(Edited by Johnny at 1:45 pm on 1/2/2021)
(Edited by Johnny at 1:45 pm on 1/2/2021)
This dev team makes me so happy all the time right now. I eagerly look forward to every change now refreshing the changes thread throughout the day.
It's all great so far.
I want to thank you all so much for getting our crazy ass ideas and these really broad systems changes out.
"a few places where the game targets you as the direct object of a message can now show up brightly like when you speak loudly or emote loudly."'
The wording on the last makes it so I don't know if this is intended or not, but it seems if you're in a room with enough people to hit the threshold for the feature, if you do a pose with no one targeted but see your/you/yourself by proxy of my/me/myself being transitioned, it's showing up bold/bright white too.
I can already see the glares forming on corporate faces.
Im not sure what other opportunities exist like this within the corps, but giving them reasons to hire mixers (or for mixers to be in there) is an awesome way to create conflict. Super fun change!
I would love to see core puppet personality attributes coupled into keyword to describe the puppet OOCly and set a baseline expectation for that puppets interactions.
If a puppet strays too far from a baseline, a GM could review the @notes. Did this puppet evolve or devolve in personality traits for some reason and need recategorization? Or is this an opportunity to resolve or expand?
Once baseline personality attributes were established and assigned to NPCs - they could even be made IC by way of Forensics skill. i.e.
[!]After talking with Rychek for a while, you realize he is: bitter, cranky about his arm, and likes tips.
I think a staff and player culture that encourages change is healthier than one strives to enforce status quo. The analytics and workflow should reflect that.
As it is, SK and especially NeoTrans being left out of these corporate things being added(Protestors, and now messes), makes me concerned about the equality and equivalency of features, and the focus on theme. There might be challenges that I don't see however, with regards to implementation that would explain why Neo and SK are left out.
Just my 2 cents after studying this change a bit.
But one big point I'm making is that NeoTrans is currently without features that other corporations have.
This may lead it to feeling lesser than it already does.
Now maybe there's something on the code end that makes implementing these features difficult. It might also be because of an anemic player base. Either in effort or in numbers. But as it is, there's relatively close to zero reasons presently to go to the NeoTrans spaceport day to day, where the other player corporations have many reasons day-to-day players, mixer or corporate employee, might go there. Even if you work at the Spaceport, there's presently, from what I can see, little reason to even utilize the space you are alleged to be working in on the day to day.. And that saddens me.
I could refresh my suggestions that SK be made into a player corp and Neo rolled into the NPC role filled by SK. But that's a futile one at this point. I'm thinking of another idea as it is.
All I'll say here is that I think NeoTrans should be given the messes, as that is mostly on topic, and I will take this exchange to a better location for it after I have finished writing the idea, and well even deciding between whether it's an idea or game problem / complaint.
I think the potential is really endless with @design but it is incredibly frustrating to use in its current form.