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By Slither at Apr 1, 2025, 9:27 AM
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JUSTICE
5,158 posts
I love all the changes to the economy with the cutback on prices. I think it'll encourage a lot more risk taking, and we're going to see a healthier secondhand gear economy because of it too. Shifting the meta to midtier/upper-midtier with the endgame as something to work for/bring out on a very rainy day is a great decision.
By Cowbell at Apr 12, 2025, 4:26 AM
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BATA
254 posts
Is it possible that the medical kitbag prices could be looked at too? They're still very, very expensive for how required they feel.
By Ameliorative at Apr 12, 2025, 4:35 AM
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SPLATJOB
43 posts
I'm not sure how much cheaper the medical kitbag could be made without it becoming too cheap but it's weird that I see solos with medical skillsofts using them more often than I see actual nurses or doctors using them. It's such a valuable piece of equipment that the average nurse can't really go outside with it without an armed security detail, even if they can afford the initial purchase.
By Necronex666 at Apr 12, 2025, 4:56 AM
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STREET SAM
476 posts
All I can say now is THANKS for the price reduction and listening to the community and taking a leap of faith in actually making such a big sweeping change to the economy, 35% is significant. It's a pretty big change, and hopefully it'll work out for the best long-term.
By villa at Apr 12, 2025, 6:49 AM
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GATO
595 posts
By Veleth at Apr 12, 2025, 6:51 AM
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ACE KOOL
624 posts
By Ociex at Apr 12, 2025, 9:12 AM
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CHUMMER
151 posts
Hoping this brings more people to chrome up, bringing us more in line with typical cyberpunk worlds
By Eve at Apr 12, 2025, 9:13 AM
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BAKALAKA
123 posts
I think these are great changes. I do worry the cyberware component (not nanos) will hurt the secondary ripper market but I'd like to hear more from people who operate extensively in that arena before jumping to conclusions.
Overall, if the impact is more people with chrome who can be ripped - the secondary market should be fine. So, mostly I'm just curious to see how it plays out.
By ReeferMadness at Apr 12, 2025, 9:14 AM
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LEGEND
2,059 posts
LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
By AdamBlue9000 at Apr 12, 2025, 9:56 AM
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BAKALAKA
95 posts
doing some calculations on the new prices, once all these items refresh it's very tempting and I will 90% buy something I might never have otherwise
By Phexion at Apr 12, 2025, 11:07 AM
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SPLATJOB
50 posts
It's great news for combat archetypes and roboticists but it does seem to me that lowering the value of chrome but maintaining the high price of medical tools makes ripper docs even more impossible as something that could be self-sustained. Is it intended that only characters that are given or provided these tools by NPCs can play as surgeons? It feels impossible to compete with NPCs who have everything and whose consumable costs are zero.
The most common piece of cyberware is the neural processor and a biochip reticulator costs 14x more than the processor does, breaking even on that will require years even assuming no cost to acquire the cyberware, while other types of cyberware might only be installed a handful of times across many years and could never cover the value of their respective tools.
It's fine if players aren't intended to put cyberware into characters as freelancers and just meant to rip it out, but it does feel like something the game is tacitly encouraging players to pursue while not making it practical to do.
By 0x1mm at Apr 12, 2025, 11:10 AM
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LEGEND
2,859 posts
By comparison the tool costs for a surgeon are ~20x higher than a mechanic, whose trade is both deeper mechanically and more profitable in my subjective experience.
I know it's not a very popular part of the game but I hope technical and medical tools could also get a pass in the future.
By 0x1mm at Apr 12, 2025, 11:15 AM
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LEGEND
2,859 posts
On one hand: Ripperdocs make less of a profit in the short term and it seriously devalues their existing stock of chrome, so it's a hard hit right now. Maybe even hard enough that that maybe they get a little love somehow or reimbursement or maybe catch a windfall or something. BUT! It balances it out because if more people are buying more chrome and installing more chrome, and dying more often with chrome, it means more to rip. It's diamond season, baby.
By AdamBlue9000 at Apr 12, 2025, 11:21 AM
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BAKALAKA
95 posts
I agree with 0x on this topic. In my opinion Ripper docs should be more common than licensed and insured medical doctors.
I think the overall changes though are a step in the right direction.
By Mindhunter at Apr 12, 2025, 11:24 AM
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CHUMMER
171 posts
I also agree that 0x's points seem pretty valid and it should be looked into in the future
By Phexion at Apr 12, 2025, 11:26 AM
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SPLATJOB
50 posts
Cheaper medical stuff would be great.
Rippers should be employed more to install shit, but it's a costly gig.
