Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- BigLammo 24s https://youtu.be/erKpxnTIc8g
- adrognik 6m
- Hizashi 2m
- Atheran 5m
- LegerdemainMouse 5m always sleepy zzzzz
j Fengshui 57s http://www.amazon.com/dp/B00M0DV5IQ <- My Book
- NoShame 2s
- Sulfurado 12m
- KalopsiaTwilight 27m
- deskoft 45m
- hex37 1m
- Hivemind 4m
- Hippo 1h
- Wonderland 1m
- Ryuzaki4Days 1m Take drugs. Kill a bear.
- SenilePrime 2h
- SacredWest 3s
- Floki 33m
- Dawnshot 9s youtu.be/--9kqhzQ-8Q
- fopsy 1m
And 27 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

[July '21] Improvements Feedback
Feedback for all the cool stuff we did in July

I think I may have accidentally killed the old July feedback thread, so this is a replacement. Sorry if I killed your post, feel free to repost it.
People abused self-tattooing? Damnit.
Used car buyer seems great! Can't wait to try it out ic. Might move the needle on the car economy in a cool way.
RE: BADLANDS CHANGES

This seems like a very good and themely change. One suggestion I might make is to make it so the big bad scary critters you SHOULD be scared of encountering have the ability to knock people off bikes, and thus, properly incentivize people to invest in the 'superior' forms of wasteland travel.

Otherwise people will just get a trivially cheap bike and zip right past all that cool monster code.

Just my 2 chyen.

This seems like a very good and themely change. One suggestion I might make is to make it so the big bad scary critters you SHOULD be scared of encountering have the ability to knock people off bikes, and thus, properly incentivize people to invest in the 'superior' forms of wasteland travel.

Interesting things happen when you try to attack someone on bike already. :-)

Oh, I'm aware Reefer :) I just wasn't sure the NPC's would be coded to take advantage of some of these things or not, so wanted to put in a suggestion for it!
The badlands are DANGEROUS! Yeesssss. Awesome!
I think, given some of the critiques to the banishment ideas, that if someone is to be banished with a more dangerous badlands that there might need to be consideration as to their survival chances. Perhaps a Hall Restricted critter repellent that lasts a few days to give them time to get somewhere safe. Or pretty much anything that would prevent a being ejected, killed by a critter, being ejected, killed by a critter loop until perm.
Pretty sure anyone getting banished should be able to tackle the dangers, given that they earned the banishment in the first place likely through multiple violent actions, no?
Fighting Dune Dragon's unarmed and unarmored sounds pretty fun for characters who probably aren't deeply specced utterly into unarmed... :D

I know (of) a couple/few people who were banished well before they could fight giant scorpions off as well, even armed.

God forbid banishment actually carry the risks associated with being a super hardcore criminal. Going forwards with these changes to the badlands, perhaps people will put more thought into banishment before deciding to go that route with their character, given that it'll carry an increased risk of perming from even NPC activity (which I think is a beneficial change, personally.)
They might have to flee, sure. :)
Forgetting skills.

Finally! Thank you! Buut. 30 is useless for a lot of us. There are IC reasons some of us have more than 30 in a skill (Some have never even used) and have changed the entire direction of a char that came in the dome verses six months later.

IE: Came in the dome with a job in mind, spec'd for said Job. Did job few weeks, got more familiar with the game and changed directions, thus never having a need or used for that skill -ever- again.

Couple typos in the @assign ue forget page:

forgetable -> forgettable

to high to forget -> too high to forget

Other than that, looks like it should prove to be an interesting mechanic that will help players test the water with various skills without worrying about debilitating their characters in the long term. Thanks!

Thanks. Typos were flagged on OOC chat as well and I've fixed them. xslither
Forgetting skills.

Finally! Thank you! Buut. 30 is useless for a lot of us. There are IC reasons some of us have more than 30 in a skill (Some have never even used) and have changed the entire direction of a char that came in the dome verses six months later.

IE: Came in the dome with a job in mind, spec'd for said Job. Did job few weeks, got more familiar with the game and changed directions, thus never having a need or used for that skill -ever- again.

Added thought - We have a max UE. How about a MAx forgettable UE instead. I understand this number would be waaaay lower but it would be a lot more easier to fix things ICLY our PC's have going on.

