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[May '25] Improvements Feedback
Put your feedback for May 2025 changes here

May 2025 feedback thread.
Exciting! Will that review also include faction armors?
Yep.
I think the denim mini-skirt may be armored because products marked as being Tru-Denim are supposedly armored a bit more than the stuff you can make from Synth-Cotton. If the skirt isn't marked as Tru-Denim, perhaps that should be added.

Given that these have been around forever now but are still new… where do these Ballistech Toughshades fall in terms of eye protection? Better than neXus, lower than Protek, or are they glorified gun range safety glasses? Just looking for a general idea of how we want to feel about the armor and its ability to protect.

They aren't 'new' in the true sense of it, as there are some in the market, so they are player accessible. They are (right now, could change) a bit better than NeXus.
What's the requirement to be able to determine the type for firearms? Seems to just come as "unable to".
Works fine on non firearms and is super cool! Thank you
I'm very excited to see the scaled damage reduction changes for armor. With how RNG is already a relatively big part of combat (damage rolls and so on) it'll be nice to have some consistency for armor so you can plan/equip yourself better rather than it all coming down to pure luck.
Survey appears to trap the character in an action state, presently. I'm not clear on the exact conditions exactly, but once you've attempted to survey, you will be unable to move, etc.

You can't start walking while doing something else.

You can't survey the ITEM while doing something else.

Fortunately I decided to test this in a safe location, so I can just wait around for Slither, but the rest of you may want to proceed with caution.

Just tried it and damn it's awesome, love you!
Should be fixed. Had some guard clauses in the wrong place.
Hot DAMN Slither on a roll! Thanks for all the armor updates! Glad to see a little extra love for the munitions chummers too!
Can't wait for survey to be opened for tier 2
Started playing with it already, the d-fense becoming uptiered to specific is an interesting change! I really like where this is going, and by kinda backdoor that buffs up gun usage in the mix, or at least perspective of it given how piercing now really just flies through lower tier armors, this may actually see six and nine mils in play.
The Level 2 WAI jumpsuits were already providing specific protection for different types of damage, and I just maintained that.
After testing I think the PR-X has wrong value for piercing protection, compared to what say IR-X has for blunt.
Ah no, nevermind, my bad!
@Slither

Thank you one, for all of the work on armor. And two, transparency around the changes. I know that transparency around the game systems, or lack of it, has been a MAJOR issue for a number of people, for the ~5 years I have been playing the game.

It is my hope that everyone pauses to reflect about how transparent this change has been. I feel like it is an excellent example of how to balance transparency against the joy of discovery and FOIC.

Is armor layering a thing? By that I mean, does the code allow for it?

IRL, layering armor has been a thing forever. Even going back to the middle ages where knights would layer metal armor over leather or padded armor.

I am always wary of using IRL as a guide for RPGs tho. =)

Layering is possible currently, but some items can't be layered. Part of my balancing effort will be to investigate and make sure that the armor that should be able to be layers (jumpsuits, flak jackets, etc) can be layered under other stuff (trenchcoats, etc). And examining the impacts of allowing someone to throw a protek trench on top of something like Xo3.
I love the transparency of it all, icly and oocly, it really makes decision making better, and already dispelled tons of myths that there was no realistic way to verify.
I… Yep, I like munitions skill now, this is soo cool. Yes, I know all of this will be on the grid tomorrow but just being able to do it in game is MASSIVE. It already drove some rp, and just makes me feel warm inside.
That weight change is -insanely good- previously you had to put so much str in just to comfortably stock up on protek, now it actually feels like budget/IC choice instead of more stats driven
I'm really loving these changes to the armor system, sheds some light on stuff I had questions about. I realized that dermalweave also makes cyberweapons way more viable now since it solves the "not being able to wear a bodysuit" problem. It's great.
Seeking clarification: When it is listed that Protek was knocked down by a factor of three, that's to indicate the charisma modifiers from their shades took a big hit?
I said it was reduced by 3 points. Not a factor of 3. Meaning as a set, it reduces your stats by 3 points less than it did previously. I don't think I adjusted the charisma bonus for them, but it's possible I reduced it slightly. If so, it wasn't by much and it was to bring it in line with where it should sit for armor level 2. That is independent of the stat reduction change though, if it did happen.

(Edited by Slither at 8:38 pm on 5/7/2025)

So… I haven't gone through all the items in the game to examine specifics or anything, and I know that refactoring and balances already took place in the previous changes, but I feel some items at Level 1 might warrant some piercing protection, even if it's only on one specific item/body_part. Specifically, neXus jackets, and DuWear Flak Jackets.
I believe it's very much intended that level 1 armor doesn't have any piercing protection at all, and piercing protection begins to be introduced in tier 2+. It's in the update post. I don't think it should be changed personally since it's a good initiative to get people using lower caliber firearms and make them more useful for lower UE/immy characters.
I agree, but I'm not talking about all pieces. Just specific ones, that it makes sense for, which means limited coverage, and lower armor values, regardless.

Firearms have a lot of incentive for use at the lower level, in any case.

I don't think it makes sense to introduce at Level 1 at this point, especially for different, limited nakeds. While I understand why it would make sense in something like a codpiece which covers one or two nakeds, the reality of the game is that damage is damage. It doesn't matter where you are hit, the damage comes off your overall health. Attackers can't target specific areas, it's essentially a random roll based on the areas an attack can target. Most attacks target a lot of areas. So long as that is the case, balancing armor the way I've just balanced it, makes more sense, and lets us reasonably keep the price of the armor lower as we move to a cost that is calculated based on the protection provided (which is what I plan to do). If you feel you need piercing protection, such as a codpiece, strive to do a full level 1 set but swap out a single piece for protek. I want people to feel they can mix and match based on their protection needs and what makes sense for them ICly.

(Edited by Slither at 8:58 pm on 5/7/2025)

@Slither

I feel like you're partially agreeing with me, while also kind of saying "it's not worth it". You said a lot of attacks cover multiple nakeds, so it doesn't make sense to specifically add additional protection to individual pieces, while also stating that you want people to be able to swap out specific pieces for additional protection in specific areas.

neXus jackets and DuWear flak jackets cover the torso (chest/back, chest/back/arms, shoulders). These are primary targets in a number of attacks to my knowledge, and there are other alternatives within this Level 1 armor range to cover blunt/cut in a far greater range of targets. I legitimately do feel Level 1 should have some access to this protection level, even if it's very limited, if they feel they need just a slightest advantage against an enemy. Whether its another ganger with a 6mm or a top tier solo gunning for them with a 45.