By Veleth at Apr 12, 2025, 11:27 AM
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ACE KOOL
624 posts
This is pretty awesome. I think a few outliers which could benefit from a 35% price reduction are…
* Paragliders
* Weapon Modifications
* SHI General Tools (Cybernetics detector, Explosives sniffer, firearm detector, nanogenics detector, tracker, debugger, NOT YOU SatNav receiver & network scanner, you're cool)
* SK Nanites
I also agree with 0x1mm on cybernetic tools.
By ReeferMadness at Apr 12, 2025, 1:37 PM
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LEGEND
2,059 posts
I've been in favor or price nerfs for awhile besides chrome (minus nanies) and seeing them being lowered again can't help but make me feel like this has slammed the ripperdoc archetype into a grave right besides munition techs.
There is already a significant and unreasonable bar of entry to even partake in that archetype, not to mention sourcing chrome without going through the horrible licensing system is a pain and leaves more than a few things practically unavailable to you entirely. A reasonable source of anesthetic is also unattainable without at least a basic license of some sort and the price on that is much more than a majority of the basic cyberware a player would even think about going to a ripper for.
Less chyen in ripping and second rate cyberware makes it much harder for players who want to go into the archetype to actually get jump that ridiculous initial hurdle to begin with.
By Kasumstreak at Apr 12, 2025, 3:25 PM
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NEWBIE
12 posts
Damn.
Looking forward to seeing the effects.
By Quotient at Apr 12, 2025, 6:02 PM
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STREET SAM
454 posts
Very nice, no complaints.
By Ociex at Apr 12, 2025, 6:04 PM
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CHUMMER
151 posts
I've reduced the price of cyberware items heavily as they were quite expensive. I've also reduced scanners, along with several other items.
By Slither at Apr 12, 2025, 6:09 PM
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JUSTICE
5,158 posts
By Ociex at Apr 12, 2025, 6:09 PM
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CHUMMER
151 posts
If you are a fixer, or own a shop, who purchased gear IN THE LAST MONTH that was impacted by these changes, please put in a service request asking to speak with me and we can talk about a one time make good to cover the difference in price costs due to the reduction. This does not apply to gear purchased outside of a month, or if you're not a fixer / shop owner. I'm only doing this for people who's role it is to buy/sell stuff.
By Slither at Apr 12, 2025, 6:12 PM
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JUSTICE
5,158 posts
By Veleth at Apr 12, 2025, 6:15 PM
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ACE KOOL
624 posts
Loving it, the new prices to not feel -too- low that it's meaningless, but a notable reduction still.
Could we maybe look at prices of rifle and smudge holsters? Those are almost 6x price of equivalent for a pistol and that feels a bit excessive.
By Aida at Apr 13, 2025, 1:45 AM
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STREET SAM
406 posts
I love all these reductions! Getting gear into peoples hands and out into the world can only improve things.
By Thrillimanjaro at Apr 13, 2025, 4:32 AM
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WAGE SLAVE
27 posts
With discounts to drug making equipment, I'd like it if there were more mechanics that forced them especially now to be exposed to some kind of risk, or at least maybe need to be resupplied. While they're not untargetable, since most drug labs stay locked behind upgraded pad doors 99.9% of the time I feel like the initial cost now + the long term benefit that's really easy to upkeep might disrupt the current drug economy even further.
By Cowbell at Apr 13, 2025, 4:43 AM
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BATA
254 posts
I don't think that is needed. Drug labs were intended to explode when you got a critical fail, but a bug in the code was preventing that. I fixed that bug last month. That means that all the drug labs that experienced a failure blowing up (there were many) are now primed to explode when the next critical fail happens. A crit fail can happen regardless of skill level, it's just a bad roll, so there is risk both to the person doing the tending, and to their equipment. Labs don't last forever and they can't be repaired.
There is also risk involved in the moving & sale of their wares.
(Edited by Slither at 4:46 am on 4/13/2025)
By Slither at Apr 13, 2025, 4:45 AM
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JUSTICE
5,158 posts
Can we get similar discount for ammo benches, now that they can blow up too?
By Aida at Apr 13, 2025, 4:46 AM
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STREET SAM
406 posts
I actually had forgotten that bug was fixed. In that case, yeah fair enough. Statistically it's bound to happen so if they need to be replaced eventually, that scans.
By Cowbell at Apr 13, 2025, 4:47 AM
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BATA
254 posts
I am almost in shock so many niche and technical tools got price reworks, even to things I had forgotten exist myself. And paragliders! This is beyond what I could have hoped for, even things I had forgotten existed myself, thank you very very much for giving so many less-known tools consideration for repricing.
