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Is rent too high?
A discussion on rent.

This is a discussion on rent and whether it seems to high or not. I haven't been playing for very long, but as a newer player I've felt that a lot of places have quite high rent, and frankly it feels like a massive money sink (coupled with the 10k limit, I will not go into that again as I have started a discussion on that before already) without generating too much RP.

The main points I have is:

#1: I personally feel that if you don't want to, or can't spend on a membership, you are definitely playing at a major disadvantage as free rent, especially in more middling to expensive areas can net you a lot of cash. As far as I know, the membership is meant to be more of a donation, rather than a pay to win button. Without membership, you are basically chained to the game in order to make enough to afford rent in some places to not lose your gear/chy/items, which I don't think is a very healthy way of playing. Of course, I was unable to pay for membership due to PayPal being a bitch, so this point may be heavily biased.

#2: All that chy that's spent on rent could be used to drive other RP. You could afford to save up more for that piece of gear, pay people more to do jobs without worrying as much, and be more willing to risk more without the constant nagging feeling that you might not have enough for this week's rent. It also allows more chy to flow around players instead of getting removed from the game, which may or may not help the economy (this I am not sure on). Of course, the counterpoint to this is that the high rent may actually be an RP creator, by forcing people to do more things for chy, or finding ways of cutting down the costs.

A suggestion for this could be slashing prices on places that focus fully on just being a safe place to sleep, while keeping apartments with benefits (better security, better facilities, etc, if they exist) expensive so that you are paying more for the mechanical benefit of a place.

There’s only one apartment building that has a relatively cheap rent, and that building only has a couple units open at a time (plus more established characters who rent the cheap rooms as a safe house or whatnot). I think we could use more inexpensive housing, either added to the same building (add more floors), or a new building. Since there has been an influx of new players who are looking for cheap housing.
Consider, you can have roomies, or sleep in hidden places people rarely go. I know lots of nooks and crannies, and you can find them too. Housing does generate RP, whether used as a meeting spot, safehouse, business, what have you. And the scarcity of it is... Well, the city is overcrowded. Millions of millions are crammed here, and housing is not readily there. Make some connections and try to work around this very cyberpunk reality
Flat cost subscriptions do tend to be tricky for a subset of players who may want to pay them but are unable for whatever reason, especially when those players greatly value their character's housing (and their specific housing) as a core gameplay feature. However the most obvious alternative is monetization that focuses on the most dedicated players with disposable income, which the game's history shows has a way of creating more overhead and cost rather than less and increases the (real or perceived) inequality between the actual players rather than between characters. I can't personally think of a perfect silver bullet solution that satisfies both healthy monetization and low admin overhead and a moderately level playing field and universal accessibility.

However I do think what's being described as a downside (creating passive pressure to play the game versus somewhat inactive storage) is basically an intended design decision. It's not really ideal to have many lower activity players warehousing belongings or characters in the medium or long term, and having characters getting evicted and dropped in SCF more or less keeps their stuff, and the game's loaded memory, churning.

I like the idea of including cheaper, one room pads in the larger apartment complexes like Guevara and Ashlin Crown. I feel like there are way too many expensive apartments all over the place, with only one cheap option for newer players available.
Technically there a few more cheap options outside of the one everyone thinks of to a bit more or a bit less. Especially if you open yourself up to full time cube living.

Same time, I do think there's not enough housing that can help keep a non-donating and a donating player on par. I think it's a huge advantage when you donate.

I would love to see a floor in a couple complexes converted to eight cheat pads instead of the four expensive pads they currently have. I think this would provide more affordable options to non-donating players and at lest one or two of these complexes can seriously spare a floor or two.

I get the idea that housing scarcity can push roleplay but I am not sure how much of an argument that is when players can just opt out of these struggles and find themselves netting more cash just by donating.

I also don't have numbers but I'm willing to bet a large number players that play 3+ times a week for extended periods end up getting memberships so I'm not even sure how widespread the impact of this housing scarcity RP really is.

And as svetlana has mentioned, at least a few of the cheap pads are likely taken by established characters (likely played by players who donate making this possible for the character). When affordable housing is as limited as it is, a few makes a huge impact.

For transparency, I donate. I feel the advantages. At the same time, when I feel I have the energy for it and I can make it make IC sense, I have my characters try and aid those who do feel the pain of limited housing. Same time, there's stretches where I am honestly not helping these players at all, taking up space that could be ideal for them.

From the perspective of somebody that is newer here, I think the ability to pay real money for your mud rent really takes away from the struggle that is cyberpunk rp. I also think the rent on most places in the slums are steep. Reflection of real life I suppose.
I agree that memberships take some of the burden off players to use particular housing locations, but I am skeptical that players are struggling to find any low cost location to live. There isn't one low cost building option in-game but actually five (roughly 70 rentable rooms between them) with something around six individual lower cost isolated pads on top of that, although these tend to require sitting on them.

My feeling is if there were many more accessible standard pads at a low cost then memberships would go down (possibly a lot). I would think something like this would require another monetization option to come in, otherwise the ease for new players is going to amount to less financial support for the game as a whole.

This raises the question of large membership pads, which I believe there is a demand for.
My understanding (someone correct me if I'm wrong) was large pad memberships got phased out because the demand outstripped the supply and the practical difference between a large pad membership and a non-paying member was seen as too great.
There are a plethora of location you can live for free and are designed as such, but best practice is to use a locker in conjunction with them.
Permpads were made no longer available because of the time investment and sink needed by builders as well as additional coding in some cases. Plus there were some which unique items (most would end up added to the game in furniture or other appropriate stores before permpads purchases were taken away). Large pad memberships were a replacement, but that ended up being temporary and is not currently in line for revisiting.

The original post announcing all these changes is great to review and is here: https://www.sindome.org/bgbb/game-discussion/website-problems/evolution-of-the-permanent-pad-120/

Permpad purchases are still honored, but most have had a good deal of any overpowered items taken out. Nearly all hidden and unique locations on Green are no longer available for permpad claims and were transitioned to act as bases of operations for microfactions.

@0xmm The problem is, newer players have no idea where the low rent places are aside from the very obvious ones, especially with the find out IC policy the game has. A lot of details are obfuscated and many people save for long time players may not know of the existence of these places.

This discussion is mainly focused on newer players as well, who probably don't know too much about the inner workings of the system (myself being one of them.)

Sure, there is a lot to take in at first and all the information can be overwhelming, I completely understand. There is a handy in-game guide that gets issued by the city's main gate where new characters come in that contains information on most of those places (ie. cube hotels), and you can always feel free to just ask on SIC:

Immy >> Hey I am new in town and broke and lost, where can I stay for cheap?

Also all new characters stay safely for free in the so-called Coffins that are also near the main entrance to the city, and is there to help out new characters who aren't set up for making money quite yet. This lasts for two weeks, but even after that, if you really find yourself unable to find anywhere to sleep there is actually no risk to your character at all (except maybe losing items if they happen to have any) if you log them out anywhere. Your character might wake up in "prison" if they're sleeping somewhere obvious like on a major street, but this is basically a pretend consequence with no real downside to their characters at all: They just walk right out as soon as they wake up.

This is info that usually gets explained to new character by other characters in world but I know it can be tough to know what to ask or who to ask it to, and what is safe or not. But players will bend over backwards to give new characters data they need, even if it might be coached in occasionally grumpy terms (this is only roleplaying).

So rentals are sort of a landmine that lurks under the surface of SD.

I have always been of the opinion that players should be limited to a single unit rental at a time, and that memberships should only be allowed to be applied to the most expensive housing units in their respective sectors (expensive, but still medium pads, for clarity.)

Point one exists because extremely gamey emergent gameplay has become meta-popular behavior among the population. Things like playing cube lotto and apartment lotto don't contribute to a healthy game environment. I remember a few months ago when the playerbase count was the lowest it's been in years, I ran into a situation whereby every single cube on red was rented. This literally should not ever happen unless people are doing this behavior.

Point two exists because it's overwhelmingly frustrating to try and rent the actually affordable units only to find every unit in the complex filled with memberships. You know what contributes to player burnout? Having to spend hours a week 'hustling' just to pay a 5-7k/wk. rent when you're a mixer making a 1-3k/wk. salary. We should be focusing on driving roleplay as a community and not doing brainless, boring automated income stream farming. People have fixed availability. Less time farming == more time available for RPing.

Finally, there's two ugly aspects that contribute to rental issues in SD. One is the obvious: That membership is a very pay-to-win advantage. Depending on what you do and where you live, you can easily double your weekly income on your character by swiping your CC. It adds up and is sort of a big deal when external social pressures drive IC gameplay (I.E. You live in the cheap housing, ew! Fake corpie!)

The other is that perma-pads suffer from month and/or years-long password sharing with seemingly zero checks and balances in place to counteract this behavior. I've seen a perma-pad get used for years after the player quit because of this. It's honestly not fair to the non-paying players, and it's equally unfair to the paying members as well. There's been groups of characters who share pad details as well, with some characters having access to five or more permanent pads simultaneously. It's just silly and should be addressed at some point.

@TalonCzar summarized point number two very well I think. I don't understand why nearly the entirety of your set weekly income should be going to just rent, when it can promote items and money moving arounf the economy. I personally feel that if rent wasn't so frankly crippling a lot more people wouldn't be so adverse to risk and would promote player on player interaction regarding money a lot more.
"I don't understand why nearly the entirety of your set weekly income should be going to just rent"

If you're looking at apartments in the 7000c+ range these are representative of the best housing that exists in Red Sector, spacious to the point of luxury for an ultra crowded slum. Cube hotels can be paid off for five months with a week's income, and despite the 'hotel' name are completely functional as proper housing.

In a more abstract way, housing is more or less the most universally appealing reward mechanism for players. It serves as an mark of in-character progression in all sorts of careers, as a reward for supporting the game (past and present in various ways), and as one of the main ways that a character can carve out their own personalized slice of the city to make their own, if only in a small way sometimes.

So while making all, or most, pads affordable and accessible to new characters would mean everyone has a lot more chyen to spend, characters also suddenly have far fewer reasons to need to earn it as well since rent (along with memory updates and SIC bills) are the main persistent chyen sink that motivates characters both in IC terms and OOC terms to hustle and progress their characters to try to make it.

That and also memberships would flatline.