I will however, concede that you have a greater knowledge of the combat system, so if I haven't made a good case at this point, I probably won't push further.

The thing is that you have access to piercing protection at tier 1 - by simply buying those key pieces in protek. With how light and relatively cheap armor is now, this is really down to budget/ic choice if you want that vital-area bullets protection.

And from my perspective of state of gunplay, far from admin view, right now 6mm is completely dead, and 9mm is not really much better usage-wise in the mix because the perception was that between low damage and ubiquitous armor it's 10mm or not bother.

The lower calibers are in use, and I certainly hope the lowering of the pay ceiling doesn't make people feel like anything lower than 10mm isn't worth while.
If anything, this should help to get us more entry level gun users, as it helps to combat the IC common falsehood about them being extremely bad and just negated by anyone slapping on duwear/nexus entirely. 6mil could probably use some tiny damage boost as a thing too, but this alone should help elevate it more.
The lower tier gear not having piercing protection is a change I agree with. It was possible and even smart to wear a cheap 'level 1 armor' item over higher level gear like Protek, and thwart some of the best weapons in the game. With the way it works now that's no longer a thing.
I just happen to notice that with the creation of the system to dynamically price armor, all we really need now is a system to dynamically change an armor's weight based on coverage and we suddenly have a very good argument for allowing tailors the ability to actually create T-1 and possibly T-2 armor as not just fashion products but also as functional armor.

Is this an end goal you're going to be surprising us with Slither? If so, I approve.

If not, can we think about this? My search-fu sucks but it seems like the last time the idea of being able to tailor custom armor was addressed was about fifteen years ago. I'm pretty sure it's been enough time to revisit this subject.

With the new layering system, I assume Dermalweave is not counted towards any thickness but still provides armor, meaning it is the ideal choice to pair with the highest tier armors in the game, hence it's intrinsic drawbacks and cost?
With the new changes of d-fence boots, it now stops layering of pants:

You can't fit the pair of ProTek Proline nanoweave pants over your WAI D-Fence bodysuit and set of WAI D-Fence boots.

Not sure if that's intentional and we should seek something thighs-only for that layer.

Oh, skirt is the same issue, duh.
That's not due to layering, that system hasn't been introduced yet. It's due to me making d fence boots protect your shins, like other boots do, instead of just your feet. Please hang in there for a day or two and I should have those issues resolved. Pretty sure the skirt is the same problem.

Great example of why the thickness system needs to be revamped though. Balancing it is tedious and unpredictable.

(Edited by Slither at 8:05 am on 5/10/2025)

Ah yeah I meant the change to boots and bodysuit, not layering, all gravy will just hang one layer less for few days, thank you for all the work

And cannot wait for the layering system, that will bring so much sanity!

Could it be possible to allow for tailors to be able to set their own layering level when creating clothes?
Armor Layering Issue - Real Leather Trenchcoat

Your COLOR leather trenchcoat should really be worn underneath of the pair of COLOR Du-Wear synth-hide pants.

Currently the trenchcoat believes that it should be layered BENEATH Du-Wear synth-leather pants.

I realize that fashion in the future has evolved, but I don't think anyone's trying to tuck their trench into their pants. =P

I don't think I'd particularly care if people were covering up Level 1 armor with tailored items. Level 2, 3 and 4 shouldn't allow tailored items to be placed over them, in my opinion, no matter the material. Why? Because people do absurd things like create a single full body tailored item to cover up entire sets of Xo3/Xo5, then pop a hoodie on over that to achieve the result of a poncho without incurring the stat penalty associated with a poncho.
I'm not sure what exactly you mean by it achieving the 'result of a poncho', Quotient. If someone's wearing a specific tailored item on top of their armor set all the time, and it's visible, that's IC reasoning to ID that person and know who the character is underneath the hoodie if you see them. A poncho is an anonymous disguise item that ensures you cannot be ID'd (at least without being smallworlded) because it covers all nakeds with a standard desc.
I believe the issue is that poncho you can put over anything, and hide the fact that you have armor underneath, but it does come with pretty severe combat penalties. Being able to tailor something to cover the armor without those pentalties would be… well, very strong.
I disagree, I don't think a system available for everyone that they can interact with is powerful, especially considering as I've said tailoring items give you away. If you see Joe Baka wearing a coat and you know Joe Baka is someone that wears armor, you would naturally assume they're wearing armor underneath at that time. Or maybe they aren't and they're just wearing a depot t-shirt, but it's a move to fool people into thinking he is.

I've seen various people cover up their armor for various purposes from cosmetic to IC mindgames, but if the character is intentionally avoiding the shroud/hoodie meta to visibly ID themselves to the playerbase as who they are all the time, then I don't see the issue.

I'd rather people walk around in tailored clothing that might cover up their armor yet give away their identity than see people walk around in ponchos/shrouds all day or walk around helmeted in full Xo3 sets that aren't customized so they can't be ID'd (unless smallworlded, of course).

@Quotient

Did you mean T2? As in you don't believe that someone shouldn't be able to wear an Egyptian cotton suit coat over a Protek Proline shirt?

T3 I totally understand because that is legit combat body armor, but what do you have against ProTek?

I agree with Cowbell on the issue of wearing tailored items over armor. It comes with the drawback that it's only effective once because as soon you're recognized for being that dude who wears a custom cape over your Protek or your Xo3, or what have you, there is now reason to assume that if you see that cape it is the same person you had identified before.

It's much less secure than wearing a poncho than you can just dye to be a different color, a set of armor that's ICly very common so can't be used to identify you, or even a digi-poncho which is coded to allow color changes on the fly.

If I were trying to identify someone I would have a much easier time with them wearing a tailored item, as opposed to a poncho.

Slither remade my underwear while I was sleeping, like a tailoring santa claus. Concerned or thrilled… Nice work on all the armor and clothing!
Great changes! What about hats, can they be worn over other items (such as wigs)? Also do advanced disguise items like wigs and contacts have a lower layer level?
Also wondering if hats can be worn over any other items too, not just disguise items. Sorry for the double post.
I think having the armor layering take precedent and dictate the layering of clothing through keywords is a mistake. The wearable-over-thick keywords were already the most creatively limiting mechanics in tailoring but didn't come up too often because clothing could still layer with itself with a large degree of freedom.

