Best Of
Re: New time
One in-game day passing every real life hour made sense in Achaea, because every hour we got a chance to experience the cycle of sunrise, noon, sunset, nighttime. Starmourn, being set in space, has no day/night cycle (or weather), so there's little point in accelerating the time so much.
New time
I don't really play Starmourn at the moment but I still keep up with the news (and make sure my factories don't disappear) and I just noticed the game was changed so instead of 1 RL day = 1 ingame month, it's 1 RL day = 4 ingame days.
Thank you.
Thank you so much. You have no idea how long did I hope for a change like that to happen in, well, any IRE game at all, and once again Starmourn's devs prove they're not afraid to do things different just because that's how every other IRE mud did it in the past.
The usual timescale of 1 day = 1 ingame month is ridiculous, it means if you leave the game for a few days then literal ingame months pass and your character ages for decades during only a year of gameplay. This is not conductive to roleplay and turns every character who has been around for a while into an apathetic immortal who lived for hundreds of years but does on average one thing per week and spends the rest of that time asleep or something.
There are games where this works but Starmourn, being a sci-fi one, is not one of them. I'm glad this was recognized and changed to something more reasonable.
Well done.
Cubey
7
Hello from your friendly neighborhood coder
Hello everyone,
For those who don't know me yet, I go by Zersiax, and I am Starmourn's coder as of this year's August.
Over the last month or so, I've been running around Starmourn, figuring out where we're at and where we're going. I've been making changes, fixes and alterations to various things already, and I intend to make Starmourn the absolute best it can be going forward.
Classleads are currently on their way, we're working hard on making captaincy experience gaining more fun and fair, there's supercool new content coming, pretty much every system in the game has improvements planned. There couldn't be a better time to jump back in if you've been away for a while.
Blatant foreshadowing and tooting horns aside, I want people here on the form to know that I'm around as of today, I'm intending to take feedback we receive on the forums seriously and , together with the discord, bug system and ideas system, it will be taken into account when deciding on what to work on next. Let's make Starmourn the best thing since kithblade-sliced bread.
-Zersiax
For those who don't know me yet, I go by Zersiax, and I am Starmourn's coder as of this year's August.
Over the last month or so, I've been running around Starmourn, figuring out where we're at and where we're going. I've been making changes, fixes and alterations to various things already, and I intend to make Starmourn the absolute best it can be going forward.
Classleads are currently on their way, we're working hard on making captaincy experience gaining more fun and fair, there's supercool new content coming, pretty much every system in the game has improvements planned. There couldn't be a better time to jump back in if you've been away for a while.
Blatant foreshadowing and tooting horns aside, I want people here on the form to know that I'm around as of today, I'm intending to take feedback we receive on the forums seriously and , together with the discord, bug system and ideas system, it will be taken into account when deciding on what to work on next. Let's make Starmourn the best thing since kithblade-sliced bread.
-Zersiax
zersiax
5
Re: Personal Opinion on using public hunting grounds to get a ticket to bounty anyone, forever.
While I can see your point, Rylek, it is fully acceptable if the person or group has consistently shown roleplay towards a certain avenue. A person or a group can declare themselves a protector of an area. Take, for example, the various forest councils across the game. They took it upon themselves to limit harvesting and went after people who overharvested and destroyed the land.
Providing sufficient warning is given, there's no reason to be upset over this. If you have been verbally warned that X area is protected and there'll be consequences if you continue, you're fair game. This obviously isn't the case if someone declares an area is protected, just so they can hunt where you wanted to.
Providing sufficient warning is given, there's no reason to be upset over this. If you have been verbally warned that X area is protected and there'll be consequences if you continue, you're fair game. This obviously isn't the case if someone declares an area is protected, just so they can hunt where you wanted to.
Re: Personal Opinion on using public hunting grounds to get a ticket to bounty anyone, forever.
I'm not going to address Rylek's specific situation here, as that is probably best hashed out via issues, but I will comment in a general way so that people who are curious can get a sense of clarification on where we stand on the matter of placing bounties for things like this.
So let's say someone decided to protect all the rock giants in the Ixsei Desert, or all the leech orchids in New Dikamazi, by bountying anyone who bashed them. If that were the case, then I would agree with Rylek that this decision would be an unsustainable PK motivation and not appropriate or supported by the context of the game. Those monsters were put there, by me, to be smushed, so that players can pick up the XP and the loot that falls out of them. I haven't received any evidence to support that this is what is happening here. If I'm wrong, let me know, obviously.
Now let's move onto the concept of NPCs who are not hostile. Denizens in towns and settlements are not set up by the game staff to be bashing targets, but rather are intended to be quest givers, shopkeepers, and flavor/lore dispensers. By Denizens in towns I mean NPCs who are clearly just going about their lives and are not explicitly flagged or coded as antagonistic/enemies.