"Cube hotels can be paid off for five months with a week's income, and despite the 'hotel' name are completely functional as proper housing."

Except there's a spacial limit, not only for items but people, and afaik you cannot install things in them. To say they're completely functional as proper housing is simply false. They're fine in a pinch, that's it.

I'm wholly in agreement that rent is too high, especially for anyone who's making lower-end weekly income and not able to play as much as others in order to hustle. Rent can cost up to or even more than two week's pay, depending, and I'd rather people be spending their chyen on useful tools, chrome, hiring one another and pushing plot etc than this kind of moneysink that's a little too close to reality for my liking.

Memberships would still be desirable because either way you save chyen and have the peace of mind of rent being paid up 6 months or a year without that 'oops' risk of forgetting to pay it up.

"Except there's a spacial limit, not only for items but people, and afaik you cannot install things in them. To say they're completely functional as proper housing is simply false. They're fine in a pinch, that's it."

Also true of all rooms (in terms of space limitations) just the quantity that varies but this doesn't make them any less meaningfully safe housing. One of my characters lived in a cube for five months or something and not for lack of any other options, they're incredibly convenient in a few key ways.

It's true cubes are not full pads and don't have every function that apartments do, but the original complaint pointed to new characters lacking any cheap single room options, which is what I'm pointing out isn't really the case. There being no minimalist inexpensive options and there being only very limited inexpensive full-sized pad options are really two different complaints. The former would definitely be a real problem, whereas the latter I'm not really convinced is a gameplay problem so much as something that would make things easier.

Is easier better from a bird's eye perspective on overall gameplay? I am not sure. To me it feels like something that feels better because players love housing and having access to the type they want, but may actually be much worse because it depreciates the value of in-game housing rewards for corporations and factions, depreciates the value of paying memberships which is likely to make them decrease, and reduces the amount of conflict over the choice pads.

Still it's an interesting discussion and I will link this thread in the future anytime someone says the Mix is too rich.

To be clear, I consider rent to be a little too expensive across the board and don't see this as an issue exclusive to new characters. The original post came across as a generalized statement on rent just with the added detail of the poster being new themselves, but given life in Withmore is supposed to be about taking losses in stride and rolling right back into chaos asap I think less pressure in this area would do wonders for new and old players alike.

As always, the less people have to worry about the costs of things the more risks they'll take and, ideally, the more roleplay will become a priority with what time they have to be online.

After pondering the responses in this thread, I think to simplify my issue with rent is not so much the cost of rent as it is the pay-to-win aspect of donations covering your rent. I understand a gated apartment complex in red sector can be expensive because you are paying for multiple rooms and the security, but as far as I understand you can rent one of these rooms, then donate $20 and have the apartment for six months in your 2000 chyen a week salary. It's just...weird? It also seems to be the meta. Again newer player perception.
It's not really weird at all, in fact it's extremely common and comparatively under-monetized compared to other niche live-service gaming products. The vast majority of live services now rely on microtransactions for post-launch development, or by subscription services (where $10 to $20 per month costs are typical), or by a combination or hybrid approach to the two such as battlepasses or gated storage which are usually in the $10 to $20 range).

The text gaming community is an odd duck that tends to be split between everything-is-free microcommunities with dubious support and everything-is-a-microtransaction whale hunters. There were past issues with creating an effective and balanced funding mechanism in Sindome, but the present set up is pretty reasonable in my opinion compared to other available products and all funding is passed through Withmore Hope which is a not for profit organization that supports text gaming in general, so it is not as if anyone is taking a day off (or even an hour off) on the back of this extremely small income.

I wasn't suggesting anything nefarious. I am saying it's weird to interact with people who have this rental leg-up and couldn't afford it otherwise from an RP perspective and likely takes away from the concept of "the struggle". That's it.
Fair enough, though calling it pay-to-win is both, I think, a misunderstanding of what type of character progression is encouraged in the game, and also of what 'winning' really looks like in Sindome compared to other games. I'd call it pay-to-subsist, and full memberships do provide a shortcut if having a leased pad is a character's goal.

If there was infinite developer resources there would be undoubtedly some other design for housing overall, though I suspect in that situation the changes would be things became harder overall rather than the opposite.

See it then from the perspective of, if not this, than what? If the goal is to maintain a healthy degree of funding for the game's fixed costs, and developer and builder time for additions and paid features is extremely limited, is an overall or new monetization worth the risk of implementation? There might be a way to do it better and maintain funding and not have excessive overhead, but an alternative would really need to be present before paying memberships were depreciated, else we're going to start tapping the reserves.

Honestly, the game needs more single-room apartments. Not cube hotels, apartments. It's an important distinction, and it's a big leap to go from cubes to a 5,000c/w apartment. Those aren't affordable to most people, especially with how Mix income got nerfed in recent years. Having MANY affordable single-room apartments is important, in my opinion; it's very themely for people to use these cheaper spaces as safe-rooms for their operations and such, but the scarcity lends to newbies almost never getting their hands on those apartments.

When I first started playing, affordable housing being difficult to find in Red was one of the main factors that got me to start donating. I'm fine with supporting the game, especially now that I don't rely on the donation pads, but it really did feel like a buy-in to actually start playing the game at the time, for someone with no intimate game knowledge or ways to sleaze free safe housing.

As for maintaining healthy funding for the game as 0x1mm mentioned, I think we've actually exceeded that goal by a heavy amount. Every Town Hall has blurbs from Johnny about the finances of the game, and every Town Hall shows that the standing accounts just keep growing, donations far outweigh the costs of running the game, and there's far more than enough in the coffers for emergencies or even extended periods with absolutely no donations. I don't think it'd be depreciating anyone's donations to the game to introduce more low-tier apartment areas.

Having more single rooms is another story. It's true there is a noticeable lack of 2077/2000AD megablock-style micro residences, which are probably one of the more iconic cyberpunk features. There would be a certain symmetry to every sector being dominated by a central megatower: The Arcologies on Blue, the Hall of Justice on Gold, and a Megablock on Red (Green doesn't count because Green is boring).

Someone's going to have to bake Butako a really nice cake to sell that idea though.

"So while making all, or most, pads affordable and accessible to new characters would mean everyone has a lot more chyen to spend, characters also suddenly have far fewer reasons to need to earn it as well since rent (along with memory updates and SIC bills) are the main persistent chyen sink that motivates characters both in IC terms and OOC terms to hustle and progress their characters to try to make it."

I mean for this, I don't want to do hustle just solely to dump my cash into what is basically a zero RP cost. I want to hustle so that I can get that new bike, that new chrome, so that I can put together a crew and actually pay them meaningfully. The motivation to have more money is to spend it on things, just because people have lower living bills doesn't mean they -aren't- going to look to spend money, rather they'd be spending money on other things, like gear, cyber, jobs. Those kinds of things other people can take and other people can interact with, you can't really 'steal' someone's pad.

I might be wrong though and people literally only make money for just rent, SIC and updates and just chill in their apartments waiting for the day in day out automated money grind or job handouts from other people. This doesn't seem very fun, but it seems like it's the 'best' thing to do to save money for all your bills, plus getting a small few kay a week to even try and build up to mid level items, such as weapons, armor, vehicles, equipment, etc.

Converting the bottom floors of Guevara and Ashlin Crown to Westinghaus clones could be good, as they're already essentially just big housing blocks. I'm not sure about other sectors though as I haven't been playing very long.

"I mean for this, I don't want to do hustle just solely to dump my cash into what is basically a zero RP cost. I want to hustle so that I can get that new bike, that new chrome, so that I can put together a crew and actually pay them meaningfully. The motivation to have more money is to spend it on things, just because people have lower living bills doesn't mean they -aren't- going to look to spend money, rather they'd be spending money on other things, like gear, cyber, jobs."

Yeah, this. Realism is a good component in RP to an extent, but it's not fun to live paycheck to paycheck and dump a lot of your earnings into rent every week. That chyen could go much farther elsewhere and into actual players' hands instead.

More one-room studio apartments that are affordable would be a good start for sure!

"The motivation to have more money is to spend it on things, just because people have lower living bills doesn't mean they -aren't- going to look to spend money, rather they'd be spending money on other things, like gear, cyber, jobs.

I might be wrong though and people literally only make money for just rent, SIC and updates and just chill in their apartments waiting for the day in day out automated money grind or job handouts from other people."

I feel like there is a certain amount of a stealth argument being made here that more money means more roleplay, While I could see some single room pads coming in the next few years as builder time allows, I don't think it's really been shown conclusively that all players being richer on average makes them more productive on average.

The argument does make some sense in a vacuum (and it is often made) but the thing is, that hasn't always really shown to be the case. In fact there was a pretty dramatic nerf to the abundance of chyen in the game's economy within the last few years after it was argued successfully that overly comfortable player characters were now impossible to motivate, and people weren't taking jobs or hustling for chyen anymore because it was no longer necessary for them to do so, and plotting was too expensive for anyone to afford.

I didn't entirely agree with the reasons behind that push, but I do think a substantial chunk of players are essentially what you're describing in the latter part. Passively minded with a tendency towards social play, and only really strongly motivated towards conflict where there is a very large and tangible upside. There is some pretty good past evidence that the richer players are on average, the more expensive plotting becomes, so it's not necessarily the case that having a few extra kay a week means there's suddenly more thematic roleplay.

Sometimes the question is raised, why not just give everyone more money to run plots and RP with? It comes down to the competitive side of 'cooperative competition', which means in some sense that everyone is competing against everyone else to achieve their goals and make things happen they want, and to be 'the guy'. Being the one who secured the resources to be the fixer and put together the crew and see they're paid, becoming that means rising above the pack either in ambition or plotting or roleplay or achievements or resources.

That doesn't mean you have to be grinding out crates ad nauseum just to run basic plots, but it does mean you should be both 1) always seeking out better means of making money until the things you want come easily, and 2) always be making an effort to raise the level of roleplay and plotting of your character so people want to engage with plots with you no matter what the rewards or punishments are.

"I feel like there is a certain amount of a stealth argument being made here that more money means more roleplay."

Or, the argument is that more spendable chyen equals more enjoyable use of game time, more access to the aspects of the game that are fun, and more chyen going towards other players and shady deals than into a rent void where it's never seen again. I don't understand why you're so averse to even relatively small QOL changes in this game, no one is petitioning for an excessive cut to rent to the point that people are too rich or comfortable as you've highlighted.