So first off: this is an awesome and great change, and I also appreciate how it is responsive to things players have raised. It really shows that staff is paying attention.

Still, constructive criticism:

I agree that 30 points seems too low. I think the right number might be somewhere around where the skill costs start to be curved, personally. There are definitely skills on my sheet that I have never, ever used because I bought them in CG that I can't forget. Up until the curve, you're still kind of 'dabbling', and being able to forget that skill seems worthwhile.

Got to agree with the guys above. It seems a little low, considering within the first month or so- maybe even more, you are still learning what you want to do with your character.

Still a great change though!

Without getting specific on suggestions, I agree with Pavane on leaning more toward the "curve" end of the spectrum. It's fun to dabble, encourages dabbling, and it's hard TO dabble with only 30 UE.

Current system works for accidental expenditures and things put in during character creation, but doesn't really function for forgetting much beyond that. Post-curve, those skills would likely still exist to some degree in your character's memory, but.. 30 UE? It feels low.

There was some fierce debate on this among the staff. I hear you about it being low, but again, this is NOT a change to let you change your build. This is a QoL change for the folx that make -mistakes- in chargen, or by typoing the skill they want to put points into. It's for all you folx who HATE seeing that random skill at 'useless' on your stat sheet. Or for folx who came out of chargen with like 22 skills all raised to like 5.

We have RESPEC (help respec) if you have big skills you've never used. You get ONE of these ever.

It is possible we will tweak the cap or change the amount at some point but 30 was the amount that everyone could agree on, including those that didn't like this feature being added at all. I understand there is a desire to be able to change your builds, but per Johnny, that's what character death and creating a new character is for. We don't actively support people having characters 'forever' and being able to change their builds into whatever they please over time, as much as that might be cool, it's just not the direction we want to go. Hopefully that makes sense even if you aren't in agreement about it as a policy!

Also, if you want to dabble, get a skillsoft.
30UE is not practical. I can verify that putting a week into a skill is not even enough to be useful but more than enough to allow a refund. I would say 66-80 points is a balance where it will not be abused byt can erase mistakes.
I'll point out that it is entirely possible to pop a skill to curb then realize you don't want to do that skillset within the first few weeks of spreading your wings.
It's not for dabblers, it's for the mistaken nuisance spends.

30 is at least high enough to get you out of trouble even if you assign the max to the wrong skill by mistake.

Personally, I think 30 is fine. Much higher and it becomes an avenue for abuse. If you've been around a while that curving point seems like a really small investment, but remember that the curve is when you start to become good at something. Allowing people to backpedal out of that could easily be prone to abuse.
It does seem a bit low.

Mistakes made in Chargen often continue into the first few weeks of play as you realize what or who that character is. Chargen max + a week or two of padding I think would still fit the spirit of this being a solution to chargen mistakes.

That being said!

I think this is an awesome addition,

fantastic QOL stuff, and I appreciate the staff for putting in the thought and working on it.

If it's thought to be the abuse then limit the number of times or number of skills you can use it on.
Abuse can be found out and handled - plus it takes weeks to forget any of them. Its not a quick process that lends itself to the quick and dirty uses we'd expect. I'd like it to be higher personally. Say, anything below 4 a bump or so would make me a happy camper.
I am going to be objective and state that only a few skills are useful below an investment of 80ue. This is a fact. Character gen readily allows for several skills up to this point. I say up to 66 points/22 day investment as it keeps a 1 rank buffer from being abused and that is roughly the time it would take if something RP wise was interrupted that voids the need for a skill. For instance, planning to get a job then bring rejected.

@Slither

We have RESPEC (help respec) if you have big skills you've never used. You get ONE of these ever.

You should also mention that RESPEC is entirely at the digression of staff and that people's RESPEC requests DO get denied for superfluous reasons. This is a transparency issue about something not many people get to use in the first place.

I am going to be objective and state that only a few skills are useful below an investment of 80ue.

Objectively wrong maybe. There are loads of skills that are very useful well below that threshold as the usage of those classes of skillsofts amply demonstrates.

If someone is undoing a month worth of UE spending, they didn't make a mistake, that's a serious skill commitment.

Based on the time it takes to respec out of skills with higher investments, and the limitations for even qualifying for a respect, I would say 30 UE bleed is a really excellent change and enough to let players fix up their @stats without rising to the level of a rebuild.

If someone is undoing a month worth of UE spending, they didn't make a mistake, that's a serious skill commitment.

Not accurate.

A character later regretting their training is not the same thing as the player making a mechanical mistake spending UE.

A player mistake would be a character wanting to train into pistols (13) but the player choosing heavy weapons (14).

Whereas a character training into rigging because they want to make bombs is an IC mistake based on bad knowledge held by that character, the player has intentionally chosen the outcome. Players knowingly choose bad outcomes all the time, this is why IC learning is so important.

In my opinion this addition allows for some leeway on player mistakes while not giving characters infinite do-overs to min-max.

It's easy enough to make it not infinite. It also takes a LONG time so abusing and having a do-over is not exactly a possible thing. Keep a limit -yes- but 30 is way too low. For ic reasons I can't explain it any more in depth than that, but there are other factors and circumstances that play into why it's needed for others.
Forgetting skills? Thank you! Thank you!

My character sheet is a mess, and this is amazing. I have like 6 skills that have never been used, and all but one of them are forgettable.

Poor

Reckless

Reckless

Reckless

Terrible

Useless

The UE refund is icing on the cake.

What if, in the 31 - 60 point range, it refunded only 75% of the spent UE? That way you can get unused chargen skills off your sheet. There notably isn't any way to make your stats decrease, so there's little ability to reinvent your character, even at the 60-point range.

I have an honest question about the new forget skill thing. If it's meant to fix typoing a skill or char gen. Why will it take several weeks. That makes it seem like an IC thing when a typo or mistake in char gen is something that would more often need to be fixed in the short term
Rillem, if you choose to forget a skill straight out of chargen, you won't get that UE back for nearly 3 years, at minimum.

The time limit, IMO, is to make forgetting a skill meaningful and not an impulse decision. Otherwise you could blast through Omega Gate and instantly forget all your skills. That would be especially punishing on a new player.

Then why is it explained above to be for that? Kinda doesn't make any sense.
"I hear you about it being low, but again, this is NOT a change to let you change your build. This is a QoL change for the folx that make -mistakes- in chargen, or by typoing the skill they want to put points into." -slither
My point is, if it's for that. It should not take an extented period of time to unlearn if it it was a mistake. Forgetting a skill and it taking weeks feels like it's something that would be done ICly like getting rusty at something or suffering amniesa
This argument has been done to death from the staff side, and the arguments made here were thought of and accounted for. After over a year of discussion about this (as this discussion has been going on longer than I've been staff.) this is the design we've gone with.

As always, we'll be watching and adjust if evidence proves it's required. Just my 2 chyen.

While I accept it because I respect the staff and their decisions it still doesn't make sense to me. Just kinda seems counter intuitive.
The time limit, IMO, is to make forgetting a skill meaningful and not an impulse decision. Otherwise you could blast through Omega Gate and instantly forget all your skills. That would be especially punishing on a new player.

TBH I don't exactly see how. If they don't want these skills, they aren't going to be running around using them while they're forgetting them.

I am so excited about the gossip system. Also, it's so cool to see it discussed on one day and implemented the next!
Gossip! Exciting!

Time to beat up- I mean, ask NPCs nicely for sources.

Is there a cooldown on how often you can feed NPC's with gossip?
Thank you so so much for this unlearn function, being one of said people who had an 'oops' moment and twitches every time they see that Useless level skill on their sheet.

Read a lot of the points about expanding on this system to be more useful in forgetting higher levelled skills and I agree, but this is a pretty damn good starting point for an option we never had before! Maybe down the line it can go higher than 30 UE but imo this is a fantastic addition regardless.

Is the forget function set to tick universally for everyone at the same time or is it 24 hours from set? Been waiting for this stupid 0.5AE investment to fall off and it's still there, triggering my superficial OCD! :(
The forget function works on a 24 hour cycle and you must have been logged in in the past 24 hours for it to work.

There is a built-in cooldown on rumors already. You can figure it out ICly without too much effort. If I see people submitting too much we'll tweak it.

Haven't seen it yet, but I'm super pumped about the wig and contact changes! Disguised shitbergs rejoice!
Wigs and lenses respecting skin tone is such a relief. We're one step closer to not being able to easily tell who a disguised person is.
Contact lenses respect skin tone, but they still show ansi color for their eyes, which is a dead OOC giveaway.