Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- zxq 11m
- SmokePotion 1m
- BitLittle 4m
- AdamBlue9000 0s Rolling 526d6 damage against both of us.
- Ameliorative 23m
- BigLammo 20m youtu.be/NZR4EeTkRqk
- Bruhlicious 22s Deine Mutter stinkt nach Erbrochenem und Bier.
a Mench 12h Doing a bit of everything.
And 12 more hiding and/or disguised

Discussion:Decking Skill UE Cap Discount

Just making a discussion thread for the recent poll:

This is just an idea we want feedback on. There are several decking skills (programming, cracking, systems), and they have coded uses, but each skill only has a few coded uses. A proposed idea for alleviating some of the pain around these skills having partial implementations is to discount the amount of UE these skills count towards the UE cap. You would still earn ue/spend ue the same on these skills, but if you put 1 point into programming, it would only count as 0.33ue toward the UE cap. The hope with this change would be to allow people to get these support skills and start using them, without impacting their overall gameplay too heavily, given the UE cap. Plenty of stuff would need to be figured out, but the question is: Do you think this is a positive change?

I agree with the premise that programming, cracking, and systems are too split up and thinly populated with mechanics to really be meaningful distinct skills, but I also think this is arguably true of other skills (explosives, forensics, munitions) and weighting how much a skill contributes towards the UE cap based on how useful it is at the time is a very messy and subjective road to go down that will probably end up with some really confusing issues to resolve in the future.

If it's felt that there is any skill that is unlikely to see much isolated development, my feeling it would be better to bite the bullet and depreciate it and move its checks to another skill and deal with the short term cleanup of characters that have skilled into it already, rather than the long term headache of gameplay skills being weighted differently in experience costs.

god yes please, I wanted to vote for "just combine them into a 'Decking' skill" in the poll but it wasn't an option. Would love the same for munitions and explosives and other skills that are pretty much not useful at all to invest in heavily.
I'm under the impression at least one of the skills in the poll is now also working with another archetype which has the ability to generate a lot of income and a significant amount of IC data-gathering. If that's the case, I think giving any skills that work within that new archetype a discount would end up pretty disastrous overall over time.

IMO skillsofts provide characters who do not want to spend a lot of permanent UE the ability to experiment and play around with other skills.

I do not think that discounting skills is a good idea.

Yes please.
I was initially on the side of this being a good thing, but the more I think about it, the more discounted UE seems like it could cause confusion or issues down the road. Especially when other skills, as mentioned with forensics above, might also qualify for the same feeling of being very niche.

Maybe either combining these or trying to roll out more coded content for them to interact with might prove a healthier, albeit longer and harder to implement solution.

I don't think changing the UE cost would impact the core problem that these skills lack merit via coded systems to interact with. I think either reducing the number of skills or simply making more meaningful coded interactions is the best way to go.
I do agree with 0x1mm on this matter. I'd rather not add a skill/stat weighting layer on top of everything we already have. I don't like the implications long term.

However, I have to ask:

Why is this being suggested? Has it been decided that there is no longer interest in improving the decker experience? To make the skills worth the investment?

Personally, I am more a fan of making decking more awesome than I am in making it possible for deckers to do more things. It doesn't have to be one or the other of course but the cheaper decking is made in terms of UE cost, the less awesome I want it to be.

My opinion, out of the box and without doing any real research, is to make decking a two skill deal instead of three and make decking worth heavily investing in those two skills.

We aren't going to stop working on decking, but I wanna be realistic about where we stand. Cracking and programming are at the minimum a tertiary skill that people invest in. They have uses, and combining them into a decking skill is also a possibility. I included systems despite the updated uses that skill has to gauge interest / feedback.

I would love to make decking better, so would Johnny but I also need to be realistic about the time I have available and the other responsibilities I have to the game (bug fixes, administrative stuff, etc).

And realistically, I can't commit to making huge progress on it this year. So, rather than more of the same I started to ideate on solutions that would be easier to implement that might have a positive impact on these skills and their usefulness.

Reducing UE cap cost is easier than combining the skills (by far) and far less likely to cause new bugs. It's also easily reversible for when we do flesh out these skills more.

The general idea is that maybe people would be more interested in checking them out or investing into a partially implemented skill if they knew it wasn't going to come at such a high cost to other more immediately and regularly useful skills over the length of the character.

I don't like skillsofts in general and think they are a detriment to the game-- and removing them would force people to invest in skills to investigate their usefulness. So removing them entirely, or at least the softs for skills I mentioned is another possibility but that seems more punitive than beneficial and so I don't wanna go that route at this time.

So yeah, the idea of lowering cap cost with no other changes seemed like an easy way to make the decker life more accessible without requiring the UE cap investment of a full character build as it were.

My first blush is that sorting gameplay skills into different cap weights and designating them as primary or secondary or tertiary in a formal (if ad hoc) way is a bit of a design Rubicon that might be tricky to walk back, culturally if not programmatically.

The other issue is that a cap discount kind of cancels itself out on contested checks, ie. if everyone's skills are discounted, then the outcome is no ultimate change for versus skill rolls, or halved difficulty for fixed skill rolls.

