Best Of
Re: Quality of Life Wishlist
Some more.
- Timestamps for TELLS [IMPLEMENTED]
- Timestamps for MARKS LOG [IMPLEMENTED]
- Some kind of consolidation for certain things in MARKS LOG, like ticks from refineries/autofactories that really spam up the list; alternatively give those a sub log or something
- A way to probe/interact with duplicates of items in a room without grabbing their ID. If there are three chests in a room, for example, and I want to check the contents of the second one, I could do PROBE 2.CHEST instead of IH, PROBE <number>.
- Some indication of the time left on another person's INR unlocking, either on probing it or trying to scan it (also both).
Rhindara
6
Re: Hacking Contracts
Rewards will be unveiled Soon™Jerom said:I only have two complaints about the new changes :
1-I think the corporations where we need to CONTRACTS RETRIEVE should be more obviously identified. That time I got Vitus Pharmceuticals only to find out it was some nameless lab in Sabiak really annoyed me. Couldn't find any written mention of Vitus Pharmceuticals anywhere.
2-The progress in hacking rank is waaaaaay too slow. At Guru level (19), completing a contract gives 0.01% and it can only be done every 12 RL hours. Way too little for something that gives no other reward. There's no other skill to learn past Guru, no mark reward, nothing.
Aside from that, they're good fun. I don't mind the brokers being sneaky, but I'm also biased since BEASTs (and Nanoseers) have an easy way to detect them.
Ilyos
5
Re: Betting tickets
I get my gambling fix by attacking aggressively malfunctioning drones. New clone or a chance for loot? Only one way to find out!
Kax
5
Re: Winners and Losers in Starmourn: Where do you fall?
You missed the "I want to lose" option. I'm letting this post stand in for it: I play an antagonist. Nykara is not a good person; they're a vicious mercenary who's out for the mark and would sell their own mother into slavery to stay comfortable for a couple days. I might want to win the battle, but I never really want to win the war.
Nykara
5
Re: Quality of Life Wishlist
Hide the ships of inactive players from the STATION list of ships.
[IMPLEMENTED]
Steve
7
Re: Announcements post #86: Talents preview.
Lack of pve endgame content can be solved by:
1. Introducing endgame areas that are still level 75 but much more hardcore than anything currently ingame. This has a double benefit: it's something achievers can aim to solo (and they probably won't without significant talent investment), while other players can still tackle the same areas but in groups. Grouping up is fun, and stimulates ingame activity. Just make sure to make the rewards better than current endgame areas, otherwise we'll fall into the Tranquility Deepness trap (where no one goes there because it's too dangerous and rewards are the same as in other endgame places).
2. Big capstone talents that you can't buy unless you already invested a lot of points into other talents. Your dragon equivalents that require 50/100/500/whatever talent points before you get them. Personally I'm not a fan of Achaea's dragons and the less said about Lusternia's titans/demigods/one quarter-mortals/hecatonheires/avatars/grand orders/super saiyans, the better. But I'm sure we can find a fittingly sci fi equivalent.
Cubey
5
Re: Announcements post #86: Talents preview.
<br>Health: 4800/4800 [BW-] TALENTS<br>TALENTS LIST List your talents and distribution.<br>TALENTS SHOW <name> Show information about a specific talent.<br>TALENTS ACQUIRE Spent talent point experience and acquire a new talent point.<br>TALENTS INVEST <name> Invest a point in a talent.<br>TALENTS RESET Reset your talent distribution.<br><br>-- Talents for Ilyos ----------------------------------------------------------<br>Hunting<br> CriticalHits 0/20 [ --------------------------------- ]<br> DamageResistance 0/10 [ --------------------------------- ]<br> Dodge 0/10 [ --------------------------------- ]<br> SecondWind 0/10 [ --------------------------------- ]<br>Scavenging<br> Mods 0/10 [ --------------------------------- ]<br> LootDrops 0/10 [ --------------------------------- ]<br> Chips 2/10 [ ======--------------------------- ]<br> Tinkering 0/10 [ --------------------------------- ]<br> JunkyardBartering 0/10 [ --------------------------------- ]<br>Adventuring<br> GalacticPathfinder 0/10 [ --------------------------------- ]<br> GalacticDiplomat 1/10 [ ===------------------------------ ]<br><br>Talent points available: 7/10<br><br>Progress to next talent point: [ --------------------------------- ]<br><br>Health: 4800/4800 [BW-] TALENTS SHOW CRITICALHITS<br>-- CriticalHits ---------------------------------------------------------------<br>Description: Your combat expertise has reached such heights that you are now able to sometimes hit <br>vital points on the bodies of your enemies, allowing you to score critical hits that deal 2x normal <br>damage. Each point invested in this talent increases your chance to score a critical hit by 2.5%. <br>There is also a smaller chance to deal a crushing critical hit that deals 4x damage. NOTE: THIS ONLY <br>WORKS AGAINST MOBS AND NOT PLAYERS.