Automating clothing based on a handful of limited keywords (something like like 80% of all the items I've ever written have none of the keywords the system knows) seems like a huge step backwards for tailoring in the name of armoring which effects a small minority of players. I don't see any clear reason why you cannot layer clothing at player preference to set layers (or simply have no layers at all and layer on application) since you can wear clothing over any armor anyway.

It's been possible to wear tailored items and accessories and fashion pieces of all sorts over armor for decades and its never presented any clear problem with evidence to support it that I know about. I think it would be a major misreading of the game's audience to make fashion more limited for the sake of combat balancing, they can be completely different systems.

Being able to tailor something to cover the armor without those pentalties would be… well, very strong.

For example, this has already been possible for as long as I've been playing and not only has it never presented an obvious problem anyone could identify in any given situation, it rarely ever occurs at all.

0x1mm, you've made a few assumptions.

"since you can wear clothing over any armor anyway"

That is not true, and has not been true since thickness was introduced. The only reason you can wear some clothing over armor is because we've manually allowed specific clothing by setting the properties that allow it (thickness -1) or because of the keywords present in the name when the item was tailored.

The changes I've made make it easier to wear clothing over armor, where appropriate. It also limits people doing weird stuff that wasn't intended, because we had to set so many items to -1 so they could be worn under things (which also allowed them to be worn over things).

"never presented any clear problem with evidence to support it that I know about"

That's because you aren't an admin who has to deal with people making items that break the thickness system and are then worn over armor, hiding it when it should not be hidden.

I haven't made these changes just to allow for armor balancing. I've made them because the existing system was not working, was difficult to balance, and had stupid side effects with basic changes.

Also, a huge portion of the game wears armor, which makes it an everybody problem.

I don't think the changes I've made introduce any meaningful restrictions on tailors that didn't already exist, and I've added a lot of transparency to how the systems work (via posts here, and help file updates) which should make it easier for tailors to know what's going to happen and why.

There is no reason someone should be wearing pants over a trenchcoat. If someone wants to RP a crazy person doing something like that, that is what @Look_place and poses is for.

I don't see how choosing clothing layering by preference could be abused? What would be an example of this happening?

If someone wants the visual/mechanic advantage of covering their Xo5 they can simply wear a keyworded item for the highest layer, they're not going to care what it is if they're after the mechanical effect. Whereas someone who is interested in the creative design aspect is constrained for no mechanical advantage.

Why can someone wear a greatcoat over something else and not a rose silk brooch, or a lace veil, or an embroidered applique? Keywording is just an extremely limited view of creation and design that underestimates the scope of tailoring. Just a quick run through my written items from past characters looking for things that fell outside the layer 0,2,3 keywords but did not necessarily want layer 1 laying I get: sarafan, valenki, pilotka, zupan, tee, heels, shemagh, keffiyeh, kaftan, pumps, lingerie, cloak, brassiere, wrap, bandage, briefs, jika-tabi, necklace (leather cord), overalls, stetson, raincoat, duet, crop, binding, wreathe, flightsuit, leggings, stockings, cap, apron, veil, qun kwa.

It would be reining players in a lot trying to anticipate all the ways they'll want to layer fashion, I think it would be far more flexible and extensible and creative to just let players set their layering, at least for the base three layers. There is infinitely more fashion potential in the game than pants and trenchcoats.

Like look at the Met Gala or Paris Fashion Week and consider if the vast majority of objects being fitted into a single layer is compatible with those sorts of outcomes. I would argue fashion is a much larger part of the game than combat is and is a major draw for players, so I just think it would be good to divest creative control to creators in this case and worry about the combat balancing of someone wearing silk mori sleeves over their Xo3 arm guards later, if it presents an actual problem.
There is nothing stopping someone wearing a veil over other things currently. Pretty sure veil is one of the names that counts as being above anything. This system just expanded on that and decoupled it from thickness and added transparency to how it works, instead of the list of words being buried in a BGBB post by Johnny from years ago. I think maybe you're making a mountain out of a mole hill here. If there are specific words that people think should be able to be worn over anything, people can suggest them. I've already outlined why we have restrictions. Not everything can be a free for all. There needs to be some guardrails both so people don't abuse systems, and so they know what we intend to be allowed.

(Edited by Slither at 1:51 pm on 5/11/2025)

I guess I'm a bit mystified what sort of abuse you keep referring to that could happen? Fashion accents worn external to jackets or coats doesn't create any kind of mechanical effect that I can see or understand happening. What is the mechanical difference of someone wearing a sequined filigree over a gown compared to a trenchcoat being worn over a t-shirt?

You've implemented 18 object names that could be worn over, or layered over in some location, or visible upon, a coat. Does that not strike you as an extremely narrow way to conceived of clothing and design? Keep in mind layering in practical terms means as much visible in text as it does mean conceptually layered.

I just think this rubric envisions fashion as t-shirts and sweaters and coats and what order someone might get dressed in and misses the creative scope of design that tailoring can have when it comes to fashion and creative design. It might help me understand why such strict limitations have to exist if I had some idea of what kind of gameplay abuse could arise from this that isn't already possible and has always been possible?

I didn't implement those. They were already there and have been for over 5 years. I've just integrated them into a layer system. And added additional words which didn't exist such as bra/panties/etc. I didn't make this system. I just updated it. Did you read my actual posts? The explanation of the migration? I've already addressed the possibility of abuse and why the system exists. You not agreeing with me doesn't mean I haven't addressed it. I'm getting frustrated with this conversation so I'm going to step away from this for a while.
Yes I know it was already there, I'm saying this is an opportunity to step away from that system rather than to expand it from ~2 effective layers (sort of?) to 5 layers defined by keywords. I'm happy to have more levels of layering, but I'm saying that the keywording to define what is layered over what was not a good system before (or at least, not a system that was creatively minded) and it would be better to allow players to define the layering of their tailored items.

Years ago I also asked Johnny if tailored items could be defined by the player as wearable-over-thick or not in the same way that they could be defined as see-thru or not, and he also said it would lead to abuse. I can understand creative design and fashion not being a priority for either of you but I remain confused what the abuse is that is being mitigated against by automating layers by predefined clothing keywords.