I'm cautious about tweaks to the master control knobs of the game's economy based on anecdotes.

Every other month there is strong player advocation for doing that in one direction or another (or both simultaneously): Either the Mix is too rich, or too poor, or corpos don't make enough salary, or their side hustles are too lucrative, or players won't take bounties (either because they're too rich and everyone should be poorer, or bounties are not rich enough and everyone should have more money). Players tend to view the state of the overall economy as an extrapolation of how they are personally doing, and adjustments to the economy as adjustments to their own personal fortunes in the immediate future.

Also my experience has been that neither recessions or economic booms are in isolation directly correlated to how much people are plotting and how much conflict there is (which I think is only really closely correlated to how many highly active players are playing), but conversely I have found that the economic instability that arises from visible adjustments to major game constants in any direction does itself tend to somewhat reduce activity while players adapt to the new status quo. Economic contraction in the short term causes players to become more conscious of maintaining their reserves, whereas economic expansion in the short term causes players to focus more on consolidating those income streams.

It took two years for the effects of the major recession changes to really start to settle out, there is a huge amount of chaotic effects that fewer or greater resources can have over time, and I don't think anyone is able to accurately predict all of them. Sindome's economy differs from a real economy in some unintuitive ways because chyen is not a closed loop and costs are fixed in a way they aren't in real economies. I argued pretty strongly that reductions in the cost of the most expensive gear and cyberware would stimulate overall player activity, which so far seems to be ambiguous or perhaps even leaning towards being wrong. On the other hand reductions in the cost of fuel did seem to be a net positive, but it will take more time to see if that's true overall.

So everyone paying less rent could be good, but it might also end up being worse overall in unexpected ways; either way I wouldn't describe it as a small change. I also think broad brush changes are the most unpredictable in effect, and it's much better to offer incentives and rewards to players from activity we want to see more of, rather than just existence in general (ie. tax the 'vices' and discount the 'virtues').

For instance I do tend to agree with Batko's position that nerfs to street biz several years had the long term knock-on effect of depreciating criminal enterprise compared to blue and white collar hustles, and that more income options from the underbelly that can be fought over might be a good thing because it could produce outcomes where criminality and conflict between criminal elements is more lucrative and therefore more common.

By comparison the obvious outcome of cheaper housing is more characters have pads, and characters have larger pads on average, neither of which are outcomes that I would say really addresses any noticeable gameplay or culture problems that the game has at the moment.

You and your essays, 0x1mm. Let's not get bogged up in long-windedness. Time to address the root of the problem.

PROBLEM: A influx of new players/new characters means that more people are looking for cheap apartments, and there are not enough cheap apartments available to meet this demand.

SOLUTION: Copy-paste a second Westinghaus somewhere in the mix. Add more floors to Westinghaus itself. Add entire floors of one-room units to other apartment towers (Guevara and Ashlin Crown would be great candidates for this).

I see the essay justifications as preferrable to the old 'I can't explain why OOC, but you're wrong. FOIC.'

I haven't really seen any evidence shown here that says there's an actual problem.

Characters having in-character struggles are not always game problems. Those struggles are often intentional.

If you ask new players what the solutions to their problems are, they'd say free SIC, no brownouts, and faster levs. The perspective is valuable to a point but often doesn't take in account the not-so-obvious (sometimes very important) positives of what are, at first blush, negative aspects to their experiences in isolation.

I'm swayed by what Batko said but not really in the way you've reframed it here, for one I believe that player counts are actually down per unit of available housing, and the percentage of new players is from what I've seen pretty much the same as it always was, or very slightly down year-on-year.

The current in-progress apartment project has been cooking for a long time and there is, from what I know, eight major other building projects in the pending pipeline split between two people.

By the time any new housing was implemented the situation could be completely different, so I don't think it makes sense to frame this as a snap of the fingers solution that's an easy and simple fix to an urgent problem.

"Characters having in-character struggles are not always game problems. Those struggles are often intentional."

Realistic struggles for mundane needs/expenses are not always conducive to an enjoyable experience in a game that is played for fun. Maybe to some extent, that is what some people are trying to communicate. We don't all have the same amount of time or energy to devote to hustling chyen with what hours we can be online, and more importantly that shouldn't be something anyone has to actively stress over OOC because it's simply not enjoyable.

May have been slightly off-topic but I'm very much not a fan of the 'you're supposed to struggle' justification for these kinds of topics, because at the end of the day if you can no-life the game 40 hours a week you're not going to struggle nearly as much as the person only able (or willing) to play a fraction of that. Struggle is great in theme for this kind of world setting, but there is surely a healthy middle ground that ensures people are still using their time to go out and roleplay or start chaos.

I think a start is if Westinghaus can have memberships applied to them to perhaps stop that to leave for cheap rent for non-membership people.

Another idea is to discourage on an OOC level playing 'apartment lotto' on Westinghaus units. It has less evicted time than the other apartments, but a week can still be a long wait for some if only being put in that stage for the 'apartment lottos'.

Then third I think the idea of exploring a creation of another Westinghaus or even just one or two floors in an existing property being converted to low rent isn't a bad idea.

During these OOC economic times, for those among us who can't play a good deal or who can't pay for membership right now, I think we should look for compromises and solutions.

Alternatively anyone plays apartment lotto has their character explode, followed by their computers. We can do that, can't we?

Brass tacks, another Westinghaus sounds bland as hell to me assuming it's necessary. The city is throwing up high rises like a bribe happy waterfront developer. If the goal is really to spark more engagement with housing, and there's builder time for it, I'd as soon see a bunch of 1-room safehouses scattered all over in cool hidey-hole locations.

They can even be the same generic description and prohibit membership leases, but it would get two birds stoned at once if the locations themselves were the appeal, hitting what Batko talked about while easing the burden on Bradbury and Westinghaus.

Additional optional mechanics for a Safehouse type room:

1) They all share rental cooldowns like cubes. One per player simultaneously.

2) Eviction is 24 hours.

Between tunnels, alleys, rooftops and abandoned buildings in the Mix I can think of 10 locations that would be perfect for something like that, and it would add a lot to the cloak and dagger and skulduggery vibe that has previously been somewhat monopolized by the way more elaborate (and often now defunct) permapads.

IMO - Rent is fine.

For the time it takes to deliver one crate, a character can get a cube for a night.

For a day's worth of creates, a character can get an apartment for a week. (Assuming that they are available.)

Of the other topics and tangents that have come up in response to the question of rent are that. Tangents.

Paying rent does not "take too much time".

Is it "fun"? No, not really. However it an essential part of the game. The struggle is real. Withmore is a "functioning" economy. Our characters are beholden to it.

That said, it takes about 10 minutes a day to pay rent. If you really want to optimize your roleplay time, take the profit from a week's worth of running crates and spend ALL of it on a cube rental. You'll be literally set for months.

If the game was designed around everyone staying in cubes or cheap apartments, why is there an excess of empty medium apartments, while Westinghaus is almost always full? Wouldn't it make more sense to have cheaper options of rent much more prevalent than the more expensive options?
Only if you're making the assumption that the in-game facilities are there to cater to what players want and need. A lot of elements are compromises between what players want, and what the game wants from players, coaxing them to certain outcomes.

For instance as I mentioned before, new characters tend to complain about levs, brownouts and SIC costs -- a lot. Even I did it. However past the superficial annoyances and burdens of these, they (respectively) force players to cluster at specific locations, leave opportunities for characters to be attacked silently, and force players to sometimes leave their pads and travel. These upsides are rarely apparent to new players but to some degree they balance out the annoyance of them overall.

In the same way, every apartment doesn't need to be debilitating expensive to produce good outcomes, but there are some good outcomes when the housing players see as a mid-term goal is on the expensive side:

+ More expensive pads limits the amount of rented apartments, which makes it more complex and more dangerous to hoard items across all players but also makes it less practical for any one players to own many full-sized apartments to the same end.

+ More expensive pads also encourages players to group up and cooperate in various different ways to afford the rent, which improves their engagement and sparks conflicts and alliances that tend not to arise when too many people lone-wolf it.

+ More expensive pads increases the desirability of jobs that offer rent discounts on full sized housing, as well as the value of housing rewards for major career progression, since corporate careers (and incomes) are often balanced around these.

I think that there are a few aspects to this discussion and I think that one aspect needs to be stressed again.

It's not JUST about the cost or pads or how many cheap one room pads there are. It's also about the benefits one reaps by paying for a membership and the gap between a paying player and a non-paying member. In my opinion, this gap is not insignificant and is made worse by the number of existing cheap one room pads.

The suggestion that the cost of apartments and the number of cheap one room apartments is all intentional and designed to result in certain play experience is a good one. But I also think that it's a hollow one given that players can simply skip all that by paying for a membership. If these are supposed to he core aspects of the game designed to create a very important hurdle/goal/motivation for characters, then why allow so many to just remove it entirely?

If adjusting housing costs and the number of available cheap apartments is not an option because it's too important to the play experience, then I am open to just removing membership pads as a perk of paid membership so we can all experience the game as intended. Maybe find another way to benefit characters of paying members that don't skew things in their favor so much.

If there's no desire to do this, then I personally feel we need to help make the free vs paid play experience more equal in other ways. There are a lot of options here and I feel some presented in this post are reasonable. Such as more cheap apartments.

Reducing the cost of rent overall? I don't think it's necessary if more cheap apartments are added but if that's the easier solution (probably requires a lot less build time) then I'm down for it. I am open to a lot of solutions aimed at reducing the gap between paid and free players.

I would not call Sindome pay to win. It's not. But I also don't think it's a binary thing. There are degrees. While Sindome is not pay to win, I do think people who pay do get a significant advantage over those who don't.

At the risk of getting raked over the coals again for being an elitist "rich" American, I am going to put it out here again.

The membership cost per day is $0.14

14 cents (rounded up)

THIS IS MY OPINION

If a person wants to spend so much of their life playing Sindome that the dynamic of having a "free" apartment is causing them RL angst, then they can find $4.17 per month.

If someone can't find less than $5 a month to play a game that they "need" to play to the point where they are feeling disadvantaged, then maybe (MAYBE) (my opinon here) that person could find better things to be doing with their lives. Like stabilizing their IRL living situation to the point where a $0.14 cost isn't causing them angst and suffering.