By 0x1mm at Apr 13, 2025, 12:14 PM
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LEGEND
2,859 posts
Y'hear that, drug manufacturers? Ya best invest in Luck lest ye be esploded.
Fantastic changes.
By AdamBlue9000 at Apr 13, 2025, 12:22 PM
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BAKALAKA
95 posts
EXPLOSSSSIIIIIOOOOON!
Jokes aside, I still think all of these changes are absolutely cinema, maximum awesomeness.
By Ociex at Apr 13, 2025, 12:27 PM
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CHUMMER
151 posts
Honestly I wonder if the increased accessibility of paragliders will increase topside incidents.
By Quotient at Apr 13, 2025, 12:27 PM
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STREET SAM
454 posts
I've just now noticed that the price rebalances are not retroactive to items already stocked on store shelves.
I don't know if this is a technical limitation but this could dramatically hamper these updates effecting the game, some stores see somewhat quick restocking but others can have extremely stagnant stock especially when they're packed with very expensive items.
With freight stocking largely out of the equation now green shops can take months to see a lot of restocking, whereas shops in the Badlands could take actual years to see significant amounts of new stock.
By 0x1mm at Apr 13, 2025, 1:36 PM
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LEGEND
2,859 posts
It'll turnover at a fair pace. I may run something to restock prices. Some stores operate differently and auto recalculate. I prioritized getting the price changes out, as it will directly impact things that sell quickly, the market, new things being stocked. I'll work on price updates for store stock n the coming days.
(Edited by Slither at 5:02 pm on 4/13/2025)
By Slither at Apr 13, 2025, 5:02 PM
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JUSTICE
5,158 posts
I prioritized getting the price changes out, as it will directly impact things that sell quickly, the market, new things being stocked.
Absolutely, no complaints there! The perfect is the enemy of the good. Thank you again for going over different areas so thoroughly and attentively, they really are amazing changes and sure to bolster engagement with less popular areas of the game.
By 0x1mm at Apr 13, 2025, 10:35 PM
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LEGEND
2,859 posts
Real impact of those changes on gunsmiths:
I have sold more gun mods in last 3 days than in 8 months of gunsmithing. My sales pitch, clientele and so on did not change, just the price.
By Aida at Apr 16, 2025, 8:10 AM
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STREET SAM
406 posts
-Changes in Car Parts and weapons
Great. Cars were one of the few things that were overpriced along with their weaponry. Though I believe this was due to the idea that high cost means less player use means less having to fix bugged and broken systems.
Does this include hulks? If not, hulks need to be included as well. The jump between newbie bike and newbie car is astronomical.
Robot Parts
-These too I feel were overpriced to hide the flaws in the system, however I don't feel like it does enough. It makes cats extremely cheap, but Eisenhowers still remain just slightly out of reach in terms of money to all but the most dedicated corporate citizen. Obviously Dog-borgs would probably go somewhere in here in terms of bridging a pricing scheme but that's another bridge to burn.
As an alternative suggestion, I would have avoided the price cut here and instead implemented a system that robot parts could be scavenged and found within the junkyard. Just horribly damaged and in need of repair. I feel it would create an economy of junkrats to riggers that would be more beneficial for the game economy than just buying it from a chyen sink, and speed up creation of mix-matched robots instead of waiting to afford "the best" parts piece by piece.
Armor Price Reductions
-Pinstripe armor needs a pass by in price if we are slashing prices. I'd suggest 50%. They're powerful as xo3 yes but they are ruined with a single bullet or blade attack.
-WCS gear is insanely powerful against what it is designed to combat and should be considered high tier specialized armor. These prices should not have been touched. Same goes for the unmarked varieties of this armor.
-Vehicle Ammunition
Vehicle ammunition I do not understand. I would think that most of the vehicle ammunition used could only be afforded by corporate or NPC payrolls. You're just making it easier for sources with infinite money to buy things? I do understand the concept of a budget, but at the end of the day this is a video game and the staff can just hand wave it away. If you really wanted vehicle ammunition to become cheaper and part of the game you'd let ammunition tables manufacture them.
-Weapon Mod Changes
Given that no weaponsmith or even player can source weapons mods except being forced to be buying them directly from only two places, this looks really icky on an OOC level. Please place being able to strip mods from firearms as a top priority or revert this.
-Armorsmithing
Given that armor has been made as cheap as pud in terms of replacement, is there going to be any change to the armor repair system to make it anywhere approaching viable? What's the point in paying 1K to have my trench repaired and permanently damaged when I can buy a brand new one undamaged for 3K?
Will refunds be offered for armor repair dummies?