And I'm arguing this point because if we're now having a layer value in all wearable items this would be an amazing opportunity to expose it to modification. We're on the cusp of an amazing addition to tailoring with this, potentially. Ex.
@layer pyjamas is "2"

A tool like that would be an incredible benefit to the design potential of tailoring in the game and give players enormous control over their outfits and description presentation without having to play games with keywording and coverage and naked precedence. It would anticipate every possible future design consideration and avoid having to bake in dozens (or hundreds) of keywords to try to accommodate a specific canon of designs and objects. It would be set and forget from a development standpoint.

Maybe there is some kind of gameplay abuse that can arise from that I just cannot envision but could we not consider just trying it to see if it could work before assuming it would lead to hypothetical abuse?

I'm sorry you don't see things from the same perspective as Johnny. I don't think there is anything I can do about that without spending an hour digging through notes and discussions from years ago about the abuse we were seeing, which is not something I feel like spending time on.

I'm open to constructive feedback from players as they use the system and see if there are edge cases we need to account for or changes we need to make to support player creativity, which is something I am all for, despite your implication that I am not (which I don't appreciate).

As it stands now I've done multiple game wide requests for players to take their stuff off and put it back on, as well as testing with ten+ players and their multiple outfits sets and there have been only a few issues, which have already been resolved, so again, I'm not seeing a problem or a reason to change what has been working, or to relitigate past decisions more than I already have.

If you have feedback on tailoring in general, create a separate thread for it as this is not the place for that discussion.

(Edited by Slither at 2:35 pm on 5/11/2025)

The point I was making re: previous discussion with Johnny, is that in those previous discussions about layering control, Johnny was also highlighting gameplay abuse as the main motivator of the limitations and for wanting restrictions on players, but there wasn't any illustration of what they had entailed or might've entailed. You make a warning to players here:
DO NOT abuse this system or the tagging of clothing based on name, or you will lose access to it.
However there was no elaboration there or here what abuse would or might entail. You don't have to define it or elaborate on it to me now (or ever), or list every circumstance that might be considered an abuse of the system, but it would be good to eventually have some guidelines, somewhere, about what might be considered gameplay abuse because, at least from my perspective, it is not possible to gain any gameplay advantage through coverage and layering of clothing no matter how unconventional.

I'm often doing some pretty creative implementations of keywords and coverage and naked precedence and material to end up with the character descriptions (for example is an upper body garment explicitly described in the @worn as covering the neck or is the neck coverage included to create correct reading text precedence for the outfit), so I would have a fairly founded interest in knowing what is considered abuse and subject to not being able to use tailoring.

Um…

What about hats, can they be worn over other items?

Also do advanced disguise items like wigs and contacts have a lower layer level?

Just like before, wigs and contacts are set to -1. I will check on hats!
Hats should be be fine, generally. There are some hats made of thicker material that will end up on layer 2, and the rest will end up on layer one. There isn't much conflict for the head naked, or the ears naked. If anyone encounters an issue with a hat you can @bug it and I'll take a look.
Awesome, thank you so much for checking!
0x, if you aren't sure, you can always xhelp and get an admin to weigh in on it. That option is always available.
Overall, I really really really enjoy what is going on with the armor month. I'm not sure how to express how much of a godsend that survey mechanics is for the munitions skill.

That being said, I do agree with 0x1mm that the layering system can be handled differently and better, but I will be typing up an Ideas thread as a possible alternative instead of tying this thread up.

Regardless of how the layering system is implemented though I'm going to ask for a QOL for tailors to be able to use @check to be able to see what layer a given item is going to be at when finalized, given that yes this new keyword system is a bit… obtuse. As much as you one claim it to be very well documented, it still may not be the best in terms of control so knowing exactly what layer a clothing item is going to come out at it vital. For example a strait jacket and a strait-jacket will come out with two different layers depending purely on how you spell it. A tailor NEEDS to know what layer they're working on.

When you finalize it should already be telling you what layer it's going to be, if it's not the default layer, or maybe it's when you'd set the name. There was already a message, as the layers already existed, just as thickness instead of layer, so I just updated the message. If tailors aren't seeing that, submit a bug and I will look into why. It may just be that what you've made is defaulting to layer 1.

I will also be putting up a poll for thoughts on the system, and am happy to modify it if people find it's too much of a hassle in its current state. It felt intuitive when I was testing it with players over several days, but maybe we didn't hit some edge cases.

(Edited by Slither at 8:43 pm on 5/12/2025)

I had a bit of dig into the armors, there may have been a spreadsheet or two involved and I only have one concern in the absolute sea of awesome - some bits of armor are now just flat out better because the stat, as far as I can tell, is the same for trench coat as a shirt, despite having much bigger coverage.

That doesn't mean smaller bits have no use, RP/cash being lead reasons, but besides that there is little reason to go for the smaller piece, where trench can do all this coverage for less of a debuff.

@Aida, two things:

1. The thing about a trenchcoat and a shirt is that you can wear a trenchcoat on top of a shirt, thus doubling the protection for the areas that are covered by both.

2. You have brought up a good point about the stat debuffs. I rebalanced these at Level 3 and 4 so that smaller pieces have less of a stat impact and completely forgot to do it at Level 1 and Level 2! I will add that to my list.

Indeed, I made a poor example of shirt and trench, my bad! But glad to see the changes already, and the demonstration of new armor math is awesome, where it's literally life and death, you do not want random to have such massive influence
I sooo love this, all of it!

one note, maybe enhance for guns, while damage buff I get why is not happening, maybe it could take form of some preventive maintenance. Like a buffer similar to the damage enhancement, which gets reduced whenever a gun would get fouled, instead of fouling the gun. This would be really helpful for certain situations, and extremely handy for smg users in general

Guns already have enhancements in the form of mods that do the same thing, or more, and they require maintenance with unjamming / cleaning.
Man that enhancement update seems really awesome.
Questions regarding latest changes:

1.) When armor was being balanced and tested, what were the protocols to determine "victory"? I'm asking because you talk about how awesome brawling and martial artistry is against Xo5 because the fight took roughly as long as a katana battle. But is this because of the damage output from fists, or because eventually the strain of fist fighting in 80kg of battle gear weighs someone down to the point of going unconscious from endurance loss. I'm curious because saying brawling is as powerful as a katana is also saying a katana is as weak as brawling. It makes me wonder if the katana's damage isn't actually what is getting through the armor but again the bleeding properties coupled with endurance attrition of weight that leads to "victory".

