Best Of
Re: Remove INR loss from caches/allied areas
Jerom said:My two cents, keep dropping INR on death but remove the xp loss completely. Xp loss on death is an outdated concept and only discourages players from engaging in the kind of activities that involve combat. Removing xp loss would likely cause a surge in participation, something many of us are wishing. It would also allow newer players to experience the full game more quickly since everything is balanced around lvl 75.
I disagree with the reasons you've given for approving this change, but I think the conclusion is right.
This proposed change would make INRs as a dropped item pointless while allowing for powerleveling people by intentionally dying and then giving away the INRs. Assuming the staff balanced out the experience loss by removing the experience gain from INRs, what would the point of them dropping be?
I also disagree that experience loss is an outdated mechanism. In Starmourn, you lose some experience for a death, and then you can go back and reclaim that lost experience. Recent, popular games such as Dark Souls feature such a mechanism. It doesn't discourage player participation in combat; it encourages prudent participation in combat.
Getting to my point: INRs aren't the problem, but there probably should be another type of pvp combat that has nothing in it that would discourage lower level or less skilled players from participating. Personally, I'm rooting for sponsored blood sports. Let's get some of that space-age Jai Alai up in this business.
Steve
2
Re: PVP question (CACHES)
I'm not a PVP expert by any means, but I CAN comment on the theme of the Celestine Ascendancy, since I was mostly the one who developed and wrote it.
When I did a pass on the three player factions in Starmourn, I wanted each one to be a cluster of various tropes found in science fiction so players could gravitate towards the sci fi "flavor" they liked the best. I knew, of course, that any initial foundation I created would very possibly be warped or even erased by player actions, and I was fine with that.
Scatterhome was meant to embody the space western. Your Cowboy Bebop, your Firefly, your Deep Space Nine, even bits of Star Wars to some extent. Scatterhome is all that is dusty and dirty and falling apart, Scatterhome is far away from anything convenient, Scatterhome has no atmosphere, Scatterhome is a frontier town built in the stars.
The Song Dominion centered around what I guess I think of as "shining spires" or "hopeful" science fiction. This is Asimov and Niven, all about big structures, big concepts, and high, lofty ideas carried out and made real by the ingenuity of agile minds. I always felt there would be a little dystopia in there, too. And a little bit of, "if you don't fall in line, we'll band together and stop at nothing to destroy you" which is probably something a faction with such a war-torn and tragic background would naturally drift towards.
The Celestine Ascendancy is, tbh, pretty dear to my heart. I wanted it to be all that is cyberpunk, which is my favorite genre. Dirty, but TECH dirty. Neon grime and hackers. Urban density at its densest. Snowcrash and Neuromancer and Serial Experiments Lain and Blade Runner and Coruscant. Where Scatterhome is a dusty frontier and Song is a velvet glove of optimism over a ruthless fist of steel, the Celestine Ascendancy is venerable. It is established, and it is old, and it has been rebuilt on the corpse of itself a dozen times over. The level of decay and corruption that has eaten through it has made it unstable - but it has also made anything possible.
I get that maybe people don't pick up on that totally or feel it as strongly as I do - and I hear that! I think that part of the reason for this might be because it is a lot larger in scope than the other two factions. Song is pretty contained on their perfect and shining sky island, Scatterhome is, well, it's a bunch of rocks floating around in space and it's not hard to make asteroids feel cramped and crowded. But the Celestine Ascendancy's capital could swallow about twenty New York Cities. It's just real big! Maybe this is what feels limiting to some, because it isn't a box you can step into and feel at home in immediately. I'm open to ideas on how to give it more of a direction, but I'm honestly pretty happy with what people have managed to do with it so far.
When I did a pass on the three player factions in Starmourn, I wanted each one to be a cluster of various tropes found in science fiction so players could gravitate towards the sci fi "flavor" they liked the best. I knew, of course, that any initial foundation I created would very possibly be warped or even erased by player actions, and I was fine with that.
Scatterhome was meant to embody the space western. Your Cowboy Bebop, your Firefly, your Deep Space Nine, even bits of Star Wars to some extent. Scatterhome is all that is dusty and dirty and falling apart, Scatterhome is far away from anything convenient, Scatterhome has no atmosphere, Scatterhome is a frontier town built in the stars.
The Song Dominion centered around what I guess I think of as "shining spires" or "hopeful" science fiction. This is Asimov and Niven, all about big structures, big concepts, and high, lofty ideas carried out and made real by the ingenuity of agile minds. I always felt there would be a little dystopia in there, too. And a little bit of, "if you don't fall in line, we'll band together and stop at nothing to destroy you" which is probably something a faction with such a war-torn and tragic background would naturally drift towards.
