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Re: Announcements post #56: Promo chests, promo market and hoverbikes!
On PROMO a few additional requests
1) PROMO MARKET PROBE <item>
2) PROMO MARKET BUY <item> AGREE
i think given costs involved it is better to gate the buying behind an second level agreement so people do not mistakenly buy the wrong item
3) PROMO MARKET LIST MINE
list all your items on market
4) PROMO LIST MINE
list all owned promo items
5) PROMO MARKET LIST <search>
search by string
6) PROMO MARKET SELL <item> ANON
list items anonymously but you lose 10% instead of usual 5% in trading costs
7) HELP PROMO should point to PROMO commands
8) VEHICLES should list the DISMOUNT command
1) PROMO MARKET PROBE <item>
2) PROMO MARKET BUY <item> AGREE
i think given costs involved it is better to gate the buying behind an second level agreement so people do not mistakenly buy the wrong item
3) PROMO MARKET LIST MINE
list all your items on market
4) PROMO LIST MINE
list all owned promo items
5) PROMO MARKET LIST <search>
search by string
6) PROMO MARKET SELL <item> ANON
list items anonymously but you lose 10% instead of usual 5% in trading costs
7) HELP PROMO should point to PROMO commands
8) VEHICLES should list the DISMOUNT command
Kirin
2
Re: Announcements post #56: Promo chests, promo market and hoverbikes!
short_desc: an overgrown Theia RT-X hovercycleKovac said:Would you kindly share the descriptions for the bikes?
extended_desc: This hover cycle is built with a fully organic aesthetic. The slender, cushioned seat, built for one, is perched far back on the green-laquered frame, which is grown all over with a multitude of viny plantlife and rustling leaves. Upon closer inspection, each leaf seems to be a tiny solar panel, connected via filaments and wires that look like stems to the cycle's batteries and engines. It runs silently, skimming lightly above the surface of the ground like a drifting leaf.
long_desc: An overgrown Theia RT-X hovercycle stands here on dual kickstands.
short_desc: a wing-painted Cloudloft 900 hoverbike
extended_desc: White and ivory paint, embellished with stylized wings, gleams along the chassis of this opulant hoverbike, fitted out with gold-gleaming trimmings that are shaped like feathers. Airy and light, it has a higher-than-average loft point, hovering a little above most vehicles. The engine cover is painted with a secular, popularized vision of the warrior-god Echanine, standing astride a cloud-shrouded world.
long_desc: All ivory and gold, a wing-painted Cloudloft 900 hoverbike is here, engine purring.
short_desc: a flashy Gladiator LE9 hoverbike
extended_desc: Bombastic and eyecatching, this hoverbike has a ridiculously souped up engine taking up a huge amount of space in this vehicle, stretching from beneath the handlebars to bulk up behind the cushy, leather-covered black seat. Painted flames race along the sides of the bike, shimmering with holographic decor-tech that makes them seem more lifelike. When the cycle is running, it sounds like a growling predator. There is nothing understated about it - with its oversized frame and flaming embellishments, this is the type of bike you ride when you want to be noticed.
long_desc: A flashy Gladiator LE9 hoverbike rumbles loudly nearby.
extended_desc: The scrolling, well known logo of Maddoxson Hoverbikes is stamped proudly on the front of this vehicle, just beneath the outsized handlebars and enormous, single headlight. The silhouette of the bike is classic Maddoxson, with a rounded, retro design to the engine block and seat, along with a large pair of angled footrests flanking the frame to give riders the comfortable feeling of leaning back and enjoying the smooth-as-silk flow of the bike through the air. Mostly black, there are some chrome embellishments on the frame, gleaming silver in any available light.
long_desc: Light gleams off the chrome embellishments of a jet black Maddoxson hoverbike.