The energy usage on the computer that I play Sindome on is $1.32 per day.

Is that fair to people who can't afford a computer?

I spend $70+ month for an internet connection. Is that fair to people without internet?

At what point do you have to give yourself a reality check over the "membership cost"?

(This question is rhetorical).

Text gaming skews older and carries a lot of baggage from the 90s when the internet was a very different place, and so there tends to be more opposition to monetization and mischaracterization of what costs are (ie. developer time so typically being valued at $0/hour).

I see the view of monetization as a necessary (or even outright) evil as essentially archaic and based on faulty assumptions, with 30 years of evidence to show that appropriate monetization not only improves games themselves through better supported development, but actually improves the communities themselves by creating deeper engagement and investment and feelings of attachment and ownership. These psychological elements can be exploited in player-negative ways (for example with ultra addictive gambling/gacha elements) but there are plenty of communities that creative positive outcomes with them as well, and the sudden grassroots rise of paid tabletop roleplaying shows this phenomenon is not limited to digital gaming or niche products on Patreon or Kickstarter. Conversely there are many, many examples of the worst communities, overrun by toxic players and cheating, as being the ones with the lowest possible financial barrier to entry and the widest possible net.

Of course, there is a careful balance to be struck between casting a wide net to bring in new players, measured accessibility to features, and generating revenue to fund development, because all dedicated players start as casual players; but having a healthy percentage of players to paying supporters does (I believe) aid in that 'upgrade'. In the past I thought casting the widest net over the largest number of players created the best outcome for Sindome, but with a more experienced perspective I believe now that the best experience and best future is had from selecting and filtering for players with a high degree of investment and activity, and having perks of paying memberships is more likely than not to create a sense of investment and commitment among more casual players who want the rewards, while also (if to a lesser degree) rewarding players who already have a high commitment.

Essentially: I don't think the game is necessarily improved by having more casual players as a percentage of total players, and either creating incentives to convert casual players to dedicated players or gently filtering for dedicated players is likely to lead to a richer game world. This doesn't mean the current strategy is the most effective one by a long shot (for instance I believe 100% of players paying $10 creates a better overall outcome than 25% of players paying $40, and rewards are probably more ideal if they appeal broadly to both new and experienced players), but I do think paid elements being a desirable feature for players is not a bad thing, and is the future of roleplaying in one way or another.

I said this last year and I'll say it again:

It's such an insensitive, outdated and quite frankly cruel view to say if people can't afford x per day or x per month or x per year then they shouldn't be playing a game and go make a better life.

Some people don't have 25 dollars in the bank to spare for a payment. No one is paying 14 cents from a bank account per day to SD. They're paying one payment, whether 25 or 40 dollars, and that has to come from somewhere.

Inflation and price hiking is significant right now. Poverty isn't only a major issue in Red, it's a huge issue out here in the world. We are at the tail-end of a pandemic where people have lost a great deal and some people are newly suffering with longterm illnesses.

Games are an escape. Text RPGS are a cheap escape and free-to-play, one you can play from a phone, a chromebook, a laptop, a PC - all made of the cheapest components possible rather than needing top-tier parts.

I'm a player who purchased a permpad before they were taken away. I pay a yearly membership cost on top of my permpad. And I have no issue with lowering apartment costs, creating more one room apartment complexes with cheap prices, I have no issue with restricting memberships from not being able to be used on those one room apartments.

I would have no issue with people being able to donate to a pool from people who can't afford memberships to be able to apply and get granted one. But an easy solution here is to recognize time changes, economies change, and that while life is cruel in game we should be an inviting playerbase and recognize not everyone is in comfortable spots in real life. We have a number of players who are either on disability, foodstamps, SNAP, EBT or other government assistance from the US to across the rest of the world.

But that doesn't mean they should be told to think about not playing if they can't afford a membership. A little empathy goes a long way and frankly the comment is offbase and insulting.

I don't think it's necessary to clutch pearls about it, what is true of Sindome's players is also true of its developers and staff, and it is not a human right. I welcome society's embrace of more socialistic principles but in the mean time money is the representation of showing appreciation and investment in a person or a product or a community.

The converse of free-for-all products is unpaid developers and development, which may have become normalized for lack of other options but is certainly not an ideal in a game that is famous for staff and admin burnout and turn over.

More one room pads might lead to good outcomes, they might also lead to more stasis and hoarding, but implicit attacks on the mere concept of paying for something are off-base in my opinion.

Don't use that phrase with me.

And don't twist my words.

I didn't attack the idea of paying.

I was responding to Hek's callous post about if people cannot afford to pay memberships, then maybe they shouldn't be playing Sindome and use that time to stabilize their lives instead.

Sad to see such a considerable lack of empathy in this thread for fellow members of our community.

Just because SD is ICly a classist unequal dumpster fire doesn’t mean that we have to perpetuate this way of thinking in how we interact with other human beings OOCly. Believe it or not, many people, including me, see SD as escapism/stress relief, a way to immerse oneself into another world after spending all day dealing with the bullshit of the real world.

0x1mm, maybe you should try playing without a membership pad. See what that’s like. See how it affects your enjoyment of the game.

Level your anger at Activision-Blizzard which charges you $20 a month to play World of Warcraft while churning out 8 billion in revenue and dodging sexual harassment lawsuits then Crashdown. There has been implicit questions in this thread about what the justification for having memberships is, or that it is unusual or inappropriate or unfair that there are any tangible rewards for them; something that is incredibly normal and should be normalized. Development should be paid.

Even so Sindome offers a variety of alternatives to players for the same rewards as paying memberships, something is that very uncommon by comparison. Not the least of which is staffing for the game and contributing to its well-being in more overt ways. This seems to be painted as being somehow player hostile and that contributions to the game and non-contributions are essentially equivalent, but they're not.

Players can be active in the game world, they can be active in its development, or they can be active in its financial support -- devoid of that there are still other options. This is not flogging poverty from privilege, it's how an ideal community works. No one is being disadvantaged in their lives and circumstances here to any greater degree than everywhere else, making it a class polemic is ridiculous when there has been hundreds of thousands of hours of donated development to create it. They least players can do is be active in the game world in order to contribute towards it.

I think there is a big difference between a billion dollar corporation based on profit like Activision-Blizzard and how they run their games versus a niche 50-player MOO that appeals to a very small amount of number players. You cannot apply the same kind of business model here, because demographically, they couldn't be more different. If we were playing an Iron Realms MUD, it could work somewhat, but it does not apply here.

Most players are here for creative writing, roleplaying and just an escape from the real world as stated before by many. WoW and other MMORPGs may be timesinks and used for similar purposes in sub-cultures of those games, but it is still a completely different aspect of the gaming industry they are part of. Staff are volunteers and Sindome encourages active development as a passion project rather than a profit project. I don't think much thought from the Staff side is given to the financial aspect of the game, because they are meant to be what they are - donations, rather than something players are expected to contribute to play the game effectively.

I do not see the issue at all why smaller pads/lower membership tiers or even lowering rent would be an issue. Those who have the means to donate would still donate because they can and want to, and I highly doubt it'd lead to any significant changes within the financial side of Sindome.

Blizzard charges fifteen dollars a month for subscriptions to WoW. Blizzard charges me nothing because I buy my gametime with gold, like I buy all my Activision-related games and in-game accessories. Other people pay their dollars to WoW to buy my gold. And more power to them and their exposable income. So it only costs me time. I also don't have an issue with products needing payment. It's why I have so many streaming services and I don't pirate media.

You are trying to twist my words and put words in my mouth, which you have a history of doing and I have tolerated. But I won't on this topic of poverty and whether people or not should feel guilty, shame and not play this game if they cannot afford a membership. A conversation I've previously have had with Hek last year and I know there were players in that conversation who are in poverty, who cannot always afford memberships who were hurt and upset by the original talk insinuating they shouldn't play if they cannot afford 25-40 bucks once every 6-12 months, whose comment I was addressing and not you.

1. I don't have an issue with payment.

2. I don't have an issue with memberships, it's why I pay for one despite having a grandfathered-in permpad.

3. I don't have an issue with how things are right now, but I understand those who do and where they're coming from.

4. But I also don't have an issue and think it might end up positive to think about putting in some of the ideas in this thread to test or discuss among staff.

5. I think listening to feedback from players as the world and economic realities change is important.

6. I am not angry at anyone for charging for memberships, which you tried to suggest above by making the Activision-Blizzard comparison. I have played text RPGs which charge 1.99 an hour and 15 dollars a month. If Sindome had a charge a month, I'd pay it. I think it would be a bad decision for the overall playerbase and is not economically feasible in today's modern world for text games, but I'd pay it because I enjoy Sindome and I'm grateful for all the hard work staff put in.

7. Nor did I say players should not be active in the game world.

And for the most part I don't think that's the argument being made at all. I think the argument and requests being made by people who don't have as much time to play, and who don't have the economic means right now to donate, is that they would prefer that their time out in the world led to using the chyen they earn - whether through tasks, RP, normal jobs - can go to help creating more roleplay rather than being slotted in for apartments with higher rent.

*disposable income.
I realize that's how World of Warcraft works, which is why I bring it up. Essentially the same mechanism is employed here and there, which is to funnel players into two major groups: revenue contributing or activity contributing.

Much like Warcraft players can fund their subscriptions through in-game gold making (which generates materials and activity for other players), Sindome players can essentially pay their memberships by way of in-game work (which does the same) -- the only difference is from what perspective you view it. The real difference is that Sindome offers a third alternative which is essentially to play the full game at no cost and no limitation to level or ability.

I'm increasingly skeptical of the argument that there is a significant amount of players who are highly contributing to the game, unable to afford membership, and also highly disadvantaged for lack of full-sized housing. My sense is that casual players would prefer to have the same housing options at no additional investment of time or money, and are likely in that case to, on average on a medium time scale, inactively warehouse themselves in it without much obvious tangible benefit to the in-world economy.

From this perspective, membership and rent costs can be seen as being a general tax on personal sarcophaguses and everyone's inclinations to inter themselves in them. I'm also of the opinion that cheap and widely available standard housing would be the justification needed to bring in B&E which I very much do not want to see happen.