<br>Maximum Points: 20<br>TALENTS INVEST CRITICALHITS to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW DAMAGERESISTANCE<br>-- DamageResistance -----------------------------------------------------------<br>Description: Your wetwiring can now augment the molecular structure of your tissue, making it harder <br>to wound and more resistant to the elements. Each point invested in this talent increases your <br>overall resistances by 0.75%.<br>Maximum Points: 10<br>TALENTS INVEST DAMAGERESISTANCE to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW DODGE<br>-- Dodge ----------------------------------------------------------------------<br>Description: Your reflexes are so honed that you may now sometimes anticipate enemy attacks and move <br>out of the way altogether. Each point invested in this talent gives you a 1% chance to completely <br>avoid a mob attack. NOTE: THIS ONLY WORKS AGAINST MOBS AND NOT PLAYERS.<br>Maximum Points: 10<br>TALENTS INVEST DODGE to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW SECONDWIND<br>-- SecondWind -----------------------------------------------------------------<br>Description: The exhilaration of combat grants you vigor when you slay an opponent. Each point <br>invested in this talent restores 2% of your maximum health when you slay an enemy mob.<br>Maximum Points: 10<br>TALENTS INVEST SECONDWIND to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW MODS<br>-- Mods -----------------------------------------------------------------------<br>Description: When you find a loot drop, each point in this talent significantly increases the chance <br>that the drop will be a mod. Invest here if you are interested in mods more than in gear.<br>Maximum Points: 10<br>TALENTS INVEST MODS to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW LOOTDROPS<br>-- LootDrops ------------------------------------------------------------------<br>Description: You have a keen eye for finding salvageable gear on the corpses of your fallen enemies. <br>Each point invested in this talent increases the chance you get a gear or mod drop from slain <br>enemies.<br>Maximum Points: 10<br>TALENTS INVEST LOOTDROPS to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW CHIPS<br>-- Chips ----------------------------------------------------------------------<br>Description: You have a keen eye for finding salvageable armor chips on the corpses of your fallen <br>enemies. Each point invested in this talent increases the chance that you might find socketable <br>chips when you slay enemies.<br>Maximum Points: 10<br>TALENTS INVEST CHIPS to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW TINKERING<br>-- Tinkering ------------------------------------------------------------------<br>Description: You have learned to tinker with your weapons and armor and are able to take better care <br>of them. Each point invested in this talent decreases the chance your gear takes durability damage <br>and slightly decreases repair costs<br>Maximum Points: 10<br>TALENTS INVEST TINKERING to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW JUNKYARDBARTERING<br>-- JunkyardBartering ----------------------------------------------------------<br>Description: You know your way the pawn shops and junkyards of the Sector and are able to get better <br>prices when you scrap unneeded armor and weapons. Each point invested here increases the JUNK SCRAP <br>value of items by 5%.<br>Maximum Points: 10<br>TALENTS INVEST JUNKYARDBARTERING to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW GALACTICPATHFINDER<br>-- GalacticPathfinder ---------------------------------------------------------<br>Description: You like exploring the uncharted wildernesses of the Sector and are at home in these <br>places. Each point invested in this talent decreases the duration on your EXPLORE WILDERNESS <br>cooldown by 1 hour.<br>Maximum Points: 10<br>TALENTS INVEST GALACTICPATHFINDER to spend a point here.<br>-------------------------------------------------------------------------------<br><br>Health: 4800/4800 [BW-] TALENTS SHOW GALACTICDIPLOMAT<br>-- GalacticDiplomat -----------------------------------------------------------<br>Description: You are a natural when it comes to talking to people and finding out what they need and <br>how best you can serve them. Each point invested in this talent decreases your quest cooldowns by 2%.<br>Maximum Points: 10<br>TALENTS INVEST GALACTICDIPLOMAT to spend a point here.<br>-------------------------------------------------------------------------------<br><br>
Ilyos
10
Recommended Playing Time 10/19/2019 - 4pm Eastern
Events are unfolding this October, and the cult of T'rath continues to spread its passionate message across the Sector. While players have been participating throughout the month, we will occasionally plan to run things on a larger scale to provide more grist for your roleplay.