I think the data collected shows this as well. If you notice that in both systems the maximum length of fights you were seeing hadn't moved. I'm willing to be that is where the combatant just falls unconscious from being beat on for three minutes solid wearing full armor. Eventually Fezzik does go nap nap too. I don't think you're seeing a point where combat is over because of the armor. You're seeing where combat ends because of the endurance of the person and not the armor itself.

This is acknowledged because combat lasting longer is because the dialing in on damage is scraping off all the "lucky" shots doing lots more damage causing fights to end earlier. But the opposite should be true too as it should be bringing up the damage of the "unlucky" attacks to make the combats end quicker on average and that isn't happening. So the xo3 and xo5 may be legitimately OP against these weapons but we're not seeing it because wearer fatigue. The gear is strong but the flesh is soft and spongey.

I do think that an alternative test be ran with the xo3 and xo5 armor wearer under the effect of what is called today as a "battle bottle" to see if removing the side effects of encumbrance from weight should be accounted for. As strange as it sounds, I don't foresee a combat scenario where someone wearing Xo5 isn't under the effects of some form of combat candy as someone doesn't (or at least shouldn't) wear it unless they are expecting immediate combat, and this might be where you see your Xo5 armor wearer laughing for 40 rounds because fatigue isn't a thing anymore.

2.) With damage being less random and more dialed in, how do you think this is going to affect armor repair? Any plans to fiddle with that system or make it less murky?

3.) Has the IC legality of a Munitions Skillsoft changed? I understand them just suddenly no longer being found but is the Hall's opinion toward them going to shift at a higher NPC for how WJF characters should view them? I can understand the Hall having questions about why you're learning about how to build a minigun over your lunch break, but will you get in trouble for it?

4.) Enhancing weapons: I enhance sword. You get bonus damage attacks. You swing sword. You whiff completely and do not connect with anything. Is that the same as connecting and doing absolutely no damage? Did you use up a charge? If so can combat lines be slightly modified to show you actually whacked your item against the scenery or something?

5.) Enhancing Firearms: Can extra damage be added to a firearm though enhancing of the firearm's magazine? Such as can a munitioner using an ammo table enhance one magazine at a time for extra damage? I'm not familiar with the rates of fire for bullets per automatic fire attacks but a magazine would be roughly 5 - 10 attacks worth of bonus for a munitioner's skill at adding the bonus.

6.) Enhancing Firearms: Yes. Modifications already exist in game for adding to the damage of a firearm. However these modifications are permanent and often have drawbacks that the user may not want. Also, they're permanent whereas blade enhancement is a revolving cash cow. So I'm just asking if enhancing firearms is a no-go because we can already enhance them using mods, can munitioners please have the ability to uninstall these without their destruction?

1. Combat wasn't ending in my testing due to fatigue. It was ending because the person was knocked unconscious or made dead because they dropped below 1 health. Fatigue was not a factor in the testing I did. That is not to say it isn't a factor in combat in general.

Encumbrance plays only a very minor factor in fatigue, and that is around recovery, not the loss of fatigue. Combat fatigue comes from taking actions to dodge/attack and taking damage. Those don't take encumbrance into account. Perhaps they should, but they do not currently.

2. "With damage being less random and more dialed in, how do you think this is going to affect armor repair? Any plans to fiddle with that system or make it less murky?"

I don't think it will impact armor repair currently. The numbers for armor degrading were the same in the old system and the new system, because that system is independent of the protection offered by the armor. It's dependent on the overall pre-armor reduction damage taken.

What's murky about the current system? I have never had a character that repaired armor and I didn't make that system, so I don't know a ton about it.

3. No, the legality hasn't changed. There are just fewer in game, because I think adding features to enhance munitions and make people with the skill more valuable is lost if everyone just buys a soft and does it themselves.

4. Missing does not impact the enhancement. Only hitting or being parried (since parries can do damage to unarmed people).

5. Firearms were not part of this update and not under discussion here. I mentioned them only to make it clear there are already methods for enhancing firearms that have existed in the system for 10+ years. Making a gun do extra damage or increasing the chance it will land a hit is currently possible with gun mods (among other things!).

6. I didn't focus my effort on guns because they are used less than other weapons, and adding more stuff to them wasn't going to immediately make munitions more valuable as a skill. At some future time, based on how the new updates go, we'll probably add the ability to enhance them temporarily in the same way as non gun weapons. In terms of making mods uninstallable, that's out of scope for what I'm doing, and I don't want this thread turning into a request form. We have ideas for that. Let's keep things focused on feedback on the changes actively being made. If there isn't an idea post about what you're asking for, please make one.

(Edited by Slither at 12:49 pm on 5/14/2025)

I brought up the topic of armor repair in this thread, and I brought up some ideas on how to make the armor repair stand do stuff more than repair since nobody seems to ever want to repair their armor.

Some others chimed in as well, expressing their own thoughts on the armor repair and degradation systems. While some of these concerns about system obfuscation were answered in the past two weeks of this roll-out, that armor repair doll is still very expensive for what little demand there is for it. While I don't think the doll should just be cheaper, I do think some of its functionalities could be expanded to make it a better investment.

Wouldn't armor now reducing far more damage on average result in more damage to the armor in turn and jumpstart the demand for armor repair since it was said broken armor doesn't reduce any damage? I think this would really make that skill set very valuable now.
Nope. Armor taking quality damage is not related to how much damage it protects you against. I tried to make that clear above.

I really want to keep this thread about feedback about changes that have been made. Not about changes you all want to see. It's difficult to mingle them. I review ideas and complaints threads regularly. It's fine to go to another thread and discuss how and idea or complaint has changed as a result of changes to the system.

I'm happy to see the enhancement changes, though I have a minor concern over the details and numbers (which I'm not sure of). Are attack sets comparable between weapons in terms of damage numbers they can output (eg. long blade top dmg attack vs short blade top dmg attack using the best weapons for both)? Because if they aren't and there are differences, it'd mean with enhancements long blades might end up being slightly better in terms of damage output than all the other melee skills (and some guns).