-Ripperdoc Cyberware Tools
None of this should have been adjusted. They're all in the market right now. Nobody was asking about them or trying to find out how much they were, people just pretended they knew everything, whined, and the prices moved. Please revert.
Also, a lot of people have some serious issues with privilege and immediate gratification. You're acting like as a shady and illegal ripperdoc you're entitled to not only an operating room worth of tools within 24 hours of asking, but you're somehow expecting this to be as cheap, if not cheaper, than retail stores? No… sorry.
Thank you.
By Risikio at Apr 16, 2025, 11:49 AM
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BATA
259 posts
I don't play a fixer but I've encountered a few PCs over the last couple years expressing a desire to get into ripper/field medic roles and not feeling they could within any reasonable amount of time because of the high cost of investing in the necessary tools. Most of them seemed to give up and either switch interests, reroll or stop playing.
Consider Risikio that maybe all the equipment collecting dust in the markets is there because even with a fixer's skills it was still too costly, or that those interested were going to other PCs for help with finding out pricing.
I think these changes are awesome and have the potential to do a lot of good for the game, RP and PvP aspects both, so thank you very much Slither and the rest of staff!
By Nymphali at Apr 16, 2025, 6:20 PM
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BATA
274 posts
I disagree with a lot of what you said Risikio, sorry. People are not entitled, these tools were more expensive than high end weapons. I for one want more people roleplaying the roles they want. And medical tools should not be gated to the point where a single one can cost as much as a set of Xo3.
It time/money gates roleplay to the point where a pc without backup would have to collect for like a year just to have a full set, all these changes has been so people can have more angst around losing stuff all the time.
I agree with Nymphali, these changes have been absolutely awesome.
By Ociex at Apr 16, 2025, 6:30 PM
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CHUMMER
151 posts
The price of cyberware/ripping tools were way too expensive even before the price changes and are still behind a bunch of hurdles. Ripping was an extremely pricey archetype to get into and I'm in favor of it being more reasonable now.
By Kasumstreak at Apr 16, 2025, 7:34 PM
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NEWBIE
12 posts
An interesting, perhaps unintended side effect of value reduction on armor has put them below the clothing descriptor for "expensive" (i.e. You look at Tom. Overall, their clothing is expensive, and armored).
Worth mentioning, probably only because this particular descriptor helped certain individuals stand out among the crowd, specifically for newer players who were just getting a handle on the game.
By Quotient at Apr 17, 2025, 7:15 AM
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STREET SAM
454 posts
While it seems robot parts and the mechatronics multitool saw decreases in prices, the PRI mechatronics debugging kit was missed in the markdowns.
I'd say acquiring this item is probably the biggest hurdle in starting on the path of a rigger because they're not exactly floating around the second hand market and they're still quite expensive.
So if we are trying to make being a roboticist palatable this would be a nice gesture.
By Risikio at Apr 19, 2025, 4:23 AM
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BATA
259 posts
Awesome change on the crates, thank you, this will hopefully make more people use them, and the few RP perks that come with it, like getting familiar with green.
By Aida at Apr 23, 2025, 8:29 AM
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STREET SAM
406 posts
Has anyone else run Green crates since and confirmed that their value has actually increased? One run earlier today paid out only like 250~ chyen for a time investment of 31~ minutes which I think is worse than the factory. I'm aware there's factors in play that alter the value of those deliveries but I don't think any should've impacted it -that- much in this instance.
By Ameliorative at Apr 25, 2025, 12:13 AM
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SPLATJOB
43 posts
Green crate payouts rely extremely on IC factors, it can really go from 200 to 600+ per based on them, and that was on old prices.
By Aida at Apr 25, 2025, 1:27 AM
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STREET SAM
406 posts
Took a while to test that. I actually can't tell either from three deliveries because the payouts cleaved low. From the language I took it to mean 33% overall increase (1.5x to 2.0x) which is small enough to hide in the payout variation but it should be easier to tell after a few days.
By 0x1mm at Apr 25, 2025, 1:36 AM
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LEGEND
2,859 posts
No hyperbole, even though I directly benefit, I'm shocked by this payout raise actually happening so quickly with zero discussion.
I mean did crate rates need to be adjusted?
(ADMIN NOTE: The following statement is incorrect and is addressed in a later post) Yes, but that's because by slashing prices across the board you probably also slashed their relevant crate payout, given I get the feeling an individual crate payout has some tie to the value of the item inside. If nexus costs 70% less, the payout of a crate to nexus would inevitably fall 70% too. Crate payouts would've needed to be fixed to remain "worth it".