short_desc: a skull-bumpered Maddoxson hoverbike
extended_desc: The scrolling, well known logo of Maddoxson Hoverbikes is stamped proudly on the front of this vehicle. Just beneath it, jutting out like a figurehead mounted to the prow of a ship, an enormous chrome skull with rubies for eyes grins at the world, occasionally chattering its teeth through some campy, motirized cosmetic function. Another skull leers at the bike's wake, situated on the high back of the bike's single, cushioned seat. Lazy and long, bracketed by skulls behind and before, the bike handles like a barge, slow-moving but powerful.
long_desc: Hulking nearby, engine growling, is a skull-bumpered Maddoxson hoverbike.
extended_desc: This hoverbike has been modded to only float a few centimeters off the ground, selling the illusion that its low-slung frame is actually gliding on the ground, instead of hovering just above it. Definitely not an off-road vehicle, this is a bike geared towards the slicers, hackers, and tech freaks of the world, with its neon-lit undercarriage pulsing different colored lights in time to whatever music the rider is listening to. The rest of the frame is a gunmetal gray, with circuit patterns printed across the engine cover and steering chassis. The seat is a hard, molded piece of nanoplastic, and a holographic control interface serves the bike in place of handlebars.
long_desc: Light pulses from the undercarriage of a low-slung Dreadlight hoverbike
short_desc: a neon Dreadlight speeder
extended_desc: Rounded and compact, this single-person speeder has an almost oval-shaped profile, with two large discs at the front and back serving as a housing for the hover engines. They look a little like wheels, though they are simply a retro styling that manages to look futuristic and high tech at the same time. The speeder's frame has been painted jet black, making the cyan, neon filiments that outline it stand out even more. A rider would have to lie nearly flat on their belly to grip the steering mechanism, reducing drag and allowing for greater speed.
long_desc: Blue neon shines brightly, outlining the frame of a Dreadlight speeder in a high-tech glow.
short_desc: an aqua-hued Finlite speeder
extended_desc: Minimalism seems to have informed the design of this one-person speeder, a vehicle that almost resembles some sleek aquatic predator. The front of the speeder tapers to a swordlike point, while footrests and handlebars that have been sculpted to look a little like fins sweep back towards the rear of the vehicle. The paint job is seafoam green and aqua blue, with highlights of deep, oceanic sapphire.
long_desc: Floating in midair is a compact Finlite speeder, slim and aqua-hued.
Kirin said:On PROMO a few additional requests
1) PROMO MARKET PROBE <item>
2) PROMO MARKET BUY <item> AGREE
i think given costs involved it is better to gate the buying behind an second level agreement so people do not mistakenly buy the wrong item
3) PROMO MARKET LIST MINE
list all your items on market
4) PROMO LIST MINE
list all owned promo items
5) PROMO MARKET LIST <search>
search by string
These will probably be implemented
Ilyos
6
Scatterhome wants YOU!
A Haiku* in Five Parts
My Salutations
to all my Scatterhomies
(...and the rest of you)
Something's going down
in Micro right after sync
Be there or don't be
It is up to you
I won't sensationalize
or oversell it
I could tell you more
but I've decided not to
cause that's how I roll
Scatterhome's the place
Haven, specifically
See you flakkers there!
---
*or something like that
Sup, Scatters. This Thursday, sometime after sync. Things will happen, as things often do.
Sincerely,
Your friendly neighborhood Storyteller
Soren
My Salutations
to all my Scatterhomies
(...and the rest of you)
Something's going down
in Micro right after sync
Be there or don't be
It is up to you
I won't sensationalize
or oversell it
I could tell you more
but I've decided not to
cause that's how I roll
Scatterhome's the place
Haven, specifically
See you flakkers there!
---
*or something like that
Sup, Scatters. This Thursday, sometime after sync. Things will happen, as things often do.
Sincerely,
Your friendly neighborhood Storyteller
Soren
Soren
4
Re: Announcements post #56: Promo chests, promo market and hoverbikes!
FYI: There seems to be a bug with the flavor messages for the bikes that currently happens only on Nexus. I will fix it after some sleep!