Also, there are some weapons that can't be modified for damage, especially on the higher end. Right now there are other modifications that can be put on them for various other effects, but maybe a new modification kit for increased damage for non-shotgun guns (pistols, smgs and other rifles) could be considered.

Weapon attacks are balanced as well as they can be. We did a massive balance on them a while ago and haven't changed them much since. There is no way to balance all weapons for all situations as different weapons have different strengths and weaknesses.

At this point all weapons except cybernetic weapons have some ability to be enhanced, and cyber weapons can't be disarmed which is in and of itself a benefit no other weapon has.

This system doesn't really throw any of that out of balance.

I'm not sure what weapon you're talking about that can't be modified unless you're talking about a cyber weapon, as all guns can be modded to some degree. Yeah, you can't get a damage mod on some shotguns from sawing the barrel off, because it's already sawed off, but you can add a trusight to increase your to hit mod, which is a big benefit.

I'm not concerned with any of this unbalancing anything since it's available to everyone on all weapons classes, except guns which already have other ways to get the same result (in a more perm sense) and cyber weapons which have other benefits.

If things start seeming out of balance, we will course correct. Enjoy the new system :)

(Edited by Slither at 4:33 pm on 5/14/2025)

YAY BUBBLES AND UNNAMED CODER! Thank you for the weight/height station!!
By Cowbell

I disagree, I don't think a system available for everyone that they can interact with is powerful, especially considering as I've said tailoring items give you away. If you see Joe Baka wearing a coat and you know Joe Baka is someone that wears armor, you would naturally assume they're wearing armor underneath at that time. Or maybe they aren't and they're just wearing a depot t-shirt, but it's a move to fool people into thinking he is.

I've seen various people cover up their armor for various purposes from cosmetic to IC mindgames, but if the character is intentionally avoiding the shroud/hoodie meta to visibly ID themselves to the playerbase as who they are all the time, then I don't see the issue.

I'd rather people walk around in tailored clothing that might cover up their armor yet give away their identity than see people walk around in ponchos/shrouds all day or walk around helmeted in full Xo3 sets that aren't customized so they can't be ID'd (unless smallworlded, of course).

I like that people include items that provide aesthetic flavor over things like Xo3/Xo5, but the problem is the individuals who choose to game the system to create tailored items specifically to hide their armor without incurring penalties from the appropriate items like ponchos. You say that those items create identifiers, but you could have a multitude of those items, or modify them very cheaply. Ponchos have stat debilitation, require dying, are heavy, and if you opt for digi-ponchos, are even more expensive.

I disagree that ponchos' main purpose is to cover up clothing. It's a mechanical, standard item that not only codedly masks your identiy, but also it's a standard desc in a one-fits-all scenario to prevent smallworlding and metagaming when taking an action.

Joe wearing a very specifically tailored coat doing something risky can be called out as that with the details of their clothing, whereas a poncho is just a poncho which then cycles back to the "there are thousands of people wearing ponchos" argument, thus making it almost impossible for someone to actually physically describe you or even track you, if all they have is that you were wearing a poncho.

I don't know anyone who's been creating different tailored items for every time they go out of their pad to not be identified, and honestly that sounds like a lot of effort. If that were the case, I'd probably just note it and let staff know that there's something like that happening. I've never seen that happen across the various people I've seen that have worn clothes over their armor.

Ponchos also have a rarity aspect to account for. Tailored items do not. You can create an infinite amount of tailored "raincoats", "coats", "ponchos" or whatever you choose to cover your Xo3/Xo5, and swap it out right after combat to avoid blood splatters, etc.

In the long term, as long as you are swapping out these tailored items regularly, you have the advantage in suggesting that nobody be able to identify you, because it is a different coverage item.

Can we stop playing games with the exploitable elements of the system? If you are wearing bulky armor such as as ProTek trenchcoat, Xo3 or Xo5, it should be visible, unless you are taking a penalty in stats, such as wearing a poncho. That is my stance.

I don't know anyone who's been creating different tailored items for every time they go out of their pad to not be identified, and honestly that sounds like a lot of effort. If that were the case, I'd probably just note it and let staff know that there's something like that happening. I've never seen that happen across the various people I've seen that have worn clothes over their armor.

Why not? It's not against the rules? It's codedly allowed and acceptable to create a full body full coverage item that hides all your armor. It is not a reportable offense… which is why I am addressing this as coverage and layering of items is being observed.

I suggest you read help tailoring-play, which talks about how tailoring items that try to pass as shrouds or hoodies is not cool. I'm sure staff would step in if you were to report someone is making twenty non-descript coats in their closet to swap them out to avoid being ID'd to replicate the use of a poncho compared to an article of clothing they genuinely wear all the time.

I don't believe in changing the rules for the sake of some super specific niche situation that I've never seen ever happen or be a problem, or heard of happening.

Well I'm not suggesting the rules be changed. I'm suggesting while layering be addressed that the possibility of exploitation, which has occurred recently, be eliminated.

If you are suggesting that I provide an example of the offending item and individual who deliberately had an item tailored to creatively skirt the rules, to Slither for observation, I can absolutely do that.

I don't believe you are speaking as staff and neither am I, and they're the final arbiters of what an 'exploitation' is. You absolutely should report someone you think was exploiting code and skirting the rules, it's our responsibility as players to do so!
I have not asserted that I am speaking as staff, nor have I chosen to report said incidents now or ever. My position was to address the issue without pointing to specific individuals or incidents, because I would prefer everyone be able to continue to play the game we all enjoy. I do not like the idea of attempting to OOCly punish players for gamey decisions that give them an advantage over other players.
My point is that you will never know whether something is an exploitation, or skirting the rules, or abuse of systems without staff arbitration. You seem to believe the issue you're stating here is one, while other players including myself don't believe so. If someone wants to make a giant Teletubby, dune dragon, Porn Puppet or whatever costume and wear it on top of their ProTek/Xo3/Xo5 to fuck people up in whenever they want to fight, I think that's hilarious and is okay. If they want to be Neo from the Matrix and RP a coat on top of their armor, so be it. If they want to be a human sized condom, so be it.

If someone's creating 20 different outfits to cover their armor up, with different descriptions, to swap out at a whim/after IC events to clearly replicate the use of a poncho, then I agree that's gaming the system and is something staff would and should have stepped in/made changes about.