But this wasn't even brought up or cited as a reason. Just the general "it takes too long" grumbling and whining that occasionally pops up. So I am legitimately shocked when within twelve hours you just caved to demands this time around.
Especially given how recently green crates were discussed and how their payrate was increased last time. I suck at Google-Fu but I distinctly remember there being a conversation where you broke down the actual crate system, and how you had run it over the course of a month. Average payouts, times, and how it all broke down. After which you agreed to raise the rates a tiny bit.
Last time took a month of experimentation and a lot of discussion to see a tiny budge. This time it took 12 hours with zero discussion. It really feels like it comes off as "Fine, we've talked about it before but whatever, you can have it." as opposed to summoning the energy to explain your reasoning for saying no.
Very weird mixed signals are being sent when Slither talks about how people just want to rip away all the little things that make Sindome unique in order to have a more streamlined experience, only to immediately cave without a word and increase crate payout, thus streamlining the crate experience to require less crates to get to 10K.
Yes. Green does take twice as long to do as Red or Yellow. It's called the laws of diminishing returns. Does it suck? Yes. But again it is a JOB. And occasionally jobs suck. There are time requirements that are reasonable to receive money for being good at absolutely nothing except moving between rooms. You also don't need to do Green either. You can easily make your weekly cap only doing two sectors per day. If you want that extra third level in a day, you're gonna need to work for it. Either though time and lev, or money and buying a car.
Whatever happened to working for and being proud of what you have?
(Edited by Slither at 1:50 pm on 4/25/2025)
By Risikio at Apr 25, 2025, 11:40 AM
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BATA
259 posts
Nobody ran green crates, honestly. They need to be run, just a gold and red for things to be stocked on shelves. It takes a long time to run crates, compared to just handing 2 npcs some drugs and be done with the week.
These changes are for the player base to actually go out and do stuff, it's for the better. Look how many people are out and about lately, how much more livelier the game is.
There is still a weekly limit, it does not change. In fact it still takes a couple of days to even get that limit with crates, but takes five minutes with drugs.
I say this change is for the better, more money circulating, more risk, more fun, better for everyone.
By Ociex at Apr 25, 2025, 11:45 AM
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CHUMMER
151 posts
Crate payouts are not dependent on the item being delivered and are thus not in any way impacted by price cuts or increases. They are a set amount, with a multiplier based on the sector, or danger level (runs to the park for instance, get paid out much higher). Then there are stat/skill rolls and some other fuzzing of the numbers that are not going to be mechanically discussed here.
As was pointed out in another thread, raising the payout per crate does not change how much money goes into player hands from crates, it just means needing to deliver fewer crates to hit the income cap for the week. That, along with the sentiment that it is a bigger time investment that people are not interested in for Green crates, along with checking how many green crate runs were being done on average, led me to the conclusion that these could be adjusted and have a positive impact on the game.
I don't think there is anything particularly surprising about staff hearing feedback, taking it into account, and making a change. Isn't that what you, and others have been asking for, over and over? For your feedback to be taken into account, and for the staff to look past 'this is the way it has always been' and consider that times change, and thus we should reassess decisions that have been made?
We've made over 120 changes since the start of the year, many of them driven by player feedback. However, this kind of feedback (I don't even know how to classify it nicely other than unhelpful and counter productive) just leaves me feeling damned if we do, damned if we don't. Not a place I want to be when feedback is being considered. So please stop.
(Edited by Slither at 1:42 pm on 4/25/2025)
By Slither at Apr 25, 2025, 1:32 PM
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JUSTICE
5,158 posts
Slither, for what it matters, I love the swiftness and reactiveness of those changes, it is amazing to see! And positive impact of them is just… felt in the game, especially all the economical ones. Of course it all has downsides, but on the wide it seems to be a big change for the better.
By Aida at Apr 25, 2025, 1:36 PM
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STREET SAM
406 posts
Sure, thank you, Aida.
I just don't understand the negative sentiment from a small portion of people about changes that they themselves in many cases seem to agree with and want to see.
The vast majority of you have made it clear the economy and money was important and needed eyes on it. I'm focusing my time on that right now, when I'm not working on fixing bugs. That's borne out with all the changes I've made in the past two months. I'm one person. Can't put eyes everywhere all at once. I gotta cherry pick changes that I can make within the time I have. And I gotta focus on one problem at a time and try to make meaningful progress on it before I move onto something else.
What is driving this negativity, and is it productive?
