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[Town Hall] Winter 2021 Topic Thread
Topics, get ya topics heah!

OVERVIEW

Hey everyone, it's that time again. The Winter 2021 Town Hall has been announced and now we need all of you to tell us what you'd like to hear about in this Town Hall. This is your opportunity to give us your feedback and let us know what you'd like to discuss and hear about during the meeting. Help us, help you. Let's make this Town Hall the best one yet!

TOPIC SUGGESTIONS

You can respond to this thread with your suggestions, however, PLEASE in the interest of keeping this easy to manage, do not engage in discussion about the topics here. If you want to discuss them, create a relevant thread in the correct part of the BGBB and note that not every topic will make the cut but we'll do our best to get as much in as possible.

SCHEDULE

The town hall is THREE HOURS long.

It begins with speeches from the admin, who offer updates on their respective areas of the game (Building, Coding, Operations, etc.).

Then we move into the discussion section, where we run through an agenda of player & admin submitted topics.

We then close it out and people can leave or stick around to chat with the various admin.

WHAT TO SUGGEST

If you're stuck thinking for suggestions to give, here are some general topic categories that you can think about:

Code Improvements - What could be changed code-wise to improve the game?

In Character Topics - What can we do In Character to make Sindome a better place for all?

Out of Character Topics - How can we help you, the players feel more at home in Sindome?

If you're still stuck, then take a look at the previous topics thread

WARNING

Please do not reveal any IC info in this thread. Again, this is just for posting ideas for topics (you can explain your topic in as much depth as you want, but don't get into it with others about the topics they post). Create a new BGBB thread to discuss something if you want.

PRE-READ INFO

If this is your first town hall, please refer to the posts below for a list of previous posts relating to the most recent Town Hall.

Winter 2020 Town Hall Agenda

Winter 2020 Town Hall Log

Winter 2020 Town Hall Topic Thread

(Edited by Slither at 7:31 am on 12/27/2020)

I would like to discuss visible, "cosmetic" cyberwear in Sindome. Should there be more of it in the game? If so, what's the best way to make that happen? I don't think "hey this is a cool idea for new chrome" is a good town hall discussion but things like "should pricing and PDS load for cyberlimbs, studdlies and the like be adjusted" and "should people be able to get cybernetic tattoos like in the new cyberpunk game" might benefit from thr town hall.
One Year Later: Retrospect on CPI?

Pros, cons, questions, complaints, concerns?

Get your topic suggestions in for the Town-Hall!

Read above, check previous threads if you need ideas.

The more topics, the better we can make it! :D

Surprise!

Grid 3.0

Now that the dust has settled post-launch, what's great? What's kinda weird?

Now that the modern groundwork is in place, are there any updates from the staff end on what's coming next (integration with IC systems, boosting the decker archetype, etc.)

NPC Puppets[\b]

I would like to talk about how the tone of puppets skewing towards the negative side can impact a PCs willingness to go do cool stuff, how the lack of positive reinforcement can demoralize and how pushing too far into the realm of 'speed puppet' can lower the quality of the puppet.

I also want to talk about how even minor puppets are AWESOME opportunities for staff to kick resources to PCs and/or push story forward via micro plots and simple assignments. Simply throwing in a random task at the end of an otherwise bland puppet could bring a lot of life to the game.

I'd love to hear more about the new non-profit Withmore Hope Inc and how we can get involved. Maybe a Q&A session about it.
Can we devote some time to thanking the mods, developers and volunteers? And maybe talk about ways that less experienced players can help out?
Can there be a discussion on 'balance'?

There have been a few threads where people have said that adding X would be unbalanced or Y would. It would be nice to hear what the philosophy is behind how things are balanced..

Especially I'm curious why it's important or considered in a game where it is highly probable that two players will not be balanced when they meet/compete.

+1 to Grey0's post about NPC Puppets.
I'm not even going to mention vehicles once in this post, watch! I'll leave that for someone else.