I'm open to having my mind changed on this but overall it seems like something that is mostly 'this is good for me now' in terms of feature seeking, and not obviously something that seems good for the game as a whole.

Wow, I just caught up with all of the responses here. I am a student and can't afford to donate because I have in real life priorities and needs I meet before a text game I use to entertain myself and or fill time gaps with. I don't think it's appropriate for you to tell me I'm "doing life wrong."

I am not against perks for a donation. I find them in their current state to simply be a detriment to roleplaying the struggle of the cyberpunk setting. I could potentially save enough money to slide into a 25 thousand chyen a week apartment, immediately get a paid membership, apply it for 6 months , then live like a king despite being a crate runner. The overflow to that is instead of struggle rp (TM?) you get an overflow of cozy rp.

I think GreyO understood my point and appreciate his input.

"I could potentially save enough money to slide into a 25 thousand chyen a week apartment, immediately get a paid membership, apply it for 6 months , then live like a king despite being a crate runner. The overflow to that is instead of struggle rp (TM?) you get an overflow of cozy rp."

Well to clarify, you don't actually have to pay any chyen to rent a membership pad, however you won't be able to take out a membership on a 25,000c/week apartment to begin with. Your character's social class will still dictate their options, which are going to be pretty limited for most players.

"I'm open to having my mind changed on this but overall it seems like something that is mostly 'this is good for me now' in terms of feature seeking, and not obviously something that seems good for the game as a whole."

One could argue your thread about the state of robotics is much the same. We petition for things we feel the game could benefit from and that usually stems from personal experiences, needs, and outlook on things.

Speaking as a player who can no longer afford to really feed themself, let alone pay for a membership, and after almost 3 years of paying now better understands the struggle of covering rent via chyen it's astounding to me that this has met such resistance, but I guess that's become the norm in any thread asking for change. Even if I wanted to take a step back to 'find better things to do with my life' as Hek has suggested, I would still need the chyen to pay up my rent for x months to do so without worrying about losing everything in the apartment.

This is not an attempt at a pity party but a request for those against this to have some perspective from the other side of the fence. Sindome is at its core addictive and stressful in a lot of ways because of all the management and care needed to protect your investments therein, but there are ways to alleviate that burden just a little bit and they're worth considering.

Vera once described Sindome as black-tar heroin.

I think players should approach it in such a way when seeing to their personal needs.

Yes, clearly it is the players who are wrong. Thank you as always 0x1mm for your predictable input that everything with the game is fine as is, and anyone who says otherwise is misguided.
I don't think the game is fine at all, rather I think it has been made worse in several key ways by catering to a more casual and conflict-adverse audience who are largely interested in the game as an extended social network and who see the mechanisms and incentives and theme beyond that as something of an annoyance or wallpaper.

I fully recognize cheaper memberships or cheaper rents would attract more casual players, I just don't think that's actually good overall because I think the subset of casual players attracted by that are a higher percentage of Takers and Part-Timers.

In situations where characters already had membership housing, and a career and all the accoutrements thereof, and where losing all of it would mean an unusual burden on that player (rather than an opportunity for something new), and where they found themselves unable to continue supporting their membership due to downturn in their personal circumstances, I have to think some consideration could be made to help them out through IC means. The GMs are not remotely as chilly as I am.

It's funny to me that you have this perspective, because the bulk of the characters I run into or witness out and about, engaging others at risk of getting harmed on any given day are the social or 'casual' players as you call them and NOT the PvP-inclined types who, ironically, often spend a lot of their time in their homes. Wasn't that one of the aired concerns? That if people could more easily afford their characters' homes, they'd suddenly never leave them?

Moreover, if people had extra chyen to toss around for tools, gear, etc and to recover with when a loss inevitably happens, maybe they'd willingly take part in conflict more.

Well that has the ring of truth to it, and it's a reason I've defended and argued for supporting social play (also with polemical essays) in the past.

I'm not teeing off on poor people out of spite or ambivalence, I was even more strongly against ratcheting up the difficulty by reducing incomes in the Mix which also got pitched by players over and over and over, arguing that the extremely hardcore survival experience was only going to appeal to the tiny minority of very dedicated players (which I am) and there needed to be balance to appeal to enough casual players to fill-out the world and make it feel alive. Until I started to notice PvP conflict getting really thin on the ground and being seen in an increasingly negative light by the community.

I don't know to a certainty that re-balancing rents downwards would exacerbate the issues I see, but I strongly suspect it's too big a knob to turn when help can come in other more surgical ways. Hence supporting the idea of some cool 1-room units with restrictions on their use to encourage the type of play that is good for the game overall.

"0x1mm, maybe you should try playing without a membership pad. See what that’s like. See how it affects your enjoyment of the game."

I don't have a member pad.

In five or six years of play I've only lived out of my member pad for like four months combined, it otherwise sat empty or wasn't active or I didn't have a membership. I either roomed with other players, slept in vehicles, stayed in cubes, or lived in hidey-holes.

I'm just going to put it out there that the roomie experience, with how characters tend to be, is arguably more stress-inducing than covering rent solo and that not everyone wants to get into an IC relationship which is often how those arrangements happen. I don't want this to end up being the go-to suggestion for these kinds of issues because it's not fantastic to begin with imo, and we shouldn't outright penalize players who prefer to stay out of those dynamics as well as operate with a little more secrecy. A lot of Sindome is already dependent on cooperation by design, this is one area I feel some wiggle room is understandable.

/endtangent

This wasn't meant to be a topic on membership fully but rather rent overall and how it seems to be taking away from the means of RP opportunities. Membership was just an example of how, if you pay membership you have a lot more disposable income and basically have a higher ability to RP, due to having the funds to do so.
To add on, my original point was that membership was definitely offering a lot more, just due to the lack of affordable housing. If there were lower rent apartments while memberships could keep going as is but with nice, snazzy apartments with minor perks I don't see the problem with that. The main problem is just not having a safe area to stay in. I get that the theme is you aren't always safe, but we have to remember that this is just a game and having people worry IRL over their text stuff getting stolen or not having a place to sleep is frankly quite crazy.
I've often felt it is a little silly that rent on Red is remarkably similar to rent on Green. I think having more one-room pads would make a difference, and I'm not opposed to the notion of a wholesale rent decrease on Red. (I'd also advocate for decreasing the cost of an SK office -- they are underutilized, and I think could be a cool tool for player plotting.)

That said, there is a real risk of cheaper pads becoming a way for wealthy characters to spread around gear and the like. I think maybe that's an okay risk, but if it becomes an issue then we could tweak that.

To respond to Pavane's perspective; I think wealthy characters spreading out and grabbing rundown spots as safehouses and stashes is fine, I just don't think it's fine with how few of these spots there are currently. The fieldcraft around dead drops and safehouses is really interesting and themely, but whenever I see someone digging into the very limited amount of single-room apartments available in Red for these purposes, it leaves a sour taste in my mouth.
@crashdown et al

I am not being callous to people who can't afford $25 every six months for a membership pad.

I am suggesting that if RL is full of struggles to survive, to put food on the table, and keep a roof over someone's head then Sindome probably isn't the "leisure" activity to pursue. Because, surprise, those are core themes and elements of the game.

I have empathy for people who feel the stress of playing here. It is that empathy that suggests "Find another game to play."

If RL is full of struggling to survive, it's not healthy to play a game where a core theme struggling (and more often than not, failing) to survive. A game that is setup to PREVENT characters from having an easy time. A game where the staff is constantly challenging characters and making sure that they never feel stable and comfortable.

It's not healthy for people to re-traumatize themselves.

@pavane and @batko brought up interesting points about the potential downside of more "cheap" pads. The main one was characters spreading gear around / establishing a number of different hordes.

I see the risk, but I think it can be mitigated by staff monitoring. I've personally experienced staff suggesting that the amount of gear I had stashed in an apartment was a fire hazard with the implication being a freak 'accident' could lead to the loss of the gear.

The upsides are numerous. The obvious one is making more low cost housing available to casual players. The other is making the game bigger for characters who are trying to hide / escape threats. In the current meta as soon as anyone knows where a character lives, the 'secret is out'. And moving is a PITA.

Another downside is that having more apartments available for one off clandestine meetings would further remove the likelihood of characters meeting in public, or semi-public places.

@0x1mm and @Grey0 have commented multiple times that every change requires balance. There are rarely simple answers or changes that can be made without a number of follow on effects.

I don't think it is a downside, I think it's a good thing. I just think it's annoying when players do it at the expense of newbies who can't acquire one of these pads themselves, despite it being the quintessential newbie/starter pad.
What a depressing, energy and interest sapping thread to read. I dunno how the same people can go on about the dying themes of the game, the lack of activity, and the general malaise, while continuing to double-down on the status quo and promoting barriers of entry. I've paid for a membership pad pretty much since I started playing because without it the anxiety of renting anything but a cube was too much if I just didn't feel like logging on for a week, or wanted to focus on RP over the actually reliable but gamey hustles. I don't feel good about it, as it's a needless leg up that could be solved with adjustment to the economy, with donations going to something far less jarring.

If you want people to support the game, make it fun and playable, and they will. Pretty much every new player's 'where do I get an apartment' conversation ends with 'well there's several shitty options, good luck'. Not to mention this 50+ post thread doesn't get a single staff opinion to make it all seem like it's all into the void, with no help from the ever-present gatekeepers who balance out any sense of a need to change or even comment on anything. Such a joke. Imagine being a new player reading this.

Any question over membership costs or benefits is going to involve discussion(s) between senior staff and GMs and possibly require a vote before there is likely to be any official feedback or response. It's been only a few days and everyone has a lot going on, I wouldn't assume anything is going unheard.
Hi. Been a while since I engaged with the boards, but this seems like a topic to weigh in on.

As far as rent goes, I'll say I've had a membership for the better part of 5 years since I started on SD.

I tried playing without some months back to see what it was like, and I caved after a month or two. I decided to get it covered and realized if I ever dont have the ability to pay it, I'd be forced to drastically alter character plans or take a hiatus from the game because I'm not about to spend all my time rping just to afford a room.

That said, I've found it incredibly difficult to generate income outside of automated sources. I don't feel I've ever been good at it. Affording basic game necessities like rent/sic/etc. has been historically painful across all my characters past and present, and I accept that as a facet of my game play and/or lack of ability. I know it's possible for plenty of people, but I use membership specifically to offset my crappy IC biz mindedness and lack of money generating ideas.

