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- Enven 2m
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- Burgerwolf 6m PANCAKES
- adrognik 28s
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[Feb '25] Improvements Feedback
Put your feedback from February 2025 here

Feedback thread.
Thank you for putting shrouded NPCs back on Gold!
Is there any chance we could add pants/shoes/gloves to hooded and masked mementos? It's really easy to meta and realize that a hooded or masked memento isn't a PC because they don't have any @nakeds.
In regards to the new jewelry kits, are creators given free license, specifically with the gem/stone kits to create a setting of whatever material they choose?
As long as they are being reasonable, yes. The higher price on the gemstones is to reflect that not only do they have a gemstone, but they are in some sort of nice metal. Don't set them in anything weird, like an ancient dinosaur bones or californium which costs $27 million per graham , etc.
I thought as much. Just wanted to confirm!

Thanks for this! I'm honestly looking forward to being impressed (or horrified) with how people apply these, and I feel like jewelry is much more likely to be reused by the playerbase when a character loses it than clothing items, so this is a great addition.

I wanted custom jewelry for soooo long, thank you!
Jewelry crafting really feels like a classic mechanic, having colour tied to material and all the varieties really works well. I had about fifty past accessories designs, some of them pretty wacky, and all of them would have been compatible with the new system if I made them today so it's a well thought out creative freedom win to me.
I love this SO SO SO SO SO SO SO MUCH! THANK YOU!!

By the way, will there be a Diamond jewelry material, or would we just use Diamondweave for that?

There are multiple types of gemstones available that have not shown up in the shop yet, diamond being one of them. :) (What is available is random)
After ignoring that double luck bug for the longest of times believing that it was just naturally part of the system and working as intended, I honestly wonder how many bugs are ignored because players just believe it should work like it's working and don't realize it really is bugged.
You and me both, you and me both. Heh. When in doubt, @bug! There have been a ton of times that I get a bug report and realize it's been broken for years and I'm like... how did no one report this before now!
If extended mags are all supposed to take long to make, right now it's just 6 and 9mm that do so. Personally not a fan on that, the very low demand for extended mags is limiting enough factors honestly, rather keep them all at 1 week counter
This is a feedback thread, not a meme thread.
I don't think it makes sense for it to take the same amount of time to make a 6mm versus a 6mm extended. But I agree the times could be adjusted. As I mentioned in my original post, I'm discussing it with the staff.
Wrong place

(Edited by Slither at 12:07 pm on 2/19/2025)

Woosh that's a big change to the ammo market! This will be interesting to see play out!
WRong place.

(Edited by Slither at 12:08 pm on 2/19/2025)

Love this one a lot (also you are in feedback Slither, with all the love <3)
While I agree ammo was overpriced it's basically destroyed the munitions skill archetype until vehicle weapon ammo can be produced with a ammo bunch.

I'd strongly recommend offering players invested in the skill a UE refund.

I disagree, in part. There was a bug with cartons of ammo costs, which were making cartons at places that can buy them (fixers, etc) 300c, which meant if you wanted to buy a 9mm carton, which should have cost 30k, you were getting it for cheaper than a single clip is -after- my changes. I expect this is why no one has complained about ammo being over priced, because the market was flooded with cheap ammo from cartons.

This was true for ammo that was expensive when it should not have been, like 9mm ammo, and ammo that wasn't expensive like .45 clips.

The changes that I made today reduced ammo prices and made them sane, but also reduced the duration (by 2/3rds in almost all cases) of how long it takes to produce ammo.

The entire 'ammo' economy was broken. Why would anyone pay 30,000c for a 9mm extended clip? That's crazy. If people were selling those, it was in an automated fashion I expect.

I'm not opposed to further refinement of the system here, but it doesn't make sense to keep things broken just because some people have come to rely on the broken nature of things, if that makes sense.

As you said, no one was paying that much for ammo. It made munitions experts and fixers more relevant but the market is flooded as a result.

However, this is how ammo has been priced since Jinx.

I agree it doesn't make sense to keep things broken but in lieu of shaking up an archetype to its very core - maybe the trivial look at vehicle ammo costs and a largely ignored archetype could be easily rectified by simply adding them to the ammo bench in a handful of trivial commands.

It's more than trivial commands, but thanks for the feedback.
I mean, the reality is that no one ever bought ammo at that fixed high price.

Extended clips circled at bottom prices (for example you can get 9mm ext mags for 1k rather easily) because those just keep circulating over and over. And "refills" aka short mags were readily available for anyone at very affordable prices - cheaper than what's possible now in any sort of volume.

How will that play out - no idea. We'll have to see. It seems to shift the economy to put more pressure on refils and make long mags way more disposable, which is interesting.

But also I do worry that with refil prices going up, it just makes guns even less appealing, where I can take a pickax to something for free, each time you shoot you now have in some places really hefty price tag attached to it. I'll probably compile a longer note about it, as it includes some IC details.
These changes need time to percolate to see the impact they will have, at which point, if there are people with the munitions skill who aren't digging it, they can request a respec out of the skill, or provide feedback on what would make it a better venture for them. I get that it's a lot of UE and sunk cost of time and chyen, and I don't want to ruin anyone's good time-- but the cost of ammo was changed at some point post when it was last balanced, and was wrong. And propping it up was buggy code from 2018, which made the problem worse.

Let's give this some time to see how it plays out. It shouldn't cost almost as much as a gun to buy ammo for your gun.

I don't see this as the price of ammo going up, I see it as the price of ammo going down, dramatically. Something that was 3k before is now 300c. Cartons were not the only way ammo was getting into the game.
I doubt it will really have an impact, honestly. The ammo market is flooded. Fixers hand out ammo for free with gun purchases generally.