(Edited by Slither at 1:47 pm on 4/25/2025)
By Slither at Apr 25, 2025, 1:47 PM
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JUSTICE
5,158 posts
I honestly don't have an answer other than some people just won't like anything, and in this particular instance it seems to be that views on virtually any topic. Hope that you won't let that dissuade you from digging in more
By Aida at Apr 25, 2025, 1:49 PM
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STREET SAM
406 posts
Directly quoting Risikio: "I no longer have faith in Slither's ability to actually know what he is doing in terms of being able to stop the current economic death spiral Sindome is in."
I think it's very clear that the answer to your question about the negativity being productive is no. Risikio has also said they are not even playing the game recently. Please don't give their negative comments so much merit, I'm very happy we're getting so much changes :)
Thank you for all the time you're putting in Slither.
By Emily at Apr 25, 2025, 1:53 PM
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CHUMMER
183 posts
I don't understand what is driving the negativity and I don't think it's productive. I admit not all of my feedback is constructive but I try best and see myself out when I feel I'm being toxic.
Overall, the changes in-game code wise and other IC empowerment I've seen impacting players is substantial. The trend overall is upward and while I recognize change is scary - there is much more going on as result.
By ReeferMadness at Apr 25, 2025, 1:54 PM
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LEGEND
2,059 posts
Yeah Slither, these have been more great than bad, this is something I and many many others have requested to be looked into, and, as said. The game is more active than it's been in a long time, people are out and about, goods changing hands, things flowing on. These changes has been great.
By Ociex at Apr 25, 2025, 2:15 PM
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CHUMMER
151 posts
Thanks to the price changes I feel much better about both getting chrome but also feel like if I die it won't be the end of the world, as I can reasonably save up for it again and it won't take an eternity. Thanks to a lot of recent changes I feel like the game is honestly waking up, I'm personally seeing more plots move and I'm sure there's way more that I don't have eyes on as I honestly am not even involved in any real groups or big happenings at the moment.
I think the Green crate change is for the better, though I don't run crates a lot myself at the moment, I realize it has to be done for stores to stock, I hope this means it will be done more often.
By Veleth at Apr 25, 2025, 2:45 PM
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ACE KOOL
624 posts
To speak more broadly I think a major factor in all the negativity that has ever been generated by the game mostly comes from the same place that all the enthusiasm for it comes from: That it just can be a great investment of time and effort and emotional energy that players can feel very strongly about in all directions, and it can end up creating a big dichotomy (and sometimes big friction) between players who feel very positive about things, players who feel very negative about things, and players in the middle thinking:
wtf chill y'all.
In part somewhat because of the low information state of the world and how closed off players are from one another in compared to other games, I think it's relatively easy for players (current and former) to fall into mindsets of there being in-groups and out-groups, that they are in one or the other, and that their success or failure or their feedback being heard or not is based on that. But I think you can also see similar things in games with high investment and competition but extremely high player information (the EVE Online community is fucking batshit for example), so to a certain extent anything players are really into can expect some amount of it and it's just a pretty common universal case in any setting or topic that positive or agreeing views don't generate discussion in the same way that negative or conflicting views do.
By 0x1mm at Apr 25, 2025, 3:05 PM
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LEGEND
2,859 posts
Slither is also playing double duty as lead developer and community manager which is something would probably be exhausting even with the least contentious PvP game.
By 0x1mm at Apr 25, 2025, 3:19 PM
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LEGEND
2,859 posts
I think it is important for everyone to remember that this is a hobby/game and everyone is doing their best.
By Mindhunter at Apr 25, 2025, 5:42 PM
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CHUMMER
171 posts
By SlitherWe've made over 120 changes since the start of the year, many of them driven by player feedback. However, this kind of feedback (I don't even know how to classify it nicely other than unhelpful and counter productive) just leaves me feeling damned if we do, damned if we don't. Not a place I want to be when feedback is being considered. So please stop.
I was going to make a post about this in the economy thread but decided against it. Some people could really stand to take a step back and recognize when people are trying to make an improvement, even if you don't agree with it, and allow it to take shape. If it doesn't work, then fine, but constant criticism before results even appear is a bit ridiculous. And if the results show that an improvement did not appear, you will find people are far more receptive to the idea of rolling back changes when you are not attacking them.
By Quotient at Apr 25, 2025, 5:51 PM
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STREET SAM
454 posts
Exactly. All these essay-length complaints will make it so that our UNPAID VOLUNTEER staff will get burnt out and leave the game. Sometimes you need to know when to let up on the bitching. We get it, you feel shafted due to the change. You have made that very clear.
Slither and the staff as a whole have been dedicated to fostering a healthy staff-player relationship. But it takes both sides to create a healthy relationship. Constant abuse on the forums after staff made changes based on player feedback will ensure that staff never listens to player feedback ever again.