Anyway, we've been lowering the cost of other things lately from chrome to medpaks. I can't really say I'm surprised - I assumed it was only a matter of time before prices started being slashed as a result of the payout cuts for ganger weapons and other similar automated incomes some years ago.

As for solutions, if any are needed, I'm on board with the following as a proof of concept:

1. Westin rooms operate like cubes. You can't rent more than 1 at a time. Lower the eviction period from a week to 2 or 3 days

2. Add a couple of floors to Westin and/or 1-2 other comparatively priced complexes. If I recall from previous town halls, we did see quite an influx of new players during the pandemic, and numbers haven't dropped below pre pandemic stats. It's possible we simply outgrew what we can IC support for a new character player base.

3. Westin can't be used as a membership pad. All it takes to get a pad after paying your irl flash is a week's worth of IC rent and a service request. If you can't afford a week at medium/large pads, that's OK. You won't have to worry about a sub taking the cheapest rooms in the mix.

3. Premium housing (medium/large pads imo) is premium for a reason. It's a status symbol. More rooms, more amenities, more customization, etc. Don't touch that. You afford it or you don't. Be that membership or forking over the chy.

I think we could run with these ideas and make it a topic for the next town hall to see how it's affected new player experience and overall RP.

Hey guys! I wanted to drop in and let you all know that we do read through these threads and discuss them among ourselves. So even if you don't see us actively engaging in the topics here on the forums, it doesn't mean your opinions and feelings aren't valued or considered. Please remember to be civil and refrain from including IC information in the OOC threads.

With that said, I genuinely appreciate the interesting perspectives that have emerged in this thread. I'll be taking some notes, and perhaps we can address them in our upcoming weekly meeting.

I would be grateful if you could offer ideas on how we might improve, without revealing IC information. Things I'm looking for specifically for would be something like:

* Incorporating well-known low-rent housing into Immigration Greeters' discussed topics.

* Rental adjustments for one or two Red Sector apartments if necessary.

@racheteffect

Might be onto something with exempting Weatinghaus from perms pads.

Reading between the lines here I think what a lot of people are saying is that they want reliable access to more than a cube.

The cost of housing in relation to the amount of chyen available via automated systems on a weekly basis is fine.

I think the game could use more Westinghaus priced apartments.

Unless there is a specific, meta/game mechanical reason for limiting the supply of Westinghaus cost level apartments, I don't see a thematic reason not to have more of them.

My understanding of permapads is that the character has to have enough to afford one week's rent. The character rents the apartment, then an admin makes it "permanent". This prevents players from jumping into super expensive places that they aren't ICly "qualified" to be in.

I can only speak to myself here, but I cannot imagine burning a permapad perk on Westinghaus given all of the other options available in red sector.

Given that, it seems to me like Westinghaus is really a casualty of either Supply and demand, or people playing apartment lottery. Both of which are easily addressed by adding more supply.

@Hek

Let's not get membership pads and permapads mixed up, huge distinction there.

Also: small one-room pads are NOT eligible for membership coverage so Westinghaus was already exempt from that.

I know Slither has said he thinks apartment lottos are fine, or even themely, but I strongly doubt so many units get tied up by newer characters alone. I don't really know how to police it (if it was a problem) though, or even distinguish it from players renting units normally, but only being able to rent a single unit in a small building might be a way to discourage taking a whole floor out just to see what loot survived eviction.

If Westinghaus was enlarged it might make more sense to extended it to the east instead of up, doesn't interfere as much with the existing airspace.

If there was going to be any extensions though, I'd say Bradbury is more ideal for because what players seem to be describing here is not wanting a hold-over flophouse but rather access to cheap forever homes. Bradbury checks that box technically more than Westinghaus does but it's also weird and more dangerous and idiosyncratic, which makes it less of a 'live there because it's the default cheap housing' decision. It could likewise get mirrored to the east.

Apartment lotto has its merits I suppose but if that's going to continue being a thing, and honestly even it was abolished- the standard eviction time on apartments should really be shorter, just in general. I've always found them to be unnecessarily long, unsure if there are specific reasons for that.
Bradbury is one of those fun little things to find out IC. That's why I refrained from directly referencing anything but Westinhaus and left it at "comparatively priced complexes".
Again, guys, please refrain from referencing in character information here in the thread. I've already asked once.
Are you saying the names of buildings are FOIC?
I think more low rent apartments should be made available to avoid people having to sink more time into cash grinding than they want to every week.

This is why I think more low value apartments should be made available:

+ Rent is the weekly rate your character needs to pay to keep their things rather than lose their progress so far.

+ Earning cash takes time.

+ The amount of rent your character needs to pay therefore dictates the amount of time you as a player NEED to log in each week grinding cash to break even rather than lose progress.

+ The daily limit on cash grind means that higher rent apartments tend to require multiple days of grinding per week rather than a single one.

+ The shortage of low rent apartments means there is potential for players to be forced to spend more time across more days grinding for cash, even on weeks where perhaps they are busy or do not feel like playing. Membership should not be mandatory to take a break from a game without losing progress.

I have probably repeated some points made already, but this is a long thread. I did not read it all.

Someone said it takes ten minutes logged in a day to make rent. They must be playing a different game to me as I've found running just one crate route takes about 40 minutes, and you need to run more than one crate route per day to reach your daily limit. This time adds up fast, and with the value of the available in game appartments players can quickly find themselves mandated to grind cash six hours across 3 days just to earn rent in game and not lose the items they already earned.

I think more low rent apartments should be made available to avoid people having to sink more time into cash grinding than they want to every week.

This is why I think more low value apartments should be made available:

+ Rent is the weekly rate your character needs to pay to keep their things rather than lose their progress so far.

+ Earning cash takes time.

+ The amount of rent your character needs to pay therefore dictates the amount of time you as a player NEED to log in each week grinding cash to break even rather than lose progress.

+ The daily limit on cash grind means that higher rent apartments tend to require multiple days of grinding per week rather than a single one.

+ The shortage of low rent apartments means there is potential for players to be forced to spend more time across more days grinding for cash, even on weeks where perhaps they are busy or do not feel like playing. Membership should not be mandatory to take a break from a game without losing progress.

I have probably repeated some points made already, but this is a long thread. I did not read it all.

Someone said it takes ten minutes logged in a day to make rent. They must be playing a different game to me as I've found running for just one crate company takes about 40 minutes, and you need to run more than one crate company per day to reach your daily limit. This time adds up fast, and with the value of the available in game appartments players can quickly find themselves mandated to grind cash six hours across 3 days just to earn rent in game and not lose the items they already earned.

The available options for cheap housing in Red are extremely limited which means I have to continuously check vacancy and pray I can manage to snatch a fresh eviction. Also the “mass produced” easily available units costs as much as entry level apartments in Green.

Just slap 3 more floors in WA and slash the rent at those mega block Soviet dystopian apartment blocks in half. It’s not the Dakota.

"They must be playing a different game to me as I've found running just one crate route takes about 40 minutes, and you need to run more than one crate route per day to reach your daily limit.

I don't think players should feel like medium pads are something they're forced to have at all (I kind of question if they are but that's another tangent), but I really think players are doing themselves a disservice making the assumption that running every possible crate job every day is anything like a time efficient way to earn chyen, or even something they should be doing at all except with specific archetypes.

One of my takeaways from this thread is that Water Finds A Crack and players are defaulting and sticking to some of the most player time-inefficient methods of income and then consequently becoming burned out by the grind that was just assumed to be an optimal way to play.

The huge disparity between players calling things too easy and those saying it's too hard makes me feel like there almost has to be better tools for guiding players away from soulless grinds into more productive and fun areas of the game. If everyone was grinding out weekly chyen with scanin and work the game would look like a sweatshop simulator.

Where is anyone saying things are too easy?
Not in this thread, but arguments that there is too much chyen going around and that hustles are too lucrative have been constants in guided discussions and Town Halls and elsewhere since the original The Mix is Too Rich which lit the match.
That post was made three years ago. Long before the changes to the gang trade economy, the changes to job terminals, and the adjustments various side gigs that have been frequently discussed since. In zero of those relevant threads, or in the townhalls since them, can I really find any arguments that the Mix is too rich or too flush with opportunities to make money.
That thread is almost 4 years old. I started playing in 2020 and don't recall much discussion on this subject anywhere, except in regards to corporate pay specifically. Entirely possible I've just missed them but, either way as new players come and situations change so too do general opinions on the current state of things.
I realize that thread is older, I just point to it because it is an ready mile marker on the game's economy getting scaled back. In terms of other discussions, I was present for talks over freight balancing, topside NPC payouts, requisitions, cube hotel prices, health/food/water survival mechanics, item and character degradation, item hoarding (a constant favorite), market bid values, item scarcity, scarcity to promote competition, and a dozen others besides so I don't need to CTRL-F through logs to remind myself whether they happened or not.

I don't personally think the game is either obviously too hard or too easy, and also that activity and conflict is not easily correlated to chyen profits. In some situations more resources means activity, in others it means less. I am not opposed to precise adjustments to specific problems, but I'm less keen on turning the big knobs to fix individual problems. Especially because the last round of changes were to slash prices across the board for most things in the game, something that could probably be said to take a while to see the complete impact of.

I think surgical changes to the very specific issue of players without full memberships having unreliable access to the units geared towards them could be beneficial potentially, but when players talk about cutting rents across the board I start having future flashforwards to complaints of 'everything is too easy now' in a year.

Am I the only one to think that maybe they should just create a few more cheaper options?

I think a new building specifically designed like a shitty college dorm would be fun.

Utilize the bunkbeds. Even better if up to two people can rent a singular room at a time. Make sure you have a roommate secured or some rando can swoop in! (Wow, this forces player cooperation... Nice...)

Make it so the rooms lack showers/dryers/bathrooms individually but have the typically 'available' showers in a big ass locker room that people might be forced to interact in, that also has some of those nifty little lockers to store stuff in that uses your room code. So it's more '''security''' for less '''security''', and it forces people to interact more. You can even drop the price further from the West because at least the West has private bathroom facilities and you don't run the risk of seeing an 80-something year old man's junk. And make it hilariously public so if people try and do the hanky-panky in there they get pointed and laughed at.

