Best Of
Re: Help choose our next "Big Thing"
I want all of these, particularly the removal of the level cap. But overall, I think the economy is still the biggest thing that needs work. We attracted so many people early on who were interested in economy stuff, and many of them have become frustrated and left.
Poet
2
Re: Help choose our next "Big Thing"
I'm somewhat scared of the changes and how they may negatively effect my own efforts thus far. All those people with early ships having to pay more marks to refit them and such was foreboding enough!
That said, I'd find the most engagement in more world related PvP options to participate in (i.e things outside the arena).
That said, I'd find the most engagement in more world related PvP options to participate in (i.e things outside the arena).
juno
2
Re: Cosmpiercers: Problems and an Ambitious Proposal
That's a terrible idea. Do you realize how much work it takes to replace 40k marks' worth of supplies?
The system is too punitive the way it is now and that idea would only make it even more punitive. The comm market is already developing because players need supplies for incursions, not because of cosmpiercers. But players buy those supplies knowing that they will be used to make more money for them. That's a powerful encouraging effect which forms a positive feedback loop: you make money, you buy more supplies to make even more money, you buy even more supplies, etc. Everyone involved feels good.
What cosmpiercers have now is a negative feedback loop. It's built on reinforcing misery - you fucked up and lost your supplies, so now you have to suffer for it and work for X hours to earn those marks back, almost like a penance of sorts. This is not a good solution because it actively discourages players from participating unless they know they have a safe win. There's simply too much to lose.
PvP doesn't have to, and shouldn't be a "you lose, you get punished for it" kind of situation. Players don't need extra incentives to feel bad when they lose, losing already feels bad enough on its own, even if there are no consequences for it other than losing the cosmpiercer or what have you. If you stack up punishments atop of that, people won't grit their teeth and power through just to fuel your idealized vision of game economy. You know what they'll do? They'll simply stop caring about cosmpiercers.
Cubey
1
Re: Cosmpiercers: Problems and an Ambitious Proposal
Ascendancy is always the King! That is just preposterous Song propaganda to claim otherwise!
To be honest there will be always setbacks since it is part of the deal. Though good PvPers departing from the game is somewhat demoralizing.
While economy has improved notably, I will disagree about cosmpiercers. But the root issue is closely linked with the game population as well. Hence guards have been the better version. Besides, hacking rush is not that fun to be honest. It simply does not feel like a military capture and I think RP considerations are an important part of the deal as well. Current hacking rush type capture would be better for capturing a corporate complex or a ground/planetary objective.
For previous version the main criticism was that things were gated by PvE. While it was a combination of PvE(ship and ground), PvP(ship and ground) and hacking. So I still do not understand why it became highly gated by hacking now and PvE(ground) removed. It is the same issue. Maybe some people just do not want hacking and will developers remove hacking and then ship PvP and ship PvE(generators) parts too? Because some people do not enjoy them too?
There is no doubt developers do a stellar job and put their best efforts. And it will never be possible to make all sides happy. But regarding cosmpiercers I think their thematic allure has been lost to a degree.
To be honest there will be always setbacks since it is part of the deal. Though good PvPers departing from the game is somewhat demoralizing.
While economy has improved notably, I will disagree about cosmpiercers. But the root issue is closely linked with the game population as well. Hence guards have been the better version. Besides, hacking rush is not that fun to be honest. It simply does not feel like a military capture and I think RP considerations are an important part of the deal as well. Current hacking rush type capture would be better for capturing a corporate complex or a ground/planetary objective.
For previous version the main criticism was that things were gated by PvE. While it was a combination of PvE(ship and ground), PvP(ship and ground) and hacking. So I still do not understand why it became highly gated by hacking now and PvE(ground) removed. It is the same issue. Maybe some people just do not want hacking and will developers remove hacking and then ship PvP and ship PvE(generators) parts too? Because some people do not enjoy them too?
There is no doubt developers do a stellar job and put their best efforts. And it will never be possible to make all sides happy. But regarding cosmpiercers I think their thematic allure has been lost to a degree.
Zhulkarn
1
Re: Item decay for returning players
It shouldn’t affect seconds as it would only apply to equipped items and those are genelocked.Kirin said:Possibly stop decay of items if person doesn’t log in for more than 2 weeks. Of course seconds abuse becomes a thing
Kedlin
2
Item decay for returning players
I’ll start by saying this. I like the idea of decay, it’s necessary to drive a player market for weapons and armour and affects other parts of the economy in game. I get why we have it and I get why we need it.