Proposing a change to the layering system to address an issue with a tangent on how it could POSSIBLY be abused (which hasn't happened, unless you have examples of someone wearing ten different coats and attempting to use the tailoring system as a makeshift disguise and not a tailored item, then definitely report it. I haven't personally seen it happen) only to practically reduce the amount of creativity and aesthetics in game isn't something I'm onboard with.

As others have said, if there's any advantages to be had from being able to cover your armor with tailored items, provided it's within the acceptable context I mentioned above, it only works once and it paints not only a target on your back but also gives away your whole identity to the game and a way for you to be recognized immediately. Be the killer Teletubby.

This station update is pretty great and I apprecate it a lot. Though there's still the issue of your character maybe not wanting to be a certain height/weight, even though you wanted them to be said height/weight OOCly per character design. In that case you'd have to find an excuse for them to find a reason to be said height/weight ICly.

Also wanted to point out a typo in the height/weight update. Guessing Bubbles meant that the coder doesn't want to be named? Though the word 'want' is missing.

Anyway I'm not complaining just to complain, I do appreciate this update a lot as a person who's asked for being allowed to choose the exact height/weight measurements and this is a good compromise, though not ideal for myself personally.

I appreciate all your hard work.

Puss' n Boots Boots, Puss' n Boots Body, Puss' n Boots Gloves, Puss' n Boots Head, Full Xo3, Ceramic Katana

This is currently an acceptable application of tailoring to hide Xo3 body armor while respecting the materials.

All of this should fit under a shroud too.

I say this because I have done this. Maybe not in such blatant manner (save one), but according to what is laid out in the tailoring help files, this should be perfectly acceptable to create and wear in order to hide the fact there is a large amount of body armor under there. As long as descriptors indicate that this is a huge piece of clothing capable of being worn over other bulky clothes, why not?

If I as a tailor understand the system in and out so well that I can create a three piece Egyptian cotton suit that actually hides the fact your guards are wearing legit combat armor, why shouldn't I be allowed to charge an absolutely obscene amount of money for my talents?

In fact, it is the keyword system forcing me to have to come up with stupid naming like this to justify layering which is why it should be changed to something more manageable.

If the problem is hiding xo3 and above body armor, just create layers that can't be tailored to and put xo3 there.

Eesh. That did not format well. Sorry.
I don't want to overly restrict peoples creativity by preventing adding clothing items on top of armor. I want everyone to make good decisions that are themely. The layering system as it stands serves to prevent some of the issues I think have been called out here. At the same time, I recognize creativity is the lifeblood of the game and I know how much people like to customize their appearance. So it's a balance. We don't allow everything willy nilly to be worn over armor, we do allow some things so that people can customize their appearance. Don't abuse it, and let us know if you think someone is and we will deal with it in a one off without further restricting things.
Rando ass take but isn't it possible to wear kevlar under a shirt etc IRL? I guess that's not the same as Xo3 but is it really such a bad thing to wear lighter armor under things? Not asking because I want to, I don't think I've used armor in years.
There's a character who's appearance I don't think I've ever actually seen in several years of playing because they perpetually wear a full-body animal costume. Not sure if they're hiding a full suit of armor under there but no one's given them any grief as far as I know. All that to say so long as people aren't being overtly gamey and the clothing is unique, I don't care if they cover up. Considering how often characters get smallworlded in an actual poncho while incurring all those stat penalties, this seems like a weird hill to die on.

@Veleth

I've always been under the impression that you can service request adjustments to your character's height and weight, provided its right after chargen and not like a week later.

On the subject of this (pretty cool!) new system though, if it hasn't been looked into already can the minimum height/weight people can adjust to be raised? And in chargen too if possible though that seems like a whole other beast. The amount of unrealistically tiny characters only seems to be increasing and they're kind of immersion-disruptive imo.

All -

Please, please, please, do not use this thread to request new features! This is for feedback on changes we have made. Not additional asks for new changes. We have the Ideas section for new ideas.

I routinely review the ideas section, as do other staffers and past and future coders will do the same.

I will never look at this thread again when we hit June.

– S

I am in agreeance, these feedback threads are not the place for discussing each other's ideas and bantering back and forth between players. We should be addressing on the changes directly and not discussing the merits of each other's comments. Comments should be made directly to the staff and not to anyone else.

These should be thought of more as comment cards, not comment discussions.

However Slither, I don't think you should dissuade people bringing up ideas on this thread, just they need the understanding that this is not a place to discuss them and they shouldn't be commenting on other's posts. Putting a suggestion or two can give staff an idea of at least where players would like to go with things, if those things are probably going at the bottom of the to-do list. At the very least it will be something to bring up at the next staff meeting. And if you see an actual good idea that could be expanded you could respond directly to the idea with a request to be fleshed out in Ideas.

Also, if a player does take the time to fully sketch out an alternative suggestion to what has been implemented, and they post it on the Ideas board, it would be appreciated if you could take the time and engage with it and explain either how it sucks donkey balls, or that there are limitations preventing its implementation? Sort of mixed signals when it's asked that things be posted in the ideas or complaints sections when they are they're flat out ignored and not commented on.

Anyways…

DIRECT COMMENTARY ON CHANGES

1.) RE: Fatigue in combat,

You say the win condition was dead or unconscious. Because obviously if you go unconscious, you're dead. Do you happen to have the data on how often a weapon ended that fight from going straight to dead, and how often it was ended from going unconscious? I know very little to nothing about combat, but I'm fairly certain that there is a sort of draining factor to combat that slowly makes you more and more tired. Sort of like running out of gas. I'm fairly certain that taking a blow reduces that amount of gas left in the tank. If a combat is going 10+ rounds, that means 20 actions of either attacking while using up some gas, dodging while using up some gas, or getting smacked and getting damaged on top of probably losing even more gas. Even if the xo5 is dodging every attack, he's still floating around like a 100 lb butterfly and his gas tank needs to keep that fueled. At 15 rounds of combat he's moved 30 times.

I don't know the stats of the person in the Xo5 armor, but I believe that if you gave someone 50kg of extra inventory weight and then asked them to move 30 rooms, their fatigue and impending unconsciousness would become a factor that comes into play.