However the perfect is the enemy of the good, and it's fair to say that reducing the UE cap contribution of decker skills by half would give existing max UE deckers (both of them) a potentially hefty chunk of UE to use elsewhere.

I still favour combining skills just because it would allow for a permanent rectification of skills that also beg for it (if I was just wishing on a shooting star I'd combine Munitions and Explosives together, Medical and Forensics and Bio Tech together, and Cracking and Programming and Systems together just to settle them for good and all), but recognizing that I'm not a developer and this may be extremely hard as a solution, then I'd say that where the long-suffering deckers are concerned, the feasible messy fix is better to pursue than being tidy and having nothing done.

My main concern is down the line. There seem to be plenty of long lived characters in SIndome, especially in recent years. If some of the less fleshed out skills get reduced cost (effectively) now, it's going to be hard or impossible to walk that back down the road when decking (as an example) does get fleshed out.

If my character who is a master decker now who is also a top line doctor and candyman but only because of the skill cost discount has to suddenly become mediocre at some or all of these things, it would leave a sour taste in my mouth.

I'd rather not give something away that I might have to take back later.

Another concern is that if someone decides they still want to focus on decking and not diversify, these characters will be able to reach greater heights in those skills then they could before. Maybe with most builds C level skills are top level with the occasional B but now a focused decker can hit A levels.

These characters now supercharged in these skills will be yet harder to deal with if it's ever decided to roll back the cost reduction. Not only that, give how these skills used to work (not sure if it's still that way) the things they do on the grid will be untouchable by other deckers should the skill cost be rolled back as a focused decker would no longer be able to reach those heights.

Also worth considering is how many characters and how much investment it takes for such characters to be able to do awesome decking things with GM support. I know it doesn't happen often due to manpower constraints but I do think that the changes in how many characters are at this level and how easy it is to get to this level are worth considering.

All in all, none of this can be dealt with if it's decided that new layer of weighting skills by mechanical usefulness is desired. I'm not a huge fan of it in combination with the UE cap but it can all be made to work. At this point I just want to point out things that might be worth considering as this is all explored!

I am terribly at typing! I meant to say that everything I and others bring up can be dealt with. It is possible to resolve the issues reasonably. I wasn't trying to say that any of this is insurmountable!

Walking back the changes later would be updating the code that calculates max ue and asking anyone who has ended up over it to respec, which is what we did when we implemented the UE cap. It's a fairly well worn path that we have tooling in place for already, so that aspect of it doesn't concern me.

I'm not pushing this one way or another, other than to surface it for discussion. I think a lot of good points for and against have been made in this thread. I'm still on the fence on if it would be a positive or if it would have a negligible effect but increase confusion.

On further reflection my feeling is that sort of mechanism to encourage use of skills that are known to be underdeveloped may have negative effects on player experiences overall (especially for new players) since the practical cost for most players in investing in a skill is their up-front time commitment playing their character, and only sometimes much, much later (and for many characters, never) how much of their total UE was invested. My general experience has been that players who play decker archetypes have had somewhat worse overall impressions of the game as a whole, and are left with more negative views towards it, compared to players who play very well supported archetypes.

In lieu of improvements of the mechanics for decking, my feeling is that fewer deckers or attempted deckers is probably going to result in an overall better experience for players.

@slither

Is there a desired outcome? What is the end state that you are driving towards?

More people / players getting involved in the Grid? What does that look like? What is the benefit?

(Deckers / plug your ears here)

When I started playing ~5 years ago, I really wanted to play a decker. I feel extremely fortunate that a long term player / character steered me away from that. They made the analogy that decking in Withmore is more or less drawing dicks on nodes. It's a bit crass, but also seems to be 85% accurate.

(Back to dialogue)

I think it was @Grey0 who brought up the point that there are 1 or 2 Max UE deckers in the game. I think that anyone else who gets into decking is going to run into issues that are inherent with the system. Max UE deckers can essentially lock everyone else out of "doing things".

If the goal is to give the two current Max UE deckers more competition, then lowering the UE cost of decking skills might achieve that.

If the goal is to get more people into deeper into the Grid in a casual (read : not primary) endeavor, I think we run the risk of running up against the Max UE / lock out challenge.

While that was probably true at the time, there's more to decking now than "just drawing dicks on nodes", and I think more people getting into decking would be great. Although I'm not completely sure about the UE cap thing.
Decker archytypes are done so damn dirty it's not funny. That's the real core of the problem. Who can blame the person who, having read neuromancer, wanted to have high-tech, low life adventures in the Dome, only to find, well yeah, drawing dicks on homepages. Especially with the totally justified kind of secrecy around IC stuff, which is frustrating as a new player, but I think, even with that frustration, that it's for the best, there would be like, no way for a brand new character to find out, other than scouring the bitch boards for scraps of complaints, that there's not much fleshed out in the system. Molly Millions is in the Drome. Right down to the nails. But Case? Case realized he didn't have a chance in hell, and did something else. Cybernetics, in its dictionary definition, is about the interaction of systems. I think that there'd need to be a system in place. Ways for the grid or the matrix to touch things in meatspace. Elevators, bank accounts, cameras, power grids.