That said, I stopped playing Starmourn some time in January, I’m now feeling the pull to return and logged into my B.E.A.S.T to find I had around 7k marks, no clothing, no armour and some heavily beat up weapons. I know this isn’t world shattering, but it’s an added stress for someone who just wants to get back into the game. After dropping my 7k on three pieces of armour about 20 levels too low and heading out into a zone 10 levels too low and subsequently dying just to find myself in debt to HETE when I could be tracking down some cool roleplay or flying my ship has put me in a mood. Anyways, i digress. What I wanted to suggest was maybe a grace period on Armour decay for inactive players, IIRC Midkemia Online had something similar, whereby if a character didn’t log in for 2 real life weeks, decay would stop at that point and resume on return. This would be fantastic. Another suggestion could be that decaying stops maybe 7 real life days before destruction, giving a returning player one weeks grace to kit up, so to speak.
Thanks for your time,
Kedlin
That said, I stopped playing Starmourn some time in January, I’m now feeling the pull to return and logged into my B.E.A.S.T to find I had around 7k marks, no clothing, no armour and some heavily beat up weapons. I know this isn’t world shattering, but it’s an added stress for someone who just wants to get back into the game. After dropping my 7k on three pieces of armour about 20 levels too low and heading out into a zone 10 levels too low and subsequently dying just to find myself in debt to HETE when I could be tracking down some cool roleplay or flying my ship has put me in a mood. Anyways, i digress. What I wanted to suggest was maybe a grace period on Armour decay for inactive players, IIRC Midkemia Online had something similar, whereby if a character didn’t log in for 2 real life weeks, decay would stop at that point and resume on return. This would be fantastic. Another suggestion could be that decaying stops maybe 7 real life days before destruction, giving a returning player one weeks grace to kit up, so to speak.
Thanks for your time,
Kedlin
Kedlin
2
Re: Cosmpiercers: Problems and an Ambitious Proposal
I guess one of the good things about cosmpiercers only giving out a few thousand marks is that losing them doesn't actually make that big of a dent in a faction's overall strength. It's, what, 6000 marks at maximum? That's 90k marks per in-game year. I can bash* up that much in 2 RL days; 1 if I'm really trying.
In other words, losing a cosmpiercer is mostly psychological, and it's possible to spin it in a positive way in-game. Propoganda it into something that still encourages your faction.
One thing I will not feel bad about about, though, is our players being engaged with objectives. Participation is a positive thing. And while Song does have a large part of the active combatants right now, things always change. Jumping factions is easy here. New recruits are always possible. Off the top of my head, for example, Vianou is a convert and Steve and Keanu are fresh recruits. All three have increased Song's capability by a notable margin.
There will be ups and downs for every faction. Just a few months ago, Scatterhome was King, then it was Song, then Celestine, then Song now again. It can be frustrating when your org is on the downswing, but in general, things do improve.
* bashing being a catch-all term for traditional bashing, questing, and incursioning
In other words, losing a cosmpiercer is mostly psychological, and it's possible to spin it in a positive way in-game. Propoganda it into something that still encourages your faction.
One thing I will not feel bad about about, though, is our players being engaged with objectives. Participation is a positive thing. And while Song does have a large part of the active combatants right now, things always change. Jumping factions is easy here. New recruits are always possible. Off the top of my head, for example, Vianou is a convert and Steve and Keanu are fresh recruits. All three have increased Song's capability by a notable margin.
There will be ups and downs for every faction. Just a few months ago, Scatterhome was King, then it was Song, then Celestine, then Song now again. It can be frustrating when your org is on the downswing, but in general, things do improve.
* bashing being a catch-all term for traditional bashing, questing, and incursioning
Matlkael
2
Re: Item decay for returning players
Backhand boosts minigun now; tear boosts wristblade
That being said, strong opinions to come...
That being said, strong opinions to come...
Nykara
2
Re: Item decay for returning players
Armor in npc shops is overpriced. There's also little difference between protection values armor offers until level 70+ so feel free to buy cheap crap from basic newbie stores at Omni just to have something to wear. It honestly doesn't make a difference (unlike weapons which should always be as close to your level as possible) - you died not because your armor was crap but because beast pve rotation changed a lot and you probably used an old one that's not effective anymore.
Ask players around to get info for the new rotation. Celestine and Song are reasonably up to date with it.
Cubey
1
Re: Cosmpiercers: Problems and an Ambitious Proposal
Hi. Are you a Fury in-game? This is the forums. There's no need to RAGE DEFLECT here.
Equip yourself with a modicum of civility and tone down the vitriol, then try again.