By svetlana at Apr 25, 2025, 6:02 PM
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GATO
555 posts
It can be stressful to make adjustments to the game. And for that, you have my respect Slither. The economy changes were a net positive. Yes, there will be some negatives. (Normal chrome like cyberears didn't need a price cut, imho. This hurt the few ripper pc's we have) But all-in-all, I think the changes are good. Reduced prices on nanos, armor, weapon mods, and equipment makes things much easier for the people doing work. Sure, some fixers with cabinets full of stock are gonna see a loss in profit because the price changed on them. But.. Let's be real here.
If you are a fixer who has a large stock of items that just reduced in value. You likely have plenty of money to take a slight hit on your profits. And yes, Im doubting that you went red in this. If anything, you break about even, and buy new product at lower prices. Then go and make profit at slightly lower margins.
All in all, you guys are doing an AMAZING job. Maybe let things settle here though, and dont alienate any part of the playerbase. Things were just shaken up, and it will be a quarter of a year or more before we see things settle to a new normal.
By SmokePotion at Apr 25, 2025, 6:18 PM
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BAKALAKA
144 posts
Awesome with the armor stuff, Slither. Love that.
By 84Winston at Apr 28, 2025, 12:52 PM
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NEWBIE
8 posts
Oooh I love armor and weapons being less esoteric. Could we make that information tiered, tied to munitions skills? So out munitions expert can for example tell exact % for weapons/armors and so on?
By Aida at Apr 29, 2025, 11:48 PM
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STREET SAM
406 posts
There's chrome that helps with seeing armor values so I'd personally like to keep that perk for that chrome since it's underutilized as it is.
By Cowbell at Apr 30, 2025, 6:10 AM
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BATA
254 posts
Yeah unlike munition specialists :P
By Aida at Apr 30, 2025, 6:11 AM
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STREET SAM
406 posts
Something being heavily armored or lightly armored, is not telling you what types of damage it protects against, and each piece of armor protects against different amounts of damage of different types.
We do have a cyberware which details information about how heavily armored something is. I could see us providing more information using that, but I think I would want at least an indicator of the type of damage armor can protect against without the cyberware.
My goal would be someone could look at NeXus for example and say (this is not actually true, but it could be if we make changes): This is great for dealing with 'edged' damage from blades. And they could look at Du-Wear and say, wow, all that padding, this is great for protecting against blunt damage.
So that it's more than just a stylistic choice. NeXus and Du-Wear do prevent damage at different rates for different damage types, but there is currently no way for anyone to know it outside of very extensive IC testing.
Gating this information behind munitions could be an interesting way to make that skill more usable, but… that would only be temporary, as the knowledge would get out and become part of the meta pretty quick, I think.
Maybe something more detailed, like 'compare' command that lets someone with the right skill compare one set of armor to another, and see: 'Armor A protects against blunt damage better than Armor B. Armor B protects against edged damage better than Armor A'. Or something?
I'm all for making munitions better, just not sure simply gating the info about what type of damage an armor protects against would do it. Suppose we could put the info behind a skill check there, and make it available with the cyberware...
By Slither at Apr 30, 2025, 6:45 AM
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JUSTICE
5,158 posts
Oh I know that it will spread like wildfire for the common armor, but there are also pieces that you won't find on shop shelves, and if we also require to actually "handle" the piece of armor in order to understand how good it is, well, it's at least some RP for munition players. No hate on cyberwarr getting it too, just to be clear.
It won't munitions amazing, it just… Gives it extra something that they can actually look at weapons/armors and get more detailed information that's confirmed, and not pubsic rumor.
And yeah, right now you either had someone sit you down and spell out to you the armors (with debatable accuracy of it) or... You just won't know, testing this is really not something most people can realistically do, and won't as it's not fun RP either.
By Aida at Apr 30, 2025, 6:50 AM
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STREET SAM
406 posts
The whole which armor is good vs what kind of damage being a mechanical command is something I can get behind. I mean, those who have done combat extensively know through experience and mentorship which armor does better against what, but having a way to verify that, make it more accessible could be good. I also feel it's a little arcade-y to look at armor and go 'this is better against cutting damage' for example though so maybe it'd be better to just ICly advertise them as what they are by the manufacturers themselves somehow? Much like the IRX CRX PRX etc.
By Cowbell at Apr 30, 2025, 6:54 AM
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BATA
254 posts
I thought about that Cowbell, but the problem is… refactors & changes.