The Celestine Ascendancy is, tbh, pretty dear to my heart. I wanted it to be all that is cyberpunk, which is my favorite genre. Dirty, but TECH dirty. Neon grime and hackers. Urban density at its densest. Snowcrash and Neuromancer and Serial Experiments Lain and Blade Runner and Coruscant. Where Scatterhome is a dusty frontier and Song is a velvet glove of optimism over a ruthless fist of steel, the Celestine Ascendancy is venerable. It is established, and it is old, and it has been rebuilt on the corpse of itself a dozen times over. The level of decay and corruption that has eaten through it has made it unstable - but it has also made anything possible.
I get that maybe people don't pick up on that totally or feel it as strongly as I do - and I hear that! I think that part of the reason for this might be because it is a lot larger in scope than the other two factions. Song is pretty contained on their perfect and shining sky island, Scatterhome is, well, it's a bunch of rocks floating around in space and it's not hard to make asteroids feel cramped and crowded. But the Celestine Ascendancy's capital could swallow about twenty New York Cities. It's just real big! Maybe this is what feels limiting to some, because it isn't a box you can step into and feel at home in immediately. I'm open to ideas on how to give it more of a direction, but I'm honestly pretty happy with what people have managed to do with it so far.
Eukelade
9
Our First Year in Space!
Hey everyone - we've done our first yearly round up - it's located on the website, right here: https://www.starmourn.com/2020/01/04/our-first-year-in-space/
I think the facts are all pretty well outlined in the post, but on a personal note, I want to take this opportunity to thank each and every one of you for being the coolest playerbase I've ever had the pleasure of working with. Seriously, you guys have made me laugh and cry (and laugh until I cry), sweat anxiously as I attempted to speed-read through miles of combat spam, and yell at my computer screen in shock. I feel genuinely lucky to have spent the last year getting to know you all - it has been a joy!
Here's to more fun in 2020! Happy New Year!
I think the facts are all pretty well outlined in the post, but on a personal note, I want to take this opportunity to thank each and every one of you for being the coolest playerbase I've ever had the pleasure of working with. Seriously, you guys have made me laugh and cry (and laugh until I cry), sweat anxiously as I attempted to speed-read through miles of combat spam, and yell at my computer screen in shock. I feel genuinely lucky to have spent the last year getting to know you all - it has been a joy!
Here's to more fun in 2020! Happy New Year!
Eukelade
7
Re: PVP question (CACHES)
I've been in PvP situations where one side can reliably disintegrate the other if they are equal in numbers (3v3) but if just one member from that side is missing and it's 2v3 then the trio wins easily instead. So yes, even an extra member makes a big difference.
As Nykara said this is discussed with the devs and they expressed interest in the idea to reduce effectiveness of several attacks all targetted on one person. That should make disadvantage in numbers less of a problem.
Other than that, the solution is to focus on cohesion as a team. The faction with most combatants right now (Song) is letting those numbers work to their advantage not because everyone in the team is an amazing solo PvPer, but because they know how to maintain that cohesion - group up in one room, reposition if forcibly moved, switch targets if the priority is unavailable, crowd control, and so on - all reliably and quickly.
I'm working on a set of triggers and aliases to help with that. Nexus only, sorry mudlet users.
Cubey
3
Re: PVP question (CACHES)
I mean I like the idea, since it would be viable and would only need someone to push the idea that CA's current efforts and moralistic direction against Song has been prohibitively expensive, etc. We can reference the lore that we do have available to attest to that. CA/SD beef is the only reason SH is even a contender due to how we drained our resources to the point of them showing up on the charts.
I'm not saying you should bribe the staff. But cookies can't hurt!
I'm not saying you should bribe the staff. But cookies can't hurt!
Vega
1
Re: PVP question (CACHES)
I generally enjoy pvp content regardless if its a win or loss. When caches first were released, the small but elite model was kind of working for CA. But Song has been improving their tactics and building their team cohesion, as Cubey mentioned, to the extent that this model is now less effective.
The advantage SM has over a game like Aetolia, though, is that since it's a three-way fight with fuzzy boundaries, it's perfectly viable for the other two to "beat up the leader". Yeah so maybe Song has North America, most of Europe, and is now expanding into Asia. But SH has South America and Africa and CA is obvs in Australia. Also, CA has a killer hand. Maybe the factionless have Japan. Idk tho, theyre probably just playing Pictionary instead.
Group combat is awesome and complex with so many potential interactions. I've only scratched the surface in terms of reflexing for it. Plenty of room for learning and growth, and that applies to everyone.
But I hear you. CA pop is a negative feedback loop, demoralizing and difficult to climb out of. CA has always been the least popular, given that our faction mechanics are the least novel among IREs. Player-driven drama last year did not help the situation and resulted in a mass exodus. Those who stuck around largely did so to prevent the faction from completely dying.
