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- Sulfurado 8m
- Grig 6m
- NoShame 27s
- Atheran 3s
- Veleth 31s
- GrimButterCat 49s
- DeLiSe 5s
- deskoft 27m
- Dystopia2102 3m
- BigLammo 11s
- sukebug 1m
- Hivemind 21m
- Baguette 1m bitchmade
- RedProtokoll 5m
- CookieJarvis 6m
- SoulTune 4m
- BCingyou 14s
- Wonderland 48s
- Slyter 22m
- MrJDucky2 4h
a Mench 25m Doing a bit of everything.
- asdronin 14h
- ReeferMadness 44m May the bridges I burn light the way.
And 22 more hiding and/or disguised
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Identity Crisis $cript
A consequence for the frequently disguised.

This is a pretty simple proposal, a withdrawal type script that impacts people who make frequent use of the disguise code. With some help from Team Fix-It, a sample script is available here: https://docs.google.com/document/d/1maqRQLkZpFlCSUFKxw6WmXLvubsLqnUnHjT-Rb2n-m0/edit?usp=sharing

Essentially, you would acquire some degree of a personality disorder after sustained disguise use unless you manage your condition with a suitable drug. My presumption is Dezraldrin but I imagine some thought should go into it to ensure balance.

Questions? Comments? Concerns?

That isn't how any kind of DID works, for one, to start.

Secondly, aren't disguise mechanics already (presumably) balanced by the skill and stat checks required to succeed in employing / maintaining them?

If disguise is considered too strong (the implicit thing being said, by introducing a new drawback), then we should probably just increase the existing skill/stat checks.

This would be a cool script for extensive genemodding.
What exactly is the motivation behind this idea? What is the problem, and what does it fix, from your perspective?
That isn't how any kind of DID works, for one, to start.

For sure. The $cript was an example/work-in-progress of what kind of challenges I think would be appropriate from a balanceing perspective.

Secondly, aren't disguise mechanics already (presumably) balanced by the skill and stat checks required to succeed in employing / maintaining them?

If disguise is considered too strong (the implicit thing being said, by introducing a new drawback), then we should probably just increase the existing skill/stat checks.

Without going into detail, changes to disguise code have made it so skill/stat gates alone are no longer sufficient, and additional code is needed.

What exactly is the motivation behind this idea? What is the problem, and what does it fix, from your perspective?

For the most part, a good disguise is currently relatively bulletproof and only rewards meta. I would like that remedied by providing more IC tell-tale symptoms of someone incognito. The sort of balance that rewards someone for having the right tool for the job.

"For sure. The $cript was an example/work-in-progress of what kind of challenges I think would be appropriate from a balanceing perspective."

But they aren't appropriate, and they are nonsensical, judging by the content of the scripts.

"Without going into detail, changes to disguise code have made it so skill/stat gates alone are no longer sufficient, and additional code is needed."

The gates can be altered / increased.

"For the most part, a good disguise is currently relatively bulletproof and only rewards meta."

That seems to be stated goal, from staff, having forfeited concerns about arbitrating concerns about disguise meta. I don't agree with the stance, but it is what it is. If you're fooled, you're fooled.

But they aren't appropriate, and they are nonsensical, judging by the content of the scripts.

The appropriate components are forced think and voice changes. The content itself is nonsensical.

The gates can be altered / increased.

They can be but that wouldn't resolve the issue.

That seems to be stated goal, from staff, having forfeited concerns about arbitrating concerns about disguise meta. I don't agree with the stance, but it is what it is. If you're fooled, you're fooled.

I agree the messaging is mixed. The overwhelming feedback has been laissez-faire BUT as the meta changes, counters must be put in place. The feedback I most recently got indicated a need for some sort of balance. I fully recognize this is profoundly vague and in many ways is a disservice to my argument itself but wholeheartedly value the feedback nonetheless. Thank you, Jameson.

The challenge of disguising is that it's as mechanical a challenge as it is a social challenge. Maintaining a persona for over an hour is a true test of a player's social skill with disguises. That doesn't need to be made any more difficult than it already is IMO.
The problem isn't that it's too easy to disguise yourself, it's that there's no real reason not to just disguise yourself all of the time when going undisguised tends to make for more interaction. I dig it and I'd love to see more people going hoodless, anyway.
they aren't appropriate, and they are nonsensical, judging by the content of the scripts.

The only problem here is that someone called it "DID".

Call it something else, this is cyberpunk and a game.

Besides, I don't know how many times it has to be said that Sindome isn't a reality simulator. We stop calling it DID, problem solved.

You can call it whatever you want, it still doesn't make sense as a consequence psychologically. Sindome doesn't need to be a reality simulator, but should probably strive to be a sensical simulator.

I'm not against creative nerfs to any mechanic, but I don't think inventing different flavors of cyber psychosis for everything is the answer.