As such, there is a recommended playing time scheduled for this coming Saturday, October 19th, at 4pm Server Time (eastern time). We won't spoil any surprises, but if you log in around then, you'll probably see or hear something!
Click here to see when the event will be occuring in your own time zone! (Thanks for the tip, @Sairys!)
See you then!
As such, there is a recommended playing time scheduled for this coming Saturday, October 19th, at 4pm Server Time (eastern time). We won't spoil any surprises, but if you log in around then, you'll probably see or hear something!
Click here to see when the event will be occuring in your own time zone! (Thanks for the tip, @Sairys!)
See you then!
Eukelade
7
Dynasties! HUH! What are they good for?!
Absolutely everything, if we give them the chance!
Dynasties are both promising, and in their current state, depressing. Here are some suggestions, requests, thoughts, hopes, and dreams relating to the good old fashioned future of the Dynasty.
-Currently, Dynasties have very little in the way of proper channels to spend marks. In fact, the Dynasty account holds very little purpose, the Dynasty leader could take donations and dole them out just as easily. Easier in fact, as they'd have no daily limit to withdraws. How can we address this? Tons of ways! Yay!
--Dynasty Ships. Let us build and maintain group ships. This can be done by allowing a Dynasty to 'lease' a ship to a member. Thus allowing us to reclaim the ship should said member disappear into cyro. This lets you maintain the 'one ship, one pilot' setup you have. Or, we could start moving beyond that really stupid setup, and allow members of a rank imbued with a certain power, the right to pilot Dynasty ships. Maybe limit it to Destroyer or lower, although I don't see why that's necessary.
--Dynasty STATIONS. OMG PLS. Let us build stations. Have it be a right tied to larger groups. Limit one station per sector, with an active upkeep or else the station collapses and someone else can build there. Don't allow PVP to ruin these, this is the non-pvp side of building a community. (Think guildhalls. You can invade 'em, but not destroy/capture 'em). Let us spend vast swaths of Marks to improve our stations. Let us add shops, chop shops, manufacturing stations, and so on and so on. Have it cost marks AND materials to expand and build. Could even copy the ship build system, and just have station rooms to use.
-Let the Dynasty have Storage for commodities. Let them put up work orders that pay from the coffers. Let them sell materials from storage.
-Dynasty ranking! Install Dynasty ranks separate from positions. Let us promote/demote people to and from these ranks. This gives a better incentive to set up and keep people engaged with that sort of RP
-Dynasty Credits! Let us unlock getting a cut of membership sales similar to factions. It can be less, that doesn't matter. Just put it into a Dynasty coffer, giving us an even better incentive tool.
-Titling! Let us give and remove prefixes and suffixes at whatever milestone.
-Alliances! Let us set allegiance to factions. Let us build alliances between Dynasties. This doesn't have to be more than a line added into the INFO display.
-Logos! It could be a part of the Station chop shop actually, but if not, let us submit a log that any member can use at any chop shop for ships.
-Ship prefix options! Let us set a ship prefix that can be turned on/off by the shipowner. Possibly force apply it to any Dynasty owned ship (out on lease).
Yes, I do realize right now that you can wing it and manage several of these things. No, I don't see that as an excuse we shouldn't make it easier and better supported to do them. Right now, it seems like we have a real serious issue retaining new players. I, personally, feel like a big part of that is that we only have three real 'groups' and no supported sub-groups within that. Yes, you can join a Dynasty currently, but what does that MEAN? You can RP as much as you like, but it doesn't give people achievable goals with tangible returns. There's a reason guilds/houses in other IRE games are so important. They're smaller hubs of fairly intense RP when done correctly, and they have the tools to create and support that RP. I'd like to see that expanded to Starmourn, with a more player-driven and flexible approach to the mechanics behind it.
But it's possible that's just my singular opinion!
Dynasties are both promising, and in their current state, depressing. Here are some suggestions, requests, thoughts, hopes, and dreams relating to the good old fashioned future of the Dynasty.
-Currently, Dynasties have very little in the way of proper channels to spend marks. In fact, the Dynasty account holds very little purpose, the Dynasty leader could take donations and dole them out just as easily. Easier in fact, as they'd have no daily limit to withdraws. How can we address this? Tons of ways! Yay!