Resources

I would like to discuss the merits of potentially 'inflating' the SinDome economy. Earlier in the year, the ability to absolutely STACK npc item trades led to players in the mix being able to generate 2-3x the weekly "cap". I personally felt that RP, especially risky RP was much more common when people weren't as concerned with losing all of their resources and having to spend 6 months building back up.

I also think there is a disconnect in the wealth feedback loop. It is much easier for an already rich player to generate chyen and hoard it, than for a less rich player to build up their capital. This creates a positive feedback loop for the wealthy, wherein their bank account only grows, while creating a negative feedback loop for the poor, where their account only shrinks.

I don't have a solution, or even self-consensus if this is necessarily a problem. It is simply an observation.

Topside Crime

What can we do as a community to make this happen more often? What is preventing people from making those big moves in gold, green, or even blue sector?

Service Mixer perception

There was a strong push to really reshape the player-character perception of service mixers for a short burst. How did that turn out? Do we need to keep working on that?

I would like a topic about reinforcing conflict between players, and how to get people out there and hating each other.
Impact of DCD on the game given the current economy: Does it do more harm than good as it is now?
I'm a fan of Grey0's topic on puppets. I'm under the impression that the occasional inconsistent interaction (caused by speed puppeting) can lead to some negative and confusing IC interactions that might mess with the RP following, both on the GM's and player's end.

This might be too far in the realm of the IC, but could we touch on discussing the current state of gangs and gangs going forward? Gangs have always been a major element for generating conflict and presently they appear to be having some trouble gaining/retaining membership. This has had a strong effect on the whole vibe of Red Sector, maybe to the point of needing some extra attention to get the ball rolling again.

+1 on gang discussion. A lot of gangs have always felt like 'protection clubs' to me. They're great for generating conflict, but in all my time playing I see almost all gangers do the exact same thing. Join gang for protection/money > grow in the (relative) safety of the gang > leave gang when strong enough to stand alone.

I don't know exactly why this is, but some discussion on this would be great. Perhaps the ceiling is too low and people feel like they can't progress in a gang as much as they'd like?

I think a discussion about gangs would be great. Gangs seemed so much more vibrant six to nine months ago than they are now. At one time, there was a waiting list for pledges in almost every gang, and now there are almost no gangers. What happened? One specific thing that is worth discussing is that there has been a definite change in the 'promotion rate' for gangers to become faster -- that seems like it should create more membership, but that's not what happened.
Let's keep this thread to suggesting topics only, please.

(Edited by Storm at 1:47 am on 1/3/2021)

+1 on the topside crime discussion. I'd like to talk about the severity of IC consequences for being caught doing crime topside, and how that can discourage characters from committing crimes in topside sectors.

I also want to discuss ways to make having an IC nemesis more fun and engaging for both characters. For example, instead of simply paying to have a nemesis killed, which often doesn't include any direct RP with the victim in question, it would be more exciting to come up with unique ways to hurt or humiliate an enemy that don't just involve a trip to the vats. Because frankly, it's gotten too predictable.

Related to the crime topic and the nemesis topic, I think it would be great for discussion on how to punch up. That is, what can you do to win against someone or a group that has you completely beat in both UE and social clout? Even if it's only a 1 in 5 chance of success, that's still 5 plots and tremendous loss just to bring someone big down a peg, but even that doesn't seem to happen.

This may happen all the time, but the perception is that firmly established characters don't fall at the hands of less-established characters except once in a blue moon. Instead, it comes off as self-induced or the work of an NPC. How can PCs punch up?

This is something for the ideas section, not the Town Hall.

Custom Skintone

I'd like to discuss allowing biomods to use most, if not all of the 256 color palette for skintones.



This is something for the ideas section, not the Town Hall.