I think more cheaper options would be nice, but I think ultimately the problem is a culture of automated chyen payouts and patiently awaiting UE gains to become a "viable PC" which has become the norm. I see this constantly, and the end result is a bunch of players who never figure out how to push the envelope and instead wait for a day in the sun which never comes.

I do think the economy used to a considerably better job of trickling down when the number of fixers was higher, and the various multi-faceted schemes any PC (regardless of UE) who had demonstrated competence could jump into. A focus on that would likely go much farther than cheaper housing or better payouts.

'freight balancing, topside NPC payouts, requisitions, cube hotel prices, health/food/water survival mechanics, item and character degradation, item hoarding (a constant favorite), market bid values, item scarcity, scarcity to promote competition'

2 of 10 of these discussions have to do with the actual earning of chy and the price of things as opposed to just scarcity, especially in ways relevant to the people being discussed in this thread, which are Mixers and more specifically new players. For discussions such as the freight balancing, being present as well I can assure you that the issue was never 'we are earning too much money'. This list doesn't really have much to do with current economy woes in reaction to the changes I mentioned prior.

Point is, no, there is not a 'huge disparity' in the opinions regarding low end players making too much money since the changes I mentioned prior. In fact I'd say it seems pretty decisive in actually relevant discussions.

I'm not sure what you're arguing here. If you're trying to convince me there isn't influential veteran players (and staff) who view the current status quo as too gentle, then I can only assure you that isn't the case. I can pretty much guarantee that any concessions in one area will mean things tightening in another in response, eventually.

If you're saying there is a consensus among players that things are likewise too difficult, I'd say that was not a consensus though it is a common opinion. There was a discussion over this on OOC a few months ago and there was conflicting views in both directions, ditto the guided discussion that went over the state of the Mix economy where I'd say the majority view was uncertain overall with a leaning towards players spreading wealth around being the best -- which is something I certainly agree with.

You are the one and only person speaking against adding more cheap housing to the mix, 0x1mm. As someone who is regularly "on the ground" interacting directly with new players and immy characters, I can attest to the fact that there is not enough cheap housing for the sizable influx of new players/immies to find a place to make their own. NO, cubes don't count. You can't redecorate a cube and it's so cramped and temporary.
My argument is I don't know why we're are pointing towards a silent majority or some equally poised other-side when I don't see any evidence of it. You can assure what the case is by bringing them to these threads to talk about how these economic issues are nonexistent. They are not here, nor have I seen or been pointed to a place where they are and accessible beyond a four year old thread. Unless I am confused and we are conflating recent issues regarding 'gentle' culture with economic issues, because I don't, especially considering I am also on the 'too-gentle' side of many of them. Plenty of players who would use economic easements to create themely activity and conflict.

Since you brought up veteran players and staff, I think there is a sort of fantastical view from both in how conflict works in this game sometimes. Not to mention how the changes made have affected day to day on-the-ground stuff that some have not participated in for a long time. Yes it's easy to imagine one might be further enticed to hop into that next plot when they are just barely subsisting, to break out of that cycle. I think more often than not though, that next plot is avoided because a potential loss will ruin that ability to subsist. Maybe in a different era to a different type of player that would just mean an ultimate loss and moving onto a new character, but that's not the vibe this community and its newer blood is trending in, for better or worse.

People will avoid the risk if the chance to lose it all is on the line. Raise the floor, fix that issue. There are plenty carrots on sticks in terms of big scores and big money items that will make people reach for more once there is proper footing. There just isn't right now.

I'm not doing that at all, I'd more or less expect the majority to always vote towards things being easier, I said there is a disparity (not in this thread) between players who see the game as tool easy, and those (in this thread) who are saying things are too hard, and reflecting with a bit of irony about how I would have liked to point to this when I was ad infinitum arguing that most incomes fell within an order of magnitude on average and didn't didn't to be cut back.

It's a bit funny to me to be held up as the villain here since I'm like one of the most moderate on the player QoL side of the vets, plenty of people who feel otherwise just don't have my zeal for fighting about it. I'm not claiming any silent majority, I just know the people (some of whom really matter) think hoarding is an issue, people don't die enough and live too long, and players safely camp in their pads too much.

I'm pretty much won over on a limited 1-room expansion and said as much, y'all wanted to quibble over details about people saying the things were too rich so have it, I can happily do it until the sun dies and never tire.

I agree that player will avoid conflict when they can lose all their accumulated efforts from doing it, but I suspect at least some people (some of whom count extra) think more accessible housing means more urge to accumulate which means more aversion, and that protected housing itself creates aversion to conflict. Those who have nothing, have nothing to lose, et cetera. If you really wanted to sell major changes, that is what I would focus on disproving because I am betting at least one staff vote comes down to that.

I would assume people avoid risk because it's very hard to advance in this. You either win big, or lose big, and if you lose it can be pretty crippling, especially if you're a new player with no idea how to deal with things. As a new player who's had the advice of just 'save up money and wait 6 months until you are stronger' it definitely feels like the major consensus is just to avoid risk as much as possible.
Until a thread is pointed to or there is a swathe of vets ready to jump in on the issue, or have in any recent thread, I will assume you are taking the route of 'I know something you don't' which I guess is fair if you do.

Hoarding issues are not relevant to the people being discussed here, because as in the OP, as in many of the messages from either newer or more grounded players since, having too much is not an issue to them. I'd also posit that hoarding is a result of 'I could sell this in the future, but no one wants it, because no one needs it' which is result of a poor economy and a result of low activity and conflict. That is the case right now. These small issues help solve things like that with the ultimate goal being more people getting out and about. Protected housing creating an aversion to conflict doesn't make any sense to me. People who are going to sit inside are going to sit inside for a multitude of reasons, despite the cost or comfort of where they are sitting. It is the amenities, the 'getting more' and the general fun and liveliness of the game that gets people involved.

"As a new player who's had the advice of just 'save up money and wait 6 months until you are stronger' it definitely feels like the major consensus is just to avoid risk as much as possible."

Yeah, don't do that. Being able to accomplish very specific skill rolls can take some time to train towards, but they are the vanishingly small minority of potential activities and even of all skill rolls. You will never be more free to do anything than as a freshly minted immy (although this can be hard as a new player on top of that) because you have no baggage, nothing really to lose, and no pressures to conform to. ReeferMadness is a big advocate for young characters being the best characters and in terms of them having the greatest potential and often making the biggest swings, I agree.

Max UE characters seemingly have all the experience (literal and figurative) to accomplish things, but are often saddled with accumulated baggage of their age: A large amount of cyberware they risk at all times, expensive gear they have to choose to take or leave behind, people who rely on them or their resources for their livelihood or safety, complex pressures of multiple plots and alliances and factions that have to be kept happy so things tick along.

New characters are free in a way old ones can almost never be, which is why we so often see old characters retire and lively new burn-the-candle at both ends hellraisers take their places (if sometimes only briefly).

"Until a thread is pointed to or there is a swathe of vets ready to jump in on the issue, or have in any recent thread, I will assume you are taking the route of 'I know something you don't' which I guess is fair if you do."

I mean, yes, I do, but to be clear I'm not arguing from secret authority with you, or trying to convincing you of anything at all in fact. I'm steelmanning an argument at you for the benefit of someone else (ie. the $justices), because my sense is it will be useful later when arguing against changes I really don't want to see made.

I can appreciate the connections might not be obvious, but feel free not to be swayed by my opinion. It's very rarely ever been my experience that building consensus among players mattered even slightly as much as building consensus amongst staff.

Openly admitting to 'steelmanning' for staff for your own benefit while simultaneously implying they don't give a hoot about player consensus is impressive, though I suppose not really a surprise. Kudos.
Admit to what? Steelmanning an argument is an effective and common means to head off a counter-argument, or refutation. In this case two things: 1) future claims of everyone being too well-off, and relatedly 2) B&E being more justified due to the easier access to safety and cheaper recovery. When these inevitably come up, I want to point to this thread.

You're seeing malice in a bouquet of roses, if a very chilly one. My goals are for things to be less arduous for players, just perhaps not in the same way you're thinking of it.

And I'm not saying I don't care about player consensus (whether I do or not hardly matters anyways, I don't make the final call), I'm advising that convincing fellow players is a lot less important than convincing the senior staff.

I wish staff all the best of luck in trying to even find the point of this thread anymore amidst all of your filibustering, 0x1. You derail every thread that suggests some measure of quality of life improvement, you scoff at the idea that any player could offer concrete reasons why something in the game should change. Except for your own robotics threads of course.

I'm so tired of this. No one's going to want to read this dumpster fire of a thread anymore. And a perfectly valid point is going to go unaddressed once again.

Not at all. Some of the most lively debates end up being the most impactful. Light a candle for all the Ideas that had two positive comments and then were buried forgotten forever in the depths of dead threads. If anything a lot of activity and makes it much more likely more players (and more staff) will have some opinion on it.

Don't be too quick to throw your efforts into the fire just because they didn't meet a cheering crowd.

As Macabre said the staff are looking for players to make specific suggestions, I pointed to how I thought there might be issues with moving players into better paying (and more fun) avenues of 'earning a living' and y'all want to argue with me about briefly referring to people who think things are too easy. Okay sure. I have the energy for it, if you don't, don't go down that road? Like, have you talked to Johnny? He requires a lot of convincing.

I honestly think the simplest solution is converting the bottom four floors of Guevara and Ashlin Crown into Westinghaus clones. Keep rent unchanged for now. For topside I'm not sure since I haven't played any corporate character, but I'm sure a lower end apartment complex on Green can recieve similar treatment.
I don't think any change that pursues deleting space and potentially relocating current players is a good idea.

Back on topic: I still think that the lack of single-room apartments in Red is the major issue with rent being too high. Medium pads are not necessarily supposed to be accessible, but living out of a cube is a huge pain compared to getting a single-room proper apartment. If I had the option to acquire one such pad when I was starting out, I likely would not have quit and tried again multiple times over several years before finally bucking up the money for a donator pad.

To address a few things;

- Yes, it's possible to sleaze it out without any rent at all in Red. No, it's not feasible for first-time, or even second-time players, and that's a danger to player retention. You need a lot of knowledge and game sense to make that work.

- Yes, medium pads are probably appropriately priced, if not slightly on the high end, for what it is you get. They are not feasible to maintain without a lot of hustle or a donation, but they are (or should be) a luxury.