Ilyos
1
Re: The 8 Kinds of Fun (Rank 'Em!)
1. Discovery: I love to explore and find new and interesting things in games.
2. Fellowship: I enjoy interacting with the various types of characters in the world, listening to their stories, telling them my own...
3. Submission: I love to lose myself in a simple activity, that's why my primary concern in Starmourn is mining.
4. Fantasy: It's an escape - A place I can forget my RL struggles and pain, if only for a little while.
5. Expression: I like creating my character's story as I go along. It's been an interesting experience.
6. Challenge: I do enjoy a modest challenge to overcome; though, I get no pleasure in overcoming and conquering a challenge just to say "I did that"
7: Sensory pleasure: I still play games such as Nethack.
Lhundrup
1
Re: The 8 Kinds of Fun (Rank 'Em!)
First of all, Angry GM is good stuff. I don't agree with everything he writes, but he often writes good, concrete, no-bullshit advice.
Now, you want me to rank these? That's not easy because I value different things depending on what kind of game I play. But generally, in roughly ascending order of importance, it goes like this:
8. Submission/abnegation: Don't care. Bores me.
7. Discovery: Not a priority - it can be done well and I have my fun when it happens, but this is not generally what I play a game for.
6. Fellowship: Low priority but with an addendum. Making sure that everyone is having fun, that there's no dickery, no players ruining each others' experiences, no spotlight stealing, no drama, etc (or even worse, when things are obviously not right but people stay silent "so as not to rock the boat") - all of that is very important for me. Other than that I don't care much for social aspects of the game, just give me enough other players to be able to clear group content.
5. Narrative: I enjoy a good story but it's not a necessity for me, and I'd rather take no storytelling or a minimalistic story than a bad one. Sadly I experienced too many of the latter, even from games that are supposedly so great with their storytelling.
=====
BIG GAP
=====
I mean it, 1-4 are all very close together.
4. Sensory pleasure: Very important for me. I want my games to look nice, to have great aesthetics, to sound nice. It's not a necessity - after all I'm here on a forum for a text-based MMO, but even this I enjoy for how neat Nexus's interface looks like, and it's very easy to turn me off a video game if the aesthetics are ass-ugly.
3. Expression: Almost all my characters are based on some kind of concept and I want to express it well, and I'm interested in other folks' concepts as well: When I play tabletop, I'm always more interested in player characters' individual storylines than the overarching metaplot. The important thing to remember is not to step on others' toes and force your expression down their collective throat (see fellowship above) but as long as everyone's being fair, this is some good shit.
2. Fantasy: I play games for escapism and I can't express my characters well unless I understand how they feel. Fantasy being high on the list is a no brainer.
1. Challenge: Needs another addendum. In some games, for example tabletop - I don't give a crap about challenge. We're all on the same side, the game master included, and besides IMO GMs who describe themselves as "tough but fair" often tend to be tryhards whose games require a level of optimization that is detrimental to players' expression and escapism. Doubly so for rules-less freeform RP - playing to win here just makes you look like a desperate tryhard and yes, I know people who did this. All of that said, though? In video games, I breathe challenge. This is my shit. I play to get better, to overcome obstacles, to measure myself against others. I need to be top DPS in raids, the best PvPer around, the player who knows all the meta. Game mastery is extremely important for me, especially in MMOs.
Cubey
1
Re: Updates post #199: Weapon/Armor modding overhaul.
Zhulkarn said:Concentrating intently on the emptiness inside yourself, you lift your gauntleted hand, and a sphere of cold darkness manifests there, dragging matter powerfully into the void.Balance used: 3.00s.
The vacuum sphere suddenly implodes, dragging you towards it.Damage Dealt: 902 draining
armor mod torso with mod
You carefully slot Stronghold 4000 (Draining) into a Trajectory Systems Bluestreak v7.1.
Concentrating intently on the emptiness inside yourself, you lift your gauntleted hand, and a sphere of cold darkness manifests there, dragging matter powerfully into the void.Balance used: 3.00s.