That's not to say you can't bash non-hostile denizens if you want to. Maybe you have a beef with all the Xariel children on Prugita or are deeply offended by the religious beliefs of the Jin on Thait. Go ahead and murder every single one of them if that's the case. It won't hurt my feelings. I'm just saying they aren't considered an XP resource or a "free" target. There might be roleplay consequences to killing them all. Someone might get mad. It might be a player response. It might be an NPC response.
Again, I'm not addressing Rylek's situation specifically here. If players are being prevented from bashing a bashable target by the use of the bounty system, that's worth investigating. If it's an RP response to murdering a bunch of townsfolk somewhere, I think that sounds like an OK use of the bounty system to me (within the pre-existing PK rules of course, i.e. you can't bounty someone a dozen times if they keep doing the behavior you don't like. You will need to come up with another solution).
Zersiax and I had a conversation about bounty fixes today. We would indeed like there to be more recourse for players who have been bountied to react to their situation. We have bumped it up on our priority list and will be looking into fixes in the next couple of weeks.
So let's say someone decided to protect all the rock giants in the Ixsei Desert, or all the leech orchids in New Dikamazi, by bountying anyone who bashed them. If that were the case, then I would agree with Rylek that this decision would be an unsustainable PK motivation and not appropriate or supported by the context of the game. Those monsters were put there, by me, to be smushed, so that players can pick up the XP and the loot that falls out of them. I haven't received any evidence to support that this is what is happening here. If I'm wrong, let me know, obviously.
Now let's move onto the concept of NPCs who are not hostile. Denizens in towns and settlements are not set up by the game staff to be bashing targets, but rather are intended to be quest givers, shopkeepers, and flavor/lore dispensers. By Denizens in towns I mean NPCs who are clearly just going about their lives and are not explicitly flagged or coded as antagonistic/enemies.
That's not to say you can't bash non-hostile denizens if you want to. Maybe you have a beef with all the Xariel children on Prugita or are deeply offended by the religious beliefs of the Jin on Thait. Go ahead and murder every single one of them if that's the case. It won't hurt my feelings. I'm just saying they aren't considered an XP resource or a "free" target. There might be roleplay consequences to killing them all. Someone might get mad. It might be a player response. It might be an NPC response.
Again, I'm not addressing Rylek's situation specifically here. If players are being prevented from bashing a bashable target by the use of the bounty system, that's worth investigating. If it's an RP response to murdering a bunch of townsfolk somewhere, I think that sounds like an OK use of the bounty system to me (within the pre-existing PK rules of course, i.e. you can't bounty someone a dozen times if they keep doing the behavior you don't like. You will need to come up with another solution).
Zersiax and I had a conversation about bounty fixes today. We would indeed like there to be more recourse for players who have been bountied to react to their situation. We have bumped it up on our priority list and will be looking into fixes in the next couple of weeks.
Eukelade
2
Announcements post #141: Changelog 9/25/2020.
From: Zersiax
Subject: Changelog 9/25/2020.
Hello everyone,
It's been a rather eventful week with the xenohunt, the classlead last-minute scramble and the happenings around the crafting omnipasses of doom. Void, even time itself was completely altered seemingly overnight!
We've spent a lot of time this week squashing inevitable little issues that propped up as a consequence of all that. Yours truly did manage to sneak in a couple fixes and alterations though. Here goes:
- Cleaned up the syntax description for upgrading armor, as it was giving the wrong info.
- Fixed a bug with players getting the SHIP CLAIM message when they were not actually in the dynasty the ship belonged to.
- Made single-digit percentages on prompt tokens render with a leading 0, to stop confusing between level 12.5 and level 12.05, for example
- Gave a dynasty's founder2 some more power. They should now be able to take a much firmer hand in the way dynasties are ran.
- Polymorphed polymorphic augmentation chips into polymorphic augmentation fishes, so they are actually useful to society when animated.
- A whole bunch of fixes to time-based events, including time-based payments. I think we all saw how happily our faction guards reminded us of that fact. :-)
Classlead submissions have been closed, however commenting on already submitted entries is still possible and can be done until next week. The submissions for those will close a week after new classlead submissions were, so expect this deadline to be around 4 AM eastern on tuesday morning. That is 1 AM pacific, 9 AM GMT and 10 AM Central European Time.
In the meantime a bunch of things are in the works. Be it classlead processing, the enrichment of GMCP, accessibility fixes, cool new RP opportunities and rebalancings to space, the coming weeks and months will have plenty for everybody to enjoy.
That's all for this week, enjoy the game and definitely keep finding inventive ways to break the universe. :-)
-Zersiax
Subject: Changelog 9/25/2020.
