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[Sept '24] Improvements Feedback
Feedback on recent improvements goes here

Feedback thread for September 2024.
I briefly mentioned in XOOC, but I worry a little that adding more ammo types may bloat store stocks and make things more difficult to find by diluting the pool of things that can appear every time a crate is run. Maybe a solution is pushing ammunition sales to a separately self-stocking vending machine of some kind? A 'bar' that sells ammo when you ask an NPC for it?
As for positivity, I am super excited about the changes being made to rifles, I think that rifles have needed some love for a long time.
I think a fix for that might be as simple as adding more shelves/spaces in the stores where ammo is sold. Though I do like the ammo vending machine idea too!
As long as it won't interfere with whoever it might be that leases shops that sell ammo, I'd not be opposed to more direct routes to handle ammo purchasing.
My two cents is that almost everything should be able to be done without having to go through a PC. I don't mind PCs being preferred but there should always be an alternative. Scheduling and politics alone are part of the reason. But also the fact that we can't always count on there being PCs of any particular role and I don't think GMs should have to constantly track every PC's hustle, availability, schedule and more.

Just my thoughts when it comes to more direct routes. Not against them at all. I love them. But I feel there always has to be an alternative to direct PC to PC.

Just to check regarding the candle thing, where should we consider its appearance to be a bug/reportable? e.g. On the streets?
Any room that it doesn't make sense to be seeing it in, basically.
In regards to... ORDERING UPDATE FOR BARTENDERS

This appears to have made ordering almost impossible for similarly named items, and matching on multi word targets seems not to work at all anymore.

Attempting to order a latte from a coffee shop with a number of the items results in failure unless the latte has a unique word you can address alone

i.e. Ordering a 'caffe latte' will result in failure. Ordering a 'peppermint latte' will result in failure. Ordering a 'peppermint' will succeed.

GRAPPLING IN COFFINS

"Certain coffins were allowing you to grapple people if you knew who was in them"

You people are all fired. Ban everyone xD What. I don't know why this one is SO funny but it really is.

Good job on all the bugs :) I havent tried the drink ordering yet but happy its been poked at.

"Originally on the rollout of the vehicle cargo system, people outside of a unique faction could obtain cargo licenses in hopes it would encourage and foster vehicle cargo theft. But in the intervening years, that hasn't happened."

Was this ever announced anywhere? Even ICly? I have never heard about anything like this being encouraged or possible of happening. This is what happens when things like this aren't communicated at all.

I think the problem we keep seeing with features that keep being deleted is that there are too many stipulations and complications in actually doing the intended conflict. Moving forward to new systems, if and when we get any, if staff wants the systems to cause conflict, the systems should be more open to causing conflict.

Instead of removing things outright because they don't create enough conflict, maybe it can be analyzed to see why it is not creating conflict. Maybe you can ask players involved with the systems what they think about it, or ask how to make it easier or possible at all to actually do the things you want them to do. Changes to allow for more conflict would likely be much more effective than just taking things away wholesale.

Corporate projects were too difficult to track, too easy to keep safe, and too easy to counter-investigate. The payout was considerable, but pulling it off was prohibitively difficult, and ultimately underwhelming for those looking to achieve something other than numbers going up.

Cargo is very vulnerable, but there was never a solid demonstration or explaination on how to actually steal it, and actually pulling it off requires investment beyond what most players can actually achieve.

I am seeing a steady trend towards taking features away or gatekeeping them on a mechanical level, leaving players with heavy investments in those things high and dry with an IOU note for a possible return of the system in the future. With no return mentioned for the corporate project system eight months later, I'm not confident that this will make any kind of return either.

I agree it would have been nice to ask for feedback before doing the nerf but those involved in the running or theft of cargo in the past should @note their experiences and how to improve it on either side so it can be made more involved, if it ever comes back outside of the 1 faction.
At the risk of disappointing players who would expect me to be an advocate for it, I actually agree with the staff decision regarding suspending cargo. There's been a lot of bandages applied that gives cargo the appearance of a gameplay framework but to work at all it relies on everything happening exactly as anticipated by its design and without any dynamic experimentation or improvisation of the type that conflict and emergent gameplay require.

There are lots of parts of it that just break catastrophically from the player perspective if done even slightly out of order, or too quickly, or not quickly enough, or in any non-anticipated way, and that's just one player interaction being taken into account, when there are multiple players trying to do lively conflict-y things while this is happening, I can only imagine the outcomes.