Perhaps it's worth considering, in the long-term, a rework of CA's faction mechanics to make it more unique in the IRE ecosystem and attractive. Perhaps CA becomes a megacorp state, for instance, with governance driven by a marketplace of ideas, spacers being unequal shareholders in the state, lorded over by a Board of Directors appointed by shareholder majority. Okay now I'm just throwing shit at the wall to see what sticks...
The advantage SM has over a game like Aetolia, though, is that since it's a three-way fight with fuzzy boundaries, it's perfectly viable for the other two to "beat up the leader". Yeah so maybe Song has North America, most of Europe, and is now expanding into Asia. But SH has South America and Africa and CA is obvs in Australia. Also, CA has a killer hand. Maybe the factionless have Japan. Idk tho, theyre probably just playing Pictionary instead.
Group combat is awesome and complex with so many potential interactions. I've only scratched the surface in terms of reflexing for it. Plenty of room for learning and growth, and that applies to everyone.
But I hear you. CA pop is a negative feedback loop, demoralizing and difficult to climb out of. CA has always been the least popular, given that our faction mechanics are the least novel among IREs. Player-driven drama last year did not help the situation and resulted in a mass exodus. Those who stuck around largely did so to prevent the faction from completely dying.
Perhaps it's worth considering, in the long-term, a rework of CA's faction mechanics to make it more unique in the IRE ecosystem and attractive. Perhaps CA becomes a megacorp state, for instance, with governance driven by a marketplace of ideas, spacers being unequal shareholders in the state, lorded over by a Board of Directors appointed by shareholder majority. Okay now I'm just throwing shit at the wall to see what sticks...
Re: Harvest Drones and (Super)haulers
Oh another bit of feedback about harvestdrones. The recipe is an exact copy of astromech in every way. This makes it kind of uninteresting to manufacture.
Re: Remove INR loss from caches/allied areas
I like hunting my INRs after caches. Lets me have interactions where I can pretend I care about them to justify more pk.
Re: Iron Realms Open Source Mudlet GUI
Been working away on this. Have chat, health/resource bars implemented. Chipping away at the rest of it, should be submitting it at some point this week.
tark
3
Re: Starmourn: Year 2 Incoming!
Pink_Candyfloss said:[ ] Leave Gravity
OR
[ ] Evict Albion
First one seems more easy
[ ] Seduce Vega
OR
[ ] Enemied to Song
Do both?
[ ] Raise Captaincy
(To infinity and beyond)
[ ] Make new Performances
(Just Morgan Farewell Tour postponed?)
[ ] Get wind-ups removed
(QPC operated attacks added)
[ ] Make people pay for Morgan's rejuvenations
(Foreeever young, she wants to be ... forever young)
[ ] Pick up second trade skill
(Tradeskill: Barstool)
[ ] Make Nykara work on my system
(You mean pay Nykara)
I reserve the right to add to my list as crazy ideas float around.
(Reservations full, please book again never)
[_] Finish the stream of consciousness journal entry I am making on Zarrach (continuation of something I used to do with different characters in the past)
[_] Establish more of Zarrach's character, probably via the above.
[_] Become the poster child of 'How To Be Scoundrel'
[_] Do something hilarious, but awful to Song City. Like reprogramming their engines to fly the city upside down.
[_] More graffiti. More styles.
[_] Include Celestine in my plans to make life "interesting" for non-Scatters
[_] Use the :thinking: emoji less in Discord
[_] Commit a heist... of some kind. Not for fame, notoriety or money (though that is nice) but for the sheer fun of it.
[_] Build an interceptor that makes naysayers become haters.
[_] Prove/disprove everything is just a simulation and we lost the Ishvana war
[_] Successfully fly someone else's ship into the nearest star or black hole
[_] Get my hands on a sketchbook and some markers and bring some of Zarrach's previous graffiti to life
[_] Make a better trenchcoat
[_] Write alternative combat messages in hopes that one day we can submit our own custom ones
[_] Find my PVP/PVE spirit again
[_] Buy a vowel
[_] Get enemied somewhere for something incredibly benign
[_] Prove/disprove everything is just a simulation and we lost the Ishvana war
[_] Successfully fly someone else's ship into the nearest star or black hole
[_] Get my hands on a sketchbook and some markers and bring some of Zarrach's previous graffiti to life
[_] Make a better trenchcoat
[_] Write alternative combat messages in hopes that one day we can submit our own custom ones
[_] Find my PVP/PVE spirit again
[_] Buy a vowel
[_] Get enemied somewhere for something incredibly benign
Ikchor
4