Hello everyone,
It's been a rather eventful week with the xenohunt, the classlead last-minute scramble and the happenings around the crafting omnipasses of doom. Void, even time itself was completely altered seemingly overnight!
We've spent a lot of time this week squashing inevitable little issues that propped up as a consequence of all that. Yours truly did manage to sneak in a couple fixes and alterations though. Here goes:
- Cleaned up the syntax description for upgrading armor, as it was giving the wrong info.
- Fixed a bug with players getting the SHIP CLAIM message when they were not actually in the dynasty the ship belonged to.
- Made single-digit percentages on prompt tokens render with a leading 0, to stop confusing between level 12.5 and level 12.05, for example
- Gave a dynasty's founder2 some more power. They should now be able to take a much firmer hand in the way dynasties are ran.
- Polymorphed polymorphic augmentation chips into polymorphic augmentation fishes, so they are actually useful to society when animated.
- A whole bunch of fixes to time-based events, including time-based payments. I think we all saw how happily our faction guards reminded us of that fact. :-)
Classlead submissions have been closed, however commenting on already submitted entries is still possible and can be done until next week. The submissions for those will close a week after new classlead submissions were, so expect this deadline to be around 4 AM eastern on tuesday morning. That is 1 AM pacific, 9 AM GMT and 10 AM Central European Time.
In the meantime a bunch of things are in the works. Be it classlead processing, the enrichment of GMCP, accessibility fixes, cool new RP opportunities and rebalancings to space, the coming weeks and months will have plenty for everybody to enjoy.
That's all for this week, enjoy the game and definitely keep finding inventive ways to break the universe. :-)
-Zersiax
Hail to all of you
Hello out there,
i want to play starmourn.
i was never in MUDs, but this forum, the official site and all the stuff around made me wanting to play Starmourn.
thx and hail to all of you who make this project a good experience.
i am keen on taking part.
greetz
Litotes
Litotes
3
Re: Feedback on current systems
10. I didn't even know poker existed and I'm not interested.
9. I don't PK and I thought we already had an arena.
8. I don't mess with the bounty system.
7. More special events wouldn't interest me if the core game isn't improved.
6. Group space stuff sounds interesting.
5. Group bashing also sounds interesting.
4. I'm never getting to endgame so more endgame areas don't affect me.
3. I somewhat agree that faction gameplay is important.
2. I ignore cosmpiercer/cache because it's so self-contained and seems dangerous and unappealing to me.
1. I agree that the economy gameplay is important.
Re: Feedback on current systems
Azlyn - thanks for taking the time to write all this out, and I'm sorry you feel neglected and unheard. It can sometimes be hard to keep track of all the ways that player feedback comes to me. I think one of the side effects of making our Discord official is that the forums feel a bit quieter, so I don't check them as often as I should. This isn't an isolated problem, by the way! A lot of gaming communities are seeing their forum activity fall due to more reliance on discords. I will definitely make an effort to check in here more and respond to your feedback in a more active way!
The reality that I hope you all recognize is that we will not be able to boast the same development progress of a game twenty years older than us until, well, about twenty years have passed. I know it can be hard to wait and wait for the game to reach the state you want it to reach. The going has been slow, especially in the past few months as we've had the major speedbump of a staffing change and training a new person. But we are moving, and we do have a plan.
I think your list is really great! I would love to see a lot, if not all, of those things implemented. And while I wouldn't call many of the things you listed "quick fixes", necessarily (especially for a two person dev team...) a few of the things you mentioned are already actively on my radar.
A full arena revamp with options for factional involvement (and letting players run events!) is the next big project on my todo list, as is a new top-level bashing area. You are 100% right, also - we really are due for a double xp weekend soon at the very least!
I appreciate all this feedback, and hope you keep it coming if you have the energy (and if you don't, that's also ok.) It's really helpful!
The reality that I hope you all recognize is that we will not be able to boast the same development progress of a game twenty years older than us until, well, about twenty years have passed. I know it can be hard to wait and wait for the game to reach the state you want it to reach. The going has been slow, especially in the past few months as we've had the major speedbump of a staffing change and training a new person. But we are moving, and we do have a plan.
I think your list is really great! I would love to see a lot, if not all, of those things implemented. And while I wouldn't call many of the things you listed "quick fixes", necessarily (especially for a two person dev team...) a few of the things you mentioned are already actively on my radar.
A full arena revamp with options for factional involvement (and letting players run events!) is the next big project on my todo list, as is a new top-level bashing area. You are 100% right, also - we really are due for a double xp weekend soon at the very least!
I appreciate all this feedback, and hope you keep it coming if you have the energy (and if you don't, that's also ok.) It's really helpful!
Eukelade
2