Best Of
Current Cosmpiercer Issues
@Tecton @Garryn
Currently, there is a...bug? where when you enter a guard room on a Cosmpiercer, the guards attack instantly. That's fine. The bug, is if you bring in more than one person. So if you're traveling with a group of five, the guards get FIVE extra attacks, EACH. This makes taking groups out essentially a death fest, period. Combined with the clone costs, people just don't want to do this.
On top of that, its honestly better to just take 1-3 max level people, and spread out one person a room to kill things. I can't imagine that the design intent is for nobody but max level people to do Cosmpiercers, and in small groups at that. Currently, the faction with the large Cap Level population is sitting on all the 'piercers and that isn't going to change so long as we can't take a group of people and go take it back as a faction project.
If the guard extra hits are intentional, please remove them. Gathering people together to figure out how to take the Cosmpiercer's as a group was fun. Please don't make it solo/small group high level only content.
Currently, there is a...bug? where when you enter a guard room on a Cosmpiercer, the guards attack instantly. That's fine. The bug, is if you bring in more than one person. So if you're traveling with a group of five, the guards get FIVE extra attacks, EACH. This makes taking groups out essentially a death fest, period. Combined with the clone costs, people just don't want to do this.
On top of that, its honestly better to just take 1-3 max level people, and spread out one person a room to kill things. I can't imagine that the design intent is for nobody but max level people to do Cosmpiercers, and in small groups at that. Currently, the faction with the large Cap Level population is sitting on all the 'piercers and that isn't going to change so long as we can't take a group of people and go take it back as a faction project.
If the guard extra hits are intentional, please remove them. Gathering people together to figure out how to take the Cosmpiercer's as a group was fun. Please don't make it solo/small group high level only content.
Rylek
9
[Mudlet system] General Quarters (WIP)
Hello everyone, I would like to introduce you to "General Quarters".
Right now the system only supports the Fury class. In the future I will add the other classes, but while I am building out the main systems I am only doing Fury for now. This is primarily because of the dynamic hotkey displays. They are hundreds of lines of suffering and require that I at least somewhat understand how the class works.
This system is still a work in progress, and I don't have a lot of free time on my hands due to my day job. I will continue updating and adding to it as my time allows. It may be prudent to Create a new mudlet profile if you choose to try it out at this point (Just in case it explodes)
If you would like to use it, provide feedback, help me route out any bugs, by all means. This system is free and will remain free! (Mostly because I can't and don't really want to promise support until the end of time)
That said if you do want to show some support for the system, credit tips are appreciated but in no way required or expected. (Send to "Ilas" ;P)
Download: https://drive.google.com/open?id=1Y1GGaMEAmbvZ96RRiC2Co3o4oisCyaD3
** No automatic update yet so make sure to uninstall the old one before installing the new version
As you can see, there is still a lot of real estate for me to fill, but most of what is there is functional
In regards to the Fury combo hotkeys, as your stance changes (Signified by the color coded bars just to the right of the target label) the hotkeys below it will update. The blade skill matching the stance is the bar just above the groups of 3 keys, and those three hotkeys in a group are the available rage skills to match the blade skill listed above it. Rage/Blade skill you do not yet own will be dimmed and disabled by the system.
You can see an example of the combos in use in the video at the bottom of the post.
Below that is a static row of 12 hotkeys (F1 - F12). The hotkeys will appear and enable as you learn the skills attached to them. (This should be configurable in the future, but for right now I mostly just focused on community suggestion)
The command GQSETTINGS will open a menu with the persistent settings currently available (Some of the ones the system is using are yet in the menu, sorry)
I'll add more information and update this post soon. (It's late for me right now)
I hope some people enjoy it.
(Combo Test Video)
Changelog:
v - 0.1.3
* Added trigger to re-evaluate skills for hotkeys and start a hotkey menu rebuild
* Added death condition check to gambits
v - 0.1.2
* Fixed issue with uninstantiated table at init
* Fixed unique cooldown issue with suffuse that caused it to be spammed when fighting things that do more damage than the player can heal
* Added settings for curing and healing priority thresholds to the GQSettings menu (Under Curing)
* Added dynamic combat hotkeys for Fury Blade skills being used alone
* Replaced "evaluate" on the static hotkey bar with "assault" in considerations for "unstoppable" stance as a quick way back to symmetry if desired.
* Removed some derelict settings from the GQSettings menu.
* Added command GQSH. This is an emergency shutdown of ALL gambits (That means all of the combat hotkeys as well). This is in case something goes wrong with the system and you need to take complete control back to escape.
Right now the system only supports the Fury class. In the future I will add the other classes, but while I am building out the main systems I am only doing Fury for now. This is primarily because of the dynamic hotkey displays. They are hundreds of lines of suffering and require that I at least somewhat understand how the class works.
