, but I would argue that we need something like a 10 times increase. Asteroids should give 60-80 refined minerals per and gas clouds should give 1 refined gas per. This would help with the supply issue, allowing more resources to go through the process and get into the hands of manufacturers, which allows more player-made goods to get into the hands of people using supplies. This would increase the profitability of gathering to bring it closer to other activities. This would also give refineries a reason to exist. At base minerals take 1000 seconds to refine, so a single asteroid would take up most of the RL day's capacity. Two asteroids of the same type a day and you will need to find a second refinery. What this solution doesn't do is it doesn't necessitate another pass over the costs of production. The only change is tethers and scoops factor into the cost of resources a bit less, but this is not that significant in the grand scheme of things, and it also makes probes actually worth using. I actually see no real disadvantage to this solution.
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Problem: Outer station refineries and autofactories are not worth it. What many people I've talked to imagined a supply chain where you'd need to produce goods in different stations and hauling them to another to produce another. The reality is that because all non-Omni stations only have 3 refinery types and 1 or 2 autofactory types, it is much more efficient to just put everything in Omni, even with the higher taxes. Remember, player time is important and flying between stations takes a long time. The solution to this is NOT to increase taxes even more, because production margins are already so slim, but instead to incentivise using those outer stations instead. This is particularly a problem for refineries. Hiza, located all the way in Ibyssian, can refine astrium, titanium, and ultarine. People aren't going to think "Oh, I should fly this asteroid, which may or may not be astrium or titanium, to potentially save one or two marks in tax". Instead, they'll think "Ok, I'll fly back to Omni now so I don't have to worry if this asteroid can be refined there".
Solution: Offer bonus yield at these stations. For refineries, I suggest a 25% to 100% increase to yields, depending on distance from Omni. For example, Elonova, which is only about 5 zones away might only give a 25% increase, but Hiza, which is probably closer to 40 zones (I didn't count), would justify the 100% increase. This may sound high, but if it takes me twice as much time and effort to refine at Hiza, shouldn't it also give twice as much reward? For autofactories, I think a similar 10% to 30% chance of getting a double production batch might be enough. This gives people the option of putting everything in Omni, where it is much more convenient, or spreading out their supply chain for potentially higher profitability.
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Problem: Resources in storage reduce the number of asteroids and gas available to everyone.
Solution: Remove existing storage factoring into the resource generation. Going to tackle the problem and solution together because they're just two sides of the same coin. This is one that has bothered me from the start. I get that there is a worry that we'll get the resource gluts like some of the other IRE games have seen, but there is a major difference between Starmourn's resource system and the comm systems in the other games. They aren't just generated out of thin air. They aren't a daily tithe that players just get. Here, someone has to go out there, spending marks on scoops or tethers, and refinery costs, not to mention an incredibly large amount of time, to gather these resources. If someone spends a million marks to get resources, that's entirely okay. They now have a million less marks to put into the rest of the economy. Why should someone holding 1000 titanium mean that everyone else has a harder time of getting it? We're trying to make a system that everyone can take part in, aren't we? I have yet to hear a valid argument for why this exists, and to be perfectly honest, this feels like the admins being too scared of something bad happening that they've made it so nothing at all can happen.
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I have other ideas for how we can make the system even better in future, but I feel like the three things above are crucial to actually get the basics working in the first place. After all, if we don't have a solid foundation, what good is it to build even more on top of it? I may be entirely wrong, but none of these look like the type of changes that should take much development time at all, but I think the economy system overall would be drastically better for all parties if they were implemented.
Ship updates - batch #2 (Upcoming changes)
Ship Capacitors
- Ship capacitor power is now a passive, always regenerating resource pool. This regen rate is based off the power draw of your capacitor, and any surplus power from your ship's generators.
- Regeneration isn't linear, the more power missing from your capacitor, the slower it regens.
Ship Weapons
- Ship weapons are now innately linked to the ship's capacitor pool, with each shot drawing a portion of the capacitor's charge to fire.
- Ship weapon firing cooldowns have been reduced.
- There is now more of a damage spread on ship weapons of different sizes. With small weapons generally doing lower damage now.
Ship Shields
- Shields will now repop with 25% of their maximum strength.
- Shields can now be "angled", favoring a particular side of the ship. This will remove any chance of shield bypass against this side of the ship. When one side is favored, the others have a higher chance of bypass.
- Shield angling now shows on SHIP SCAN.
* Dev notes: The above changes are to add some depth to ship weapons. You will now want to intelligently manage your capacitor power to take advantage of your foe's shields being down. By monitoring your capacitor pool, you'll make a decision of when to try and conserve/build capacitor charge by slower shots, or to burn through it by firing at maximum speed.
Additional upcoming changes in this batch
- Repair kits are generally a lot more effective per unit.
- All of the Captaincy tricks capacitor power costs have been adjusted for the new system.
- Junk generation and captaincy experience for non-ship NPCs (as shown with a & on the map) has been lowered slightly, while being increased for Ship (* on the space map) NPC enemies.
Re: Requesting: Ban on rape RP, admin transparency, newbie protection
Re: Thanks for the RP! Vol. 1.
Re: Quotes
(moments later)
Re: Thanks for the RP! Vol. 1.
@Viola my new cooking buddy may we never run out of nommy goodies
@Katherine you have been a real stabilizing force in helping me keep my cool in situations that caused me ooc anxiety
@Zhulkarn I absolutely adore you! I love the bits of roleplay we get, it makes me laugh and takes a lot of the stress away. You are truly a person that makes me look forward to every interaction.
@Peiry
@Desmond I honestly look forward to the bits of RP we get. It's comical the sass and snark we shoot off at each other. I will get a bird one day.
@Tanis You're the best!!!
@Nykara Three, two, one, bullets
@Soza my favorite food stealer
@Woodro I declare a cook off! No rolling it in dirt required. I am so glad I know you and Soza. You always brighten my days.
Re: Economy!
Nice.