I do like the idea of the system (obviously) but I don't personally feel it's in a position to be more greatly conflict-ified in its current state and would need some dev time to bring it up to par with say, the dynamic level of interaction possible with crates.

It's not really the suspension of cargo stuff that I was concerned with, but more so the why it ended up in this state, what other parts of the game are in this same state, and how we can fix/avoid it. Communication is key. If the intention behind a feature, or even the feature's existence, aren't communicated, then it should be no surprise when the feature is never used or developed into what it's supposed to be.
I also think it is ultimately understandable why cargo ended up like this, but it's moreso worrying that features get steadily axed instead of being tweaked to be more accomodating to conflict. Features that players invest ludicrous amounts of chyen into, and put a lot of effort and plot into to achieve. To have all that be suddenly and OOCly revoked is extremely disheartening, and it's not the first time it has happened.
Would you prefer if admins revoked it icly before announcing it on patch notes then? Maybe they plan to announce some of these things icly too, but it takes time for that kind of thing to roll out. I just feel like sometimes new game features might be tried and just don't work for game balance or storytelling or whatever reason. It seems like letting people know the reasoning behind pulling it back is trying to be sensitive to players. I've been super bummed about certain avenues being closed to players too, but it seems like some things have to be tugged back when they're not working for balance. Instead of worrying for the entire state of the game, I feel like this should be seen as a positive attempt at admins trying to solve issues they can see from a wider scope than we might have access to. Not wanting new features tried and released at all if there's a risk they might be pulled back seems like it would stifle the game a lot more than trying something and then pulling it back when it isn't working.
I think 'not wanting new features to be tried and released if they might be pulled back' is not a fair statement. That's not my point at all.

A feature exists for over a year, maybe two, and someone puts dozens if not hundreds of hours into plots around that feature. I don't think it's unreasonable to ask that the end to that feature is not a sudden OOC change where all of your effort around the feature unceremoniously becomes a paperweight.

From my very limited discussions with Slither while trying to bug fix some of the vehicle and cargo and robot systems, I didn't get the impression any of them were in a state to be tweakable towards design goals. He could best answer this himself of course, but my impression was that simply fixing the issues present in them, not finishing or extending but just making functional as-is, would take years.

My view is this is okay for vehicle combat because it sort of does what it was designed to do (kinda) and worst case can serve as an emergency can opener. Cargo is a bit trickier because it is constantly pumping chyen into the game's economy every week at a much greater per character rate than other systems and kicking the can down the road hoping to get time to tweak it into alignment with the rest of the game's design really runs the risk of collapsing the value of chyen over several years (in as much as that can happen when certain prices remain controlled).

It's unfortunate for players who invested either emotionally or financially in them, but the silver lining is that cargo tools don't forever excise chyen from the player economy (ie. there are ways to convert them back into money that other items do not have) so they're not left completely up the creek with no paddle.

0x1mm is right that it's not as bad this time as it was last time.

For serious feedback beyond my own complaining, the game needs more money drains that are repeatable and attractive to lower classes. There are plenty of drains that are aimed at corporate or other high-status characters, but those characters are often those with the least serious disposable incomes and the least access to automated income sources.

So, I kind of don't get the point of the removal of cargo. Outside of a specific job, it's a high entry requirement for automated income at a faster rate, with higher upkeep.

Like, I'm biased here because my character is going to lose their apartment directly as a result of this but that's not the end of the world, it just means that my character is going to have less space to RP in, less resources to spend on RP and plotting. It does feel a little targeted and it also feels like I'm being pushed into buying a membership, due to the limitations certain roles have on automated income (which is another topic of some concern) but it is what it is.

I'm actually on the same exact boat as Wonderland.

I feel like I'll just have less money to play around with and plot with, since a high-end PC would never run crates and since I have no membership I actually need to pay rent.

I understand the decision, it just feels like it's not really accounting for the fact that some people can't afford membership and half the reason why even spending money on plot or things from other players.

Ah well.

Most revocations and restrictions of automated income sources seem to disproportionately affect those who need the liquidity for plotting the most, I agree. The only remaining automated income sources are off-limits to high status or corporate characters, making low-responsibility positions pay significantly more for less effort.
I am going to keep this vague and free of IC details as much as possible. Since both of these systems have been retired, I hope that gives some leeway to discuss them.

Cargo was recently retired. I tried to get engaged with this ICly. I could not even learn where to sell stolen cargo if my character were able to intercept it. The same thing also happened with McGuffins (corporate projects).