Let's say today, we set Du-Wear up one way, and NeXus up another way, and then 3 years from now, someone comes along and tweaks those values... if we have a bunch of advertising... it may no longer be correct. That's my main concern, and why I want the armor inspection to be a source of truth for what is good at what. It will also help combat false information from oldbies like me that remember when Xo3 was a battlemesh, and the best armor, or when NeXus was the best against XYZ -- 5-10 years down the line, when the armor may have been tweaked and refactored multiple times as feedback and code changes come in.
By Slither at Apr 30, 2025, 8:11 AM
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JUSTICE
5,158 posts
That's a fair enough point to keep it simple on the dev/staff team and not have to revisit advertisements/IC sources of information with any tweaks, yeah. It's not a big deal for me, it'd be easy to frame it in a way ICly for myself to even say they're just very special, copyrighted TM kinds of fabric/material that each manufacturer uses for their own stuff (and you'd immediately know by looking at it because it's a brand, so they'd be unique enough) hence the differences in defenses and so on.
By Cowbell at Apr 30, 2025, 8:17 AM
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BATA
254 posts
I'd definitely want to make the info as IC as possible, not just like a video game readout. I do like the idea of it being munitions based + the vision cyberware. That way it makes IC sense that someone is investigating it.
I think for weapons it's a lot easier to be like 'blade make cut cut' 'gun make boom hole' and 'sledgehammer make biggie bruise' and understand the types of damage that means without it seeming too video-gamey.
By Slither at Apr 30, 2025, 8:30 AM
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JUSTICE
5,158 posts
I would be in favor of de-mystification of armor within the game, however still keep it a mystery to everyone not a munitions specialist.
I'd like to point out that the idea that different armors protect in different ways against damage types IS out there, but just not blatantly obvious. But this is also knowledge that floats around the munitioners and armorsmiths, rarely being part of public discourse on SIC. It also isn't that hard to understand when you think about the nature of kevlar, what a knife can do to it, and how much of a threat a blade poses to police.
By the way, the knowledge really isn't that gatekept. It's just that from my understanding nobody has written an IC armor guide in quite a bit, so once again it really is only known among people really into their armor, but even then it is a question of how much exactly does each protect against. So de-mystification via mechanics is good.
But YES, I'd be very much in favor of being able to know what general amount of damage is "soaked" by individual armor being included in a munitions skill check upon inspect. It would help munitioners become just more naturally knowledgeable about their armor instead of having to scour the grid and hope to find a lost IC tome for information about their trade. Even if it says as little as "Can take a fair bit of impact damage. Can take a decent amount of piercing damage" that can at least be a gauge of SOMETHING to compare to.
As for this knowledge being only "temporary" and the fears of it becoming "the meta", that cat got out of the bag long ago. Your long time players of combat characters already vaguely know what works against what and they carry that knowledge over from character to character. This wouldn't be gatekeeping information from the player base, it'd be teaching new players unspoken mechanics quicker.
Also, in terms of that specific chrome piece I'd actually suggest alterations to it regarding armors.
First, I think that in addition to saying how armored a piece of armor someone is wearing is, I think it should also give you a little % number indicating the overall integrity of the armor they are wearing. Also, when inspecting armor for damage instead of giving an overall "barely damaged" "heavily damaged" gauge on each coverage area, give actual percentages of damage sustained to each section of armor. This particular piece of chrome gives an insane amount of information on the fly, and if I can theoretically be able to count the bullets left in my opponents minigun BY SIGHT, I should be able to get information on my opponent's overall armor integrity on the fly.
However I do not think information about how an armor will react in combat to damage types should not be given via this chrome. Knowing that the neXus pajama pants are a synth-hide kevlar blend doesn't do much in terms of knowing HOW that data can be used. Knowing that something is heavily armored against something and knowing WHAT it is heavily armored against are very different pieces of information.
By Risikio at Apr 30, 2025, 9:48 AM
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BATA
259 posts
I'm not worried about the cat getting out of the bag, or the meta changing. I want and expect that to happen. I was pointing to the fact that it is not a long term solution to buff the munitions skill, because after a few months, the knowledge will be out there and won't require a munitions persons expertise / consultation. So it would be a short bump for those with that skill with diminishing long term returns.
By Slither at Apr 30, 2025, 12:00 PM
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JUSTICE
5,158 posts
I'm just excited for ANYTHING people can actually do with this skill.
By Aida at Apr 30, 2025, 12:16 PM
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STREET SAM
406 posts
This is getting more into Idea thread territory than feedback, but I'll just briefly point out that if you allow munitions techs to reinforce armor against a specific type of damage (therefore adding armor customization), you will both give munitions "eyes" value in the long term, and add more utility to the skill.
By Quotient at Apr 30, 2025, 1:31 PM
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STREET SAM
454 posts