This system is still a work in progress, and I don't have a lot of free time on my hands due to my day job. I will continue updating and adding to it as my time allows. It may be prudent to Create a new mudlet profile if you choose to try it out at this point (Just in case it explodes)
If you would like to use it, provide feedback, help me route out any bugs, by all means. This system is free and will remain free! (Mostly because I can't and don't really want to promise support until the end of time)
That said if you do want to show some support for the system, credit tips are appreciated but in no way required or expected. (Send to "Ilas" ;P)
Download: https://drive.google.com/open?id=1Y1GGaMEAmbvZ96RRiC2Co3o4oisCyaD3
** No automatic update yet so make sure to uninstall the old one before installing the new version
As you can see, there is still a lot of real estate for me to fill, but most of what is there is functional
In regards to the Fury combo hotkeys, as your stance changes (Signified by the color coded bars just to the right of the target label) the hotkeys below it will update. The blade skill matching the stance is the bar just above the groups of 3 keys, and those three hotkeys in a group are the available rage skills to match the blade skill listed above it. Rage/Blade skill you do not yet own will be dimmed and disabled by the system.
You can see an example of the combos in use in the video at the bottom of the post.
Below that is a static row of 12 hotkeys (F1 - F12). The hotkeys will appear and enable as you learn the skills attached to them. (This should be configurable in the future, but for right now I mostly just focused on community suggestion)
The command GQSETTINGS will open a menu with the persistent settings currently available (Some of the ones the system is using are yet in the menu, sorry)
I'll add more information and update this post soon. (It's late for me right now)
I hope some people enjoy it.
(Combo Test Video)
Changelog:
v - 0.1.3
* Added trigger to re-evaluate skills for hotkeys and start a hotkey menu rebuild
* Added death condition check to gambits
v - 0.1.2
* Fixed issue with uninstantiated table at init
* Fixed unique cooldown issue with suffuse that caused it to be spammed when fighting things that do more damage than the player can heal
* Added settings for curing and healing priority thresholds to the GQSettings menu (Under Curing)
* Added dynamic combat hotkeys for Fury Blade skills being used alone
* Replaced "evaluate" on the static hotkey bar with "assault" in considerations for "unstoppable" stance as a quick way back to symmetry if desired.
* Removed some derelict settings from the GQSettings menu.
* Added command GQSH. This is an emergency shutdown of ALL gambits (That means all of the combat hotkeys as well). This is in case something goes wrong with the system and you need to take complete control back to escape.
Ilas
6
Re: Gear drop rates...Where are all the PIECEs?
I'm going to increase the weapon chances a little more, since this is common issue we're seeing.
Tecton
10
Upcoming PVP changes
Hey everyone,
Just a quick post to let you know about some upcoming PVP-centric changes that will be going live soon:
Just a quick post to let you know about some upcoming PVP-centric changes that will be going live soon:
- We're going to be increasing the time taken in the regeneration sequence by a factor of 3
- INRs will be encrypted for (tentatively) 30 minutes after death, preventing anyone bar the owner from being able to scan them.
- INRs will drop on logout/death.
- MS TRACK will show the location of your INR while it is still in the corpse.
- If a player dies in PVP defending their faction (in an area that's affiliated with their faction org), reduce the cloning fee by 90%.
Tecton
17
Re: Making Marks from hunting.
Starmourn - crippling debt simulator.
Truly the most 2018 of video games.
Cubey
5
Re: xp hunting 60-75
Agree on most of these points, our for-launch goal was having most of the sub-50 areas polished up, and we we're hoping to get the 50+ ones done as people were levelling up! With the sticking issues though, most of our time for the past 2 weeks has been firefighting and focussing on getting those resolved. One of the goals this week is to do a pass on the 50+ areas and tweak density/reset times/difficulty etc.
Many more areas will come in time, especially in these higher brackets.
Many more areas will come in time, especially in these higher brackets.
Tecton
7
Re: Expectations
Speaking from the viewpoint of a former god for another IRE game, honestly players are going to bitch no matter what you do, so focus more on having a good sense of fairness and design and don't worry so much about what people are going to think. Obviously if a change you make is universally decried, sure, look into tweaking or removing it, but relying on the vocal minority to dictate game direction is a terrible idea.
Quell
7
Re: Starmourn GUIs?
Guess its time for a little status update - after working for several days:
Box5 will be a "who here" window and Box2 will capture denizens/items. The status window in the bottom right looks sort of empty now, but when certain thing are active(such as unstoppable) they brighten up like dashboard lights.
Box5 will be a "who here" window and Box2 will capture denizens/items. The status window in the bottom right looks sort of empty now, but when certain thing are active(such as unstoppable) they brighten up like dashboard lights.
Lucius
7
Re: Quotes
You acknowledge a dirt-smudged male miner in greeting.
A dirt-smudged male miner hitches up his belt and wipes his face with a loud sniff, asking you, "You know that feeling when you need a drink after a hard day's work? I got that feeling now."
give cup to miner
You give a cheap cup filled with lapteth beer to a dirt-smudged male miner.
A dirt-smudged male miner pushes a cheap cup filled with lapteth beer back at you, saying, "Nah, I ain't got room for that stuff in my life."
Dude, really?
Dude, really?