The vacuum sphere suddenly implodes, dragging you towards it.Damage Dealt: 902 drainingarmor mod feet with modYou carefully slot Stronghold 4000 (Draining) into a Trajectory Systems Bluestreak v7.2.Concentrating intently on the emptiness inside yourself, you lift your gauntleted hand, and a sphere of cold darkness manifests there, dragging matter powerfully into the void.Balance used: 3.00s.The vacuum sphere suddenly implodes, dragging you towards it.Damage Dealt: 902 draining
Should not there be some difference? So basically in two different pieces it should provide 20 reduction against draining I think.
Okay, found this pesky little bug! Thank all of you who reported it, things should be good now.
ARMOR PROBE <x> and ARMOR OVERVIEW should also now properly show your modified stats when your armor contains mods.
Ilyos
1
Announcements post #55: Shopfront updates.
<pre>From: Garryn, the Reshaper
Subject: Shopfront updates.
You can now purchase several new additions to your shop fronts!
- AUTOCRAFTER (20000 Marks): Lets you stock designs instead of crafted goods, which will be auto-produced on demand. Extra 5% fee paid on purchase.
- CAPACITY (10000 Marks): Lets you stock another 5 items. Can buy up to 5 times.
- CATEGORY (5000 Marks): Lets you add another category. Can buy up to 5 times.
- COLOR <name> (20000 Marks): Changes the color of your shop in all the lists, one-time use. Enter without a color toget the list. OFF to disable (Marks are not refunded).
TT SHOP <name> PURCHASE HELP will also show these.
For the autocrafter - you can stock any design that you own, and the item will be automatically produced whenever someone purchases it. The Marks cost on the design will be deduced from the shop owner at the time of purchase (+5% surplus).
Remember that if you set the purchase price to be lower than the creation cost,you will be selling at a loss and losing Marks on each sale - the game will show a warning when setting the price.
Together with these, the shop code has received various under-the-hood improvements, which should have no visible effect, but please report if anything breaks as a result.
</pre>
Subject: Shopfront updates.
You can now purchase several new additions to your shop fronts!
- AUTOCRAFTER (20000 Marks): Lets you stock designs instead of crafted goods, which will be auto-produced on demand. Extra 5% fee paid on purchase.
- CAPACITY (10000 Marks): Lets you stock another 5 items. Can buy up to 5 times.
- CATEGORY (5000 Marks): Lets you add another category. Can buy up to 5 times.
- COLOR <name> (20000 Marks): Changes the color of your shop in all the lists, one-time use. Enter without a color toget the list. OFF to disable (Marks are not refunded).
TT SHOP <name> PURCHASE HELP will also show these.
For the autocrafter - you can stock any design that you own, and the item will be automatically produced whenever someone purchases it. The Marks cost on the design will be deduced from the shop owner at the time of purchase (+5% surplus).
Remember that if you set the purchase price to be lower than the creation cost,you will be selling at a loss and losing Marks on each sale - the game will show a warning when setting the price.
Together with these, the shop code has received various under-the-hood improvements, which should have no visible effect, but please report if anything breaks as a result.
</pre>
Re: Scoundrel balancing question
If you're a scoundrel check AB PUSHER. I know both Celestine and Song (probably Scatterhome too) used this to push guards around to make sure there's only one per room, which you can kill easily with a zerg of people and minimal casualties. Worked even with the damage nerf vs high level targets.
I don't think it was an exploit, it was playing smart. Nobody involved knew this isn't how the skill was intended to work. Now that this got nerfed though, you can't take a cosmpiercer with a low level zerg anymore. The piercers that got taken over by Song (which once again is most of them) will stay with Song for a LOOONG time now. Last time a change to make piercers harder was implemented, piercer ownership was reset to level the playing field. I'm asking if this is going to happen now, or is 75% of the game's piercers all in hands of one faction fine if it's Song.
Cubey
1