--Dynasty Ships. Let us build and maintain group ships. This can be done by allowing a Dynasty to 'lease' a ship to a member. Thus allowing us to reclaim the ship should said member disappear into cyro. This lets you maintain the 'one ship, one pilot' setup you have. Or, we could start moving beyond that really stupid setup, and allow members of a rank imbued with a certain power, the right to pilot Dynasty ships. Maybe limit it to Destroyer or lower, although I don't see why that's necessary.
--Dynasty STATIONS. OMG PLS. Let us build stations. Have it be a right tied to larger groups. Limit one station per sector, with an active upkeep or else the station collapses and someone else can build there. Don't allow PVP to ruin these, this is the non-pvp side of building a community. (Think guildhalls. You can invade 'em, but not destroy/capture 'em). Let us spend vast swaths of Marks to improve our stations. Let us add shops, chop shops, manufacturing stations, and so on and so on. Have it cost marks AND materials to expand and build. Could even copy the ship build system, and just have station rooms to use.
-Let the Dynasty have Storage for commodities. Let them put up work orders that pay from the coffers. Let them sell materials from storage.
-Dynasty ranking! Install Dynasty ranks separate from positions. Let us promote/demote people to and from these ranks. This gives a better incentive to set up and keep people engaged with that sort of RP
-Dynasty Credits! Let us unlock getting a cut of membership sales similar to factions. It can be less, that doesn't matter. Just put it into a Dynasty coffer, giving us an even better incentive tool.
-Titling! Let us give and remove prefixes and suffixes at whatever milestone.
-Alliances! Let us set allegiance to factions. Let us build alliances between Dynasties. This doesn't have to be more than a line added into the INFO display.
-Logos! It could be a part of the Station chop shop actually, but if not, let us submit a log that any member can use at any chop shop for ships.
-Ship prefix options! Let us set a ship prefix that can be turned on/off by the shipowner. Possibly force apply it to any Dynasty owned ship (out on lease).
Yes, I do realize right now that you can wing it and manage several of these things. No, I don't see that as an excuse we shouldn't make it easier and better supported to do them. Right now, it seems like we have a real serious issue retaining new players. I, personally, feel like a big part of that is that we only have three real 'groups' and no supported sub-groups within that. Yes, you can join a Dynasty currently, but what does that MEAN? You can RP as much as you like, but it doesn't give people achievable goals with tangible returns. There's a reason guilds/houses in other IRE games are so important. They're smaller hubs of fairly intense RP when done correctly, and they have the tools to create and support that RP. I'd like to see that expanded to Starmourn, with a more player-driven and flexible approach to the mechanics behind it.
But it's possible that's just my singular opinion!
Rylek
8
Suggesting a change to gas scooping
Visually impaired (VI) players really can't scoop gas, and some players don't enjoy scooping gas. Other simply won't bother in its current state because it's perceived as tedious. Although I've learned to do it well, I wouldn't miss gas scooping in its current form if it were changed to accommodate VI players and to make it less tedious.
My suggestion: change the fly-around scooping method to function like a vacuum. Here's how it works. Park your ship in the cloud; no movement required. Activate your scoops. The scoops automatically vacuum up the cloud around the ship. The cloud visibly shrinks as units of gas are gathered (this would be ideal). When done, a message informs the player how many units have been gathered, and whether the scoop ended because the scoops are full or because the cloud was depleted. This is in addition to the per-unit-collected messages we receive now.
In case it isn't clear why this would help VI players,
this change would permit a player to SHIP BEACON to discover a cloud at
X, Y, then to autopilot to X, Y. No fancy autopilot functions required to fly around to scoop the gas. However, the behavior of despawning the cloud could be a tricky to implement because, if a cloud dissipates right next to the ship, then that might cause the scoop to end, if implemented in such a fashion. Then, what would happen would be that the VI player would not be able to see where to get the rest of the cloud; perhaps SHIP BEACON could still help. I don't have a great suggestion for remedying this.
Corollary changes:
Widescoops (the improved scoop we gain from captaincy) can be changed to accelerate the process.
Mining spec can also accelerate the process. I suggest this because one of the mining spec perks is that the deployed scoops do not impede maneuverability, which, in practice, speeds up scooping right now.
Thoughts? This was brought up on the unofficial Discord earlier today.
Steve
8