(Edited by Slither at 11:25 am on 1/9/2021)

This is something for the ideas section, not the Town Hall.
@RedSteelButterfly

to followup and flesh out something in the same vein that I was thinking of making an idea post about.

food for thought:

What is the best way to allow biomods to add custom colors?

Is it a custom skintone for the @nakeds that you change?

Could it be like tailoring, where each naked is given an %color that you can callout?

Could it be like makeup with strings of colorful but uniform text?

This may be a shade too far, but could it be fully customizable like art?



This is something for the ideas section, not the Town Hall.

(Edited by Slither at 11:25 am on 1/9/2021)

This is something for the ideas section, not the Town Hall.
This is a small thing but I'd very much like the option to color speech/emote/pose text lines independent of one another and room text, it gets very overwhelming very quickly in social situations or while moving to keep track of what's going on when it all blends together.
This is something for the ideas section, not the Town Hall.

(Edited by Slither at 11:25 am on 1/9/2021)

This is a statement, not a discussion topic. Please take it to game problems and complaints instead.
Dipping / Thievery

This skill seems like it's a pretty non-interactive money farm for most people who put the time into it, and that runs counter to most of the other design philosophy in the game as it stands today.

I would also suggest it promotes a game culture whereby people don't carry or purchase many items of any value, social/rp items, functional, or otherwise which negatively impacts the game economy and diversity of playstyles.


This is a statement, not a discussion topic. Please take it to game problems and complaints instead.

(Edited by Slither at 11:26 am on 1/9/2021)

Thanks for the contributions so far folx. Keep them coming.

A couple of call outs: we only have about 2 hours to discuss things. We need to keep the agenda to large, game wide things, or at least things that affect huge parts of the game. this is not the place to propose ideas or QOL changes. These are for topics that effect large parts of the game, or OOC things we may need to discuss. I've edited non-relevant posts.

@Nymphali, please search for a relevant post in the Ideas section. I know your idea has been brought up and debated before.

@RedSteelButteryfly, your skintone post is better for ideas than it is a global discussion @ Town Hall.

@gssmr, this is not the place for that post. That's an idea, and something you'd like for your own personal benefit. It is better suited for the Ideas forum, not the Town Hall.

@TalonCzar please take your most recent comment to Game Problems & Complaints.

@BlazingCoconut I think your topic would be better as a BGBB Thread. Maybe in Anything Really? Or Improvements section?
Potential topic:

I've noticed that IC content creators (producers, talent, musical artists, performers, writers, any anything else that adds to Sindome's library of IC content to consume) seem to commonly burn out fast and spiral in less than a year, often much sooner than that. And that leads to disappointment whenever someone doing something popular just disappears.

Is there something that can be done to retain content creators? Would anyone with experience in these fields be able to make suggestions on what could make you stay in these positions longer?

Is this even a problem? Is burnout expected for IC content creators, moving fresh faces in every few months?

Just a thought. While the burnout may be the same for other roles (I don't know), it's more noticeable with IC content creators due to the publicity these roles attract.

This is kind of the root of the problem of a few of the issues that were suggested by RedSteelButterfly.

Also this is not a new issue but seems to have been growing more and more overtime and I think its a OOC culture problem for the most part, regardless of the IC excuses we might find for it.

Also I am kind of brainstorming here, but most of what I am suggesting is related one way or another.

RISK AVERSION

I've noticed an ever increasing trend in this, some other oldbies and midbies have noticed it too but we are all equally to blame, as much as new players that just don't know better.

Why has this become a trend? What are the roots of this? How can we fix it in order to encourage players to feel more comfortable into taking risks more often?

HOARDING

Another ancient problem, players hoarding items and money just to pile up a measure of wealth that gathers dust for a rainy day that most likely will never come, when they could be REAL CAPITALISTS and inject that influx resources back into the game and other players. This is also another sub-tangent of risk aversion. Why do people stockpile resources like doomsday preppers? How can we change this mentality? (I am looking at you, MAX UE characters)