- There are roughly four to five times more medium pads than small pads in Red, as far as I can tell, off rough estimation. While medium pads should be a luxury, they are absolutely not a rarity, and small pads are vastly harder to find vacant.

I believe the perception of rent being too high is due to the general belief of players that these three-room luxury pads are supposed to be the standard that everyone lives in. This belief is likely due to there being infinitely more medium pads than small pads in Red and beyond.

At some points of the game population waxing and waning, it has been completely impossible for new players to acquire small pads, while dozens of medium pads sit empty; this has been true on three separate occasions of when I tried to play Sindome as someone completely new to the game. Once in 2017, once in 2018, and finally in 2019 when I began to pay for a club membership. I continue to hear similar plights IC with immigrants all the time.

I won't say that the peace of mind of not having to worry about rent is what caused me to finally stick with the game for four, almost five years now, but it was absolutely a major contributing factor. More places for people to pay reasonable rent for a small but semi-permanent space, not a cube hotel, will make more players feel settled in the game and, in my own experienced opinion, contribute to higher player retention.

Some things

1. Hoarding does indeed effect you. Even if you don't hoard. Even if you don't see it. Items have max limits. If they're all hoarded, you can't get them. This pertains to apartments too as there's only so many. It's a major point of this topic.

2. I thought the issue here was scarcity of low end apartments, not that low end apartments are too expensive. Creating rooms creates more rooms.

3. Ox1mm is right in that we we shouldn't be relying on crate runs for the majority of our income. And it is a time sink you can/should avoid at some point.

4. I disagree that cubes don't count as legitimate cheap housing. The ability or lack of to customize a room doesn't it make it less livable. It has a locked door and a space to reside/store things.

5. If it can't be found on the website, it's IC info and therfore FOIC. Even building names. Learning the name of a place means learning it exists where you didn't know before, and that's OOC info that can affect how you RP. New players deserve to experience the excitment of IC discovery. Please don't take that from them.

There was a lot of stuff that was former FOIC that we documented as new general knowledge in the new @lore database, but I missed that omission so that is my bad.
Bump, maybe we could get some admin input/feedback on ideas already suggested in this thread?
Hey there, I'd like to pitch in a bit into this as well. From experiencing the lows and highs of rent, I have to agree that it feels to high if you want to just *live*.

I played most of my time on the corporate side, so that's where I can pitch in. Even the cheapest place you can get takes more than half your income away. The issue I have with this is that chyen makes plot.

I want to drive some plot forward, I want to give people an incentive to follow the trail of breadcrumbs I'm putting down or do something for me, but in my earlier days that was just not possible. In my first couple of months it was always paying rent at the last second because I just didn't have the chyen for it.

Reducing the time investment to have lower income pads would also make the higher income one more impactful. If anyone can live in a dingy place for basically forever, it feels like a real achievement to move into an expensive one. Right now with how pricing goes, moving to a more expensive apartment isn't something I've seen almost anyone do (emphasis on almost) because the idea is: I already pay X for this.

Also, rent goes **nowhere**. It's just chyen being substracted from the system for no reason. It's not going into the pocket of a player landlord whom you might hate, it's just disappearing. I get the idea of a money sink to keep the economy in check, but I feel like that should come from luxury goods and equipment (which you WILL lose), not *livelyhood*.

@SoftAndWet Your response regarding the admin is pretty uncool. I'm sitting here fixing bugs while home sick from work with COVID, reading this thread and trying to formulate a response. Before that I was on my once a year vacation and told my family I would not do anything Sindome related so I wouldn't get sucked into something that 'needed my attention right away'.

Individual admin are not expected to respond to giant threads like this in a vacuum. They defer to more senior admin, of which active, there is only a handful, and all of us have other stuff going on in our real lives and are not on-call to respond to BGBB posts on whatever timeline you think is or is not acceptable.

I'll write up a real response to this thread when I cool off.

I have a lot of thoughts on a lot of things that have been said in this thread. Instead of laying them all out, I'm going to lay out a bunch of data. Let me get a few things out of the way to start:

1. There are purposefully cheap places in the game that do not accept memberships to keep cost of living low
2. We don't make coffins free for everyone forever on purpose to force people to get out and RP and look for jobs
3. Red is a slum, and the places aren't supposed to be nice
4. Memberships do increase play retention based on the data I've seen over the years
5. Empathy is important
6. You shouldn't need a membership to play the game
7. Scarcity is part of the game

Let's look at some data.

Warning: I am sharing this because I'm a Senior Admin and that is my prerogative. You can comment on and discuss the data I have shared while in this thread, but only in this thread if it falls under our IC/OOC rules. The IC/OOC rules still apply here. If you have some data you want to share that you think might violate these rules, xhelp and ask before sharing.

For the purposes of this data we will be looking at Red only, as most topsiders get rent subsidized by their corp so it's harder to come up with a realistic dataset. Also topsiders are paid more on the reg, so it's less of an issue IMO.

Lucky Eagle and the New Rose are specifically positioned to support people without membership pads. You can pay rent by the day, and the rent price has not increased in 25 years (despite other price increases elsewhere in the game).

There are 14 unrented Lucky Eagle cubes
There are 12 unrented New Rose cubes
Total unrented 1 room cubes: 26
You cannot apply a membership to these cubes.

A days rent is 130c @ Lucky Eagle & New Rose
A weeks rent at each of those is 960c @ Lucky Eagle & New Rose

Let's look at crate runs on Red. I'm doing this with a character that has Repulsive charisma which is essentially what you leave chargen with if you don't up it. Most characters would see a higher payout on crate runs on average, so these numbers are a low ball of what most characters would see. You'd also see higher amounts even with lower charisma if you went and did Gold crate runs, and even higher with Green crate runs.

Red Crate run #1 with Repulsive Charisma: 147c (3 min roundtrip)
Red Crate run #2 with Repulsive Charisma: 183c (4 min roundtrip)
Red Crate run #3 with Repulsive Charisma: 84c (3 min roundtrip)
Red Crate run #4 with Repulsive Charisma: 321c (dangerous) (6 min roundtrip)
Red Crate run #5 with Repulsive Charisma: 90c (3 min roundtrip)

Total Time: 19 minutes a day
Total Time (Weekly): 133 minutes
Total Crate Run Money with Repulsive Charisma for 1 day: 825c
Total Crate Run Money possible for a Week (825*7) = 5775
Total Crate Run Money possible in 1 year (5775*52) = 300,300

Now let's look at what that looks like against the total crate run amount. Keep in mind this is just crate run money, it doesn't account for the entire amount someone could make on automated jobs.

Weekly Rent: 960c
Yearly Rent: 49920c
Weekly Profit Minus Rent: 4815c
Yearly Profit Minus Rent: 250,380

Let's look at this in terms of time. I'm going to estimate it takes about 22 minutes to generate 960c chyen, again this is a really worst case estimate. Most people it would be close to 9-12 minutes.

Time to Generate Weekly Rent: 22 minutes (.36 hours)
Time to Generate Yearly Rent: 1144 minutes (19 hours)

What do these numbers look like if someone plays 40 hours a week?

Total Time in a Week: 2400 minutes (40 hours)
Total Time in a Year: 124800 (2080 hours)

% of time spent on rent a week / year: 0.9%

What if the person plays ~3 hours, 5 days a week:

Total Time in a Week: 900 minutes (15 hours)
Total Time in a Year: 46,800 (780 hours)

% of time spent on rent a week / year: 2.4%

What do these numbers look like if someone only plays 5 hours a week?

Total Time in a Week: 300 minutes (5 hours)
Total Time in a Year: 15600 (260 hours)

% of time spent on rent a week / year: 7.3%

Keep in mind that all these numbers are based on an absolutely terrible charisma stat that is never improved over the course of a year. I'd guess that even someone playing 5 hours a week, with a charisma of M to P would be spending less (~4-5%) of their time on rent in a year.

I think a 7.3% investment of someones time (which again is the absolute HIGHEST I can see someone with TERRIBLE charisma having to spend) is an acceptable investment of time for a safe, secure, place to sleep and store their gear. This also doesn't take into account having one or more roommates.

However, there is a case to be made here that due to the earnings cap, we are still putting people without a membership into a hole monetarily since they have an overall lower possible earnings amount.

I've taken some steps to mitigate this:

1. Any money a non-member pays toward rent on an apartment or cube THEY are the OWNER of (cannot pay someone elses), will be added to their weekly earnings cap for the week, allowing them to earn that money back (that week only) with automated jobs.

2. Any non-member will be able to do 1 additional crate run a day compared to members. The cap on most of them is 5 a day right now, so a non member can do 6. This should offset the walking around money that a person wold have to spend on rent to rent a cube for a day that a member would not need to spend.

3. Help rent and help work will be updated to reflect this.

An important caveat here is that if you are a non member and pay your rent in advance for a month, you will only have the week you paid the rent to recover the entire amount via the automated weekly profit system. Nothing I can do about that at this time. If you are good at the NPC selling part of the game, you could very well recover your money without a ton of effort -- if you are relying on crates, then you are better off paying your rent only a week in advance where possible.

I think these changes are a good step toward leveling the playing field and addressing some of the concerns raised in this thread.

For those of you that contributed to this discussion with best intentions, assuming positive intent from others, thank you. For those of you that didn't you can either do better, or stop posting on the BGBB.

(Edited by Slither at 12:35 pm on 10/16/2023)

I think these changes have been positive overall, however I have heard of a situation that I think needs to be addressed.

Someone relayed to me that they have seen characters telling other characters ICly: "Hey, go pay your rent before we go do [insert semi-automated income job]". The OOC reason being that if you pay your rent prior, you can earn more on automated income from the job, or do more of them.

OOCly I do not have an issue with people using the system in this way. ICly we can't be treating the system like this. It's IC gamification. It's like telling someone 'oh you couldn't break out of that grapple, better raise your strength' instead of saying 'your arms look like noodles, do some pushups baka'.

Please respect the IC/OOC boundary and maintain immersion. If it's not possible to discuss an OOC system or restriction in an IC manner without it seeming meta or cheesy... don't discuss it ICly. Point the person to the OOC help file on rent and let them know there are details about how rent works for those who haven't donated that they should familiarize themselves with. Let's not try to fit a round peg in a square hole.