In corporate America, we talk about "communications plans". When changes are done, there needs to be an associated communications plan. A strategy for informing people of the key elements of the system. A basic element of a comms plan around new systems should include how to exploit the system / engage in conflict within the system. At the very least, there should be some notes for staff along the lines of, "If a player is setting @notes about wanting to get involved , feed them THESE bread crumbs."

Cargo seemed like a very high-level endeavor. Vehicles were required. Vehicles with weapons were required(?) to intercept the other vehicles. If the character / team were using an aero to move the cargo, it was basically easy money without an effective means for the opposition to intercept it. It was a cool idea, but viewed through the lens of promoting conflict, it was a failure.

(Can staff give some basic statistics about the amount of cargo delivered successfully versus intercepted? If more than 5% of cargo runs were intercepted, I'd be surprised.)

McGuffins suffered a similar fate. I interacted (or tried to interact) with both sides of them. The corporate side running them, and the opposition side trying to intercept them.

On the corporate side, I feel like I did everything that I could to turn them into RP tools. I hired non-corporate employees to work on them. I documented the costs and profits involved in projects to introduce transparency to allow other players / characters to understand the system.

When my character left the corporate world, I did what I could to introduce knowledge of how to intercept the McGuffins into the Mix. The player base was HUNGRY for that knowledge. Nobody had a clue how to do it.

It's water under the bridge at this point, but I will say that I am EXTREMELY disappointed in the way staff handled retiring this system. I understand why it was retired. A few characters were monopolizing the payouts and not using the system to drive RP and conflict. In fact, the character who my character inherited the McGuffin system from at their corporation was one of those people. In fact, that person was later banned from the MOO for other closely related reasons (abusing automated systems.) So the abuse of the system was real.

The fix would have been easy. And I this is where the staff dropped the ball.

It would have been as simple as cutting characters off from the McGuffins for increasing amounts of time. 1 week. 2 weeks. 1 month. 3 months.

There are so many IC justifications around it.

"We're a corporation. We work together. Not as individuals."

"Out of the thousands of projects a month, we entrust you with these half dozen projects to build relationships with people outside of the corporation. Your failure to share them is increasing anti-corporate sentiment and raising the threat level from talented, yet unemployed Mix assets who we could be currying favor with."

I also suggested adjusting the McGuffin objects themselves to require more interactions with endpoints in the Mix. Doing that would increase the likelihood of them being intercepted. It would drive RP by making it dangerous if not lethal for a single corpie to go it alone.

All of those suggestions were ignored and the system was retired. I feel like the MOO Is much the worse because of it. Those McGuffins were the closest to a true cyberpunk, corporate R&D espionage automated system this MOO has. The baby was thrown out with the bathwater.

I agree with many other comments made here regarding communication. I feel it seems to be a challenging issue.

On the OOC side, I feel it's easy to assume that others know more than they do. That they will see things how you do. That there's no seed to say it because it's 'self evident' or 'common sense' when, in my experience, it rarely is.

Then there's the fact that sometimes staff may prefer to leave things undefined, vague or unmentioned OOCly because they want it to be learned ICly. Which sounds great but only if staff had the time and ability to proactively go out and have the IC world (probably via NPCs) push the message. Not just wait and hope a player will have their PC will ask about this thing they might not know even exists. TO make sure the knowledge is spread sufficiently ICly that it won't die with one or two PCs.

It's not easy but I think it is worth considering in general. Maybe setting expectations and passing the knowledge along ICly would have lead to some of the desired conflict. I honestly feel that a lot of players would love to engage in cool new avenues of conflict but they don't know what they don't know.

It is really unfortunate to hear about Cargo and McGuffin's going away but I understand. Obviously, I'm not readily aware of the current state-of-play, however, I can callout the #1 issue I saw with these systems from both sides of the fence - timing.

Crates are easy to intercept and mingle with because they come from a consistent place, have ample couriers, you can gleam where they're headed by simply looking at them, and the payout is relatively turnkey.

Cargo and McGuffins were extremely difficult to acquire purely from a timing perspective. Even then, if a PC knew who had it and where they would be - pulling off a successful heist of either required an incredible amount of speed and ambition. These factors combined with the eldritch nature of the knowledge around them made it a non-starter for 90% of the game population.

I think cargo is a lot easier to intercept in theory than macguffins of course, but Reefer has a good point that the volume of actual cargo drivers does play a part in the rarity of opportunity, whereas crates do have a pretty consistent and large number of people running them at any given time.