It just makes munitions experts less relevant than ever.

Don't they hand out ammo for free... because they were getting entire cartons for the price of less than a single clip? If that was happening, then do you think it will continue happening now that they have to pay more for cartons of ammo?

Anyway, I don't think we need to be doom and gloom. Something was broken, it's been resolved. The economy will change a bit. We'll see how that goes. If it sucks, we'll make another change. If it still sucks, we'll make another change.

Along the way if people want to respec out of munitions, they can.

Not sure what else I can do here, and the gloom is honestly making me wonder why I bother.

Your efforts are appreciated but the overall and continued sentiment of burnout and 'wondering why I bother' is one echoed extensively in the game by players and staff alike right now. It has been brought up as a town hall topic and I would strongly encourage you to make sure it is discussed.
Thank you for your time and energy Slither! Improving upon broken systems. You're amazing.
Please don't make my post as gloom, cannot speak for others, I generally like the fixes, it opened some RP avenues for me, and likely needs just some tweaks to account for new player experience more vs non gun users.

Does not make me want to respec out of munitions either, it's a flavor skill, and how I see it. I wish it was more but it's what it is.

I personally love that there's so many new feature updates and fixes lately, though I don't have much of any involvement with munitions or gunplay in the game, it still feels like a neat sign for more things to come and improvements in general.
Glad to hear it, thanks! Sorry for letting some of the comments here get me down. I wish I had more time to do big cool overhauls and solve the problems people have flagged. I keep buying lottery tickets, so maybe someday :)
I disagree with a lot of this feedback. The cost of magazines dropping is probable to have extremely positive carry on effects to the firearm economy. More pulls of the trigger overall is a superior outcome to any other.

Munitions isn't an archetype in any case. it's a skill and while skills being interesting on their own merits is important, the profitability of any one skill is infinitely less important to the health of the game than high activity and the things that encourage higher activity.

Now that I had a chance to take the new ammo rig for a try, I am quite loving it. It's now honestly worth using to produce the ammo you need the most, as you get more of it and faster, where previously... Yeah, the rig ran but mostly for flipping at the markets to be perfectly frank, as everything was overflooded with the stuff that was worth making.
Always for things going down in price, it makes people less afraid of losing stuff and helps things rotate, I get that some stuff should or will be hard to find/expensive.

But in the end it helps people take risk.

So great work!

While the initial changes were a bit confusing, the further changes I'm very much in favor of. Cheaper bullets and faster bullets means more bullets in the air.
Also, unrelated to the munitions, the fixing of the double @luck bug in the markets may have disabled any use of luck in the markets. It has been @bugged.
> SCANNED PHOTO SIZE REDUCTION

This is an awesome change!

Great idea whoever came up with it!

Yay about the photos! But do saved/reprinted photos still lose the 'details' that the original has?
For photos saved on an e-mem, as long as they're an 'original', it seems like you can still look closely at them and see all the details!

Thank you SO MUCH Slither for this change!! You're amazing!

If photos are losing details if they aren't the original that's a big, I think I can understand why it happens. Please @bug it.
@butako

Was the grilled cheese sandwich bug really a bug, and not working as intended as a joke?

I always thought that it was just part of the theme of the place, no matter what you ordered, they would just give you the same grilled cheese sandwich.

It was a bug.
After playing around with ammo creation for almost a month since the nerf I am highly in favor of reverting the change to both the appraised value of ammo and the creation time on it. More ammo in the game has little effect on much of anything aside from more items in the game. I can probably make more ammo in a month than will be fired by players and NPCs concurrently outside of shooting ranges in a year, and also make more money on a single weekly automated income/paycheck run than I will make or ever made selling bullets.

Don't really understand who this change was meant to be for. I highly doubt anyone was getting rich off ammo with the old prices and all it did was make it not totally worthless to sell in the market or the once in a blue moon NPC that actually needed ammo, of which I have seen once. In market, you got like 1-2k per extended mag with very good trading skill and still counted towards your weekly cap so how is that any different from crates or dipping npcs or selling candy, or any other form of automated income and why it was changed I don't really understand.

Faster ammo production, in theory, is a good thing, but I've found in practice that if I miss a day I get less ammo than I would with the previous version of it (which about 3-6 mags a week depending on RNG without missing a single tend). With this change I get about 3 mags in 3-4 days but if I miss a day, either from not playing or forgetting, I get 2, which kind of evens out to less overall ammo being produced, and the ammo produced is now worthless.

Very unhappy with it and munitions in general but that is nothing new.

Potentially pretty serious suggestion off the back of that feedback that maybe should be it's own ideas topic but: Drugs are in a similar position that the amount of player supply enormously outstrips player demand, but there's a steady offramp to take drugs out of supply though NPCs that buy them and then put chyen into the economy.

It's not a perfect solution to everything that ails munitions by any means (more firearms in active use would really help too) but what if topside guard NPCs started buying ammunition like gangers and other NPCs buy drugs?

I've wanted to propose this for a while, 0x1, as a more socially acceptable way for some characters to get automated income that isn't selling drugs, but I always felt it would fall on deaf ears :p
I would love for there to be more NPC sinks for ammo and guns. Checking the corpsec guards in my stay here I managed to move total of 1 extended mag and I think I saw npc want a pistol once.

And while the new ammo production is very fast, I do not share the dislike for it, previously there was IC way to get almost unlimited ammo for nearly free, which was the real cause of the price crash, and that way is now gone.