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Item Rarity Discussion
Why we have rarity and where it can be improved

Rarity exists so that we don't put too many of various kinds of items in the game. We've had the system for a while and it works well in limiting things we don't hundreds of in the game, thus creating artificial demand for items that should be in demand.

At a high level, rarity scales with the # of players (and to a lesser extent the # of NPCs) in the game. Thus, if the game grows, rarity auto adjusts.

We set rarity on a scale of super rare to very common. If something goes over rarity, we stop automatically stocking it and it may not be available for requisitions and other semi-automated ways of requesting items.

We also have a concept of demand. At 1.0 you have normal demand, at 2.0 you have double the # of items available that its rarity would normally allow, at 3.0 it's triple, etc.

Rarity can also impact the price of an item. If there are more items than expected, the value of the item will go down, if there are fewer than expected, the value will go up. Supply and demand.

Here is an example of a small canvas, which due to rarity being 1.0 does not see a price adjustment:

generic small canvas aka small blank canvas

Count: 334 (max of 377)

Demand: 5.0 (1.0 is normal demand, 2.0 grants twice as many things)

Rarity: very common (1.0)

Base Value: 2,500c

Rarity Adjusted Worth: 2,500c

So, there are situations where we don't have an item configured correctly, and that may result in an artificial shortage of a common item. We added 'Demand' to rarity to address just this, but that is a newer addition and not every item that might have a problem has been updated.

It sounds like most of the issues people have raised have been around one of two things:

1. People hoarding items and thus leaving less for everyone else to fill basic needs

2. Common items that are too hard to find, possibly due to rarity restrictions.

Let's address some of that here.

HOARDING

We have automated reports on the admin side that notify us if people have a too big hoard, and we will reach out and tell them to get rid of some of their stuff. We also prune items from the market when there are more than 5 of them in the market, helping reduce bloat. When we have MOO Cleanup days we also audit a lot of items and identify if items have gathered in a specific area (such as the room where things go when you recycle chute them) or the HOJ evidence lockup, and clear it out.

In general, people should avoid hoarding a ton of a single item that they have no intention of using anytime soon.

COMMON ITEMS THAT ARE HARD TO FIND

This is a straightforward problem for us to solve! Usually, we address these when people bring them to our attention. Not every item is actually incorrectly setup, but we will review them when we are told something is too rare.

If there are common items that people feel like are falling into this category and need to be reviewed, please respond to this thread with the name of the item or the item class and I'll take a look.

CONCLUSION

If I've missed some of the concerns please respond here with them and I'll do my best to address them in a response. Hopefully this will help us solve for the most common ones!

The personal concern I had with regards to rarity and hoarding is this:

You mentioned that NPCs do, in fact, contribute to whether an item is generated/requisitionable within the game. So, the possibility exists that item scarcity gets compounded when staff choose to insert additional NPCs into the game and outfit them with items that have already reached their limit. Take this a step further with the assumption that a great many of those NPCs will be placed in areas out of sight and completely unreachable by players without staff providing access for one reason or another. That said… this isn't my main concern.

My main concern is unreachable PCs. Whether a player has taken a break from the game, or was banned for one reason or another. I feel like it would be a service to the game to stop counting items in a banned player's possession against rarity (immediately), and perhaps stop counting inactive players' possessions after a period of about 3 months? A sudden flood of items re-entering the market is easier to address than active players spending hours upon hours just trying to find out if a single active player has an item stowed away in their closet that nobody but them knows about.

In Sindome conflict terms, two is one and one is none, and while it's very realistic that power shifting resources could determine winners and losers, it's been my impression that access to gear and the lack of certainty of access to future gear, results in a lot of cautious play overall.

Sindome borrows some philosophy from EVE as far as the idea that you only equip what you can afford to lose, but then it's also like playing EVE in w-space with no guaranteed access to replacement stuff. If players were confident they would have reliable access to critical gear at retail I suspect there would be a lot fewer dead Xo3 sets in closets for rainy days that never come.

I also feel like a tangential rarity problem to this is armor sets being made up of so many objects so you not only have rarity issues at large but also rarity and purchasing issues in specific. Personally I'd really love to see armour sets collapsed into two objects instead of 5-8, it would address so many rarity and hoarding and bloat issues in a single stroke.
NPCs contributing to rarity is news to me. That's unfortunate, but I feel like it probably isn't the sole reason for scarcity right now. I agree with 0x1mm's assessment that people will be cautious when gear is both rare and expensive. If you cannot set back up after a death, the best choice is to just not risk death.

I think the game seriously needs to consider practical changes and positive reinforcements to encourage risk-taking rather than continuing on the path of demanding players interact with extremely high-stakes conflict without a lick of risk aversion. Beating people with sticks until they choose to