What I think might be happening is you're just watching the xo5 armor wearer get rope-a-doped and just exhaust himself until the next attack, no matter how minor, drains him of his last gas and he goes unconscious. Kinda like how the giant in plate armor tires himself out and Bugs Bunny just pushes him over with a finger.

You may be seeing the effects of weapons that are really underpowered, and aren't actually doing any damage to the body to kill. Like I said, brawling being as effective as a katana isn't showcasing how awesome brawling and martial arts could be, but how badly the katana SUCKS against the xo5. To me honestly it's a data point that is an oddity and should be investigated.

This is why I suggest running the tests again to determine if there is a drastic difference between combat ending because the fighter was rendered unconscious, and flat out deaded. If we are testing armor and balance then the weaknesses of the memento's flesh must be ignored as much as we can.

Which is why I suggested a standard cocktail of what is generally called a battle bottle. You as well as staff have acknowledged that a cocktail of candy is now a requirement for end game combat, so if end game is xo5 combat, a cocktail of chemicals running through said xo5 wearer should be taken into accounting.

If that number makes that roughly 15 round end zone move significantly, I'd suggest balancing around time to hit flatline, rather than time to hit the unconsciousness that will not be happening.

2.) Given the ability for a weapon's tech to do all of this, I would suggest that the staff discuss whether Weapons Technician should be a new license at the WJF Hall. On one hand more licensing, on the other hand licensing means giving Arms Tech mains would give the profession more legitimacy.

3.) Enhancement of melee weapons: How are melee weapons being enhanced? I can understand sharpening a sword. Or carving serrations into a knife. Or other things involving making sharp thing sharper. But what am I doing to make this crowbar hit you in the head harder? What should onlookers see as I suddenly add 7 pts of damage to a TruColor dildo (7 is a lot, right?) to signify that this mushroom print is rated for megatons?

4.) With the expansion of what Arms Tech has become, Lord of War doesn't really describe it anymore. I don't think it really did in the first place because that entire character was about the business aspect of gunrunning, not the actual idea of armor and arms maintenance. While this thread isn't the place to start farming ideas, maybe a vote on a new Advantage name down the line wouldn't be a bad idea.

5.) Have you balanced against common explosives and fire? Molotovs and pipe bombs do not fall outside of the range of things you can expect to see in combat, and recent events have shown that top tier armor like WJF can and will encounter ethicol timebomb explosions.

6.) Speaking of explosives, were they gone over with weapon inspect to say exactly what type of damage they do? Like when you look at a pipe bomb does it tell you what type of damage the boom makes?

I'm 95% sure I'm done now. Sorry.

1.) "Do you happen to have the data on how often a weapon ended that fight from going straight to dead, and how often it was ended from going unconscious?"

These are not determined by the weapon, or the combat. This is determined by your @fatal setting or if you use 'attack' (KO) or 'kill' (make dead). No matter how much damage you do, if your @fatal is set to take mercy and you use 'attack', you will not kill the person. They will just be KO'd at 1 HP.

The only exception here is if combat has caused them to bleed. If you bleed out at any point, you will be in a dead state instead of a KO'd state.

"I'm fairly certain that there is a sort of draining factor to combat that slowly makes you more and more tired"

Yes, that's fatigue from taking actions during combat. Eventually you'll run out of fatigue and be stumbling around unable to move. This was not part of my testing. That system seems to work fine, and only comes into play when you have low endurance, or if you're doing a ton of fighting. The type of armor you are wearing does not matter for that system as I mentioned in my above post.

"What I think might be happening is you're just watching the xo5 armor wearer get rope-a-doped and just exhaust himself until the next attack"

No, that's not what is happening. It's very clear when you are ICly exhausted. I think you're worrying to much about how the sausage is made. I've got a good grip on how combat works and I'm taking everything into account. It's a good thing that Xo5 is not invincible against even unarmed attacks.

"You may be seeing the effects of weapons that are really underpowered, and aren't actually doing any damage to the body to kill."

That isn't how weapons work. See above.

"This is why I suggest running the tests again to determine if there is a drastic difference between combat ending because the fighter was rendered unconscious, and flat out deaded."

That is not required. Trust me. I know what I'm doing.

"You as well as staff have acknowledged that a cocktail of candy is now a requirement for end game combat, so if end game is xo5 combat, a cocktail of chemicals running through said xo5 wearer should be taken into accounting."

I don't think candy is a requirement, nor is Xo5. It depends on who you are fighting. At some point you can't get more UE so bumping yourself with drugs, cyber, armor and better weapons is the understandable next step – but anyone can do these things (if you can afford it) and it is just as effective as a low UE character as it is as a high UE character.

"discuss whether Weapons Technician should be a new license at the WJF Hall"

Maybe. I dunno. I don't want to add more requirements / barriers to entry for people at this point. At some point if the skill developes further, or there is an IC reason for it, perhaps.

"How are melee weapons being enhanced?"

Every weapon class has its own messages. Try it and see. As for enhancing non-weapons, sorry, that isn't possible. Anything in the game can be used as a weapon pretty much, but only specific items are $weapon's. And only $weapon's can be enhanced. Explore the system and you'll figure out the edges pretty quick. As for how they are enhanced, don't scratch the walls too much here. The goal here is making it useful.

"Have you balanced against common explosives and fire?"

Armor is balanced against these damage types.

"Speaking of explosives, were they gone over with weapon inspect to say exactly what type of damage they do"

No. Maybe I'll add that though. I'd appreciate an Ideas post about it so I don't forget.

@Nymphali

Recent times I've asked for changes to height/weight post-character creation have been denied due to there being IC ways to do it. I used to be allowed in the past. Maybe it's simply difficult to code in being able to choose exact numbers, or maybe they just don't want to, though I did make an Idea thread about it.

Again, I like this change, the room thing. It's a good compromise. It's simply not ideal when your character design is an OOC choice rather than an IC choice. I'm done commenting on that though, I'm not here to argue.

Armstech belt still only mentions barrels, lubrications, and that it is specialized for projectile weapons.
I'm running into a problem where some undergarments (socks and underwear) can't be worn under some of my armor after the change. Any insight/advice for fixing it is appreciated.
Sorry for the double post. To clarify, these are clothes I had before the change that were wearable under the same armor.
Ohhh, socks. Those might need a look from me. And an update to some code. Submit a bug with the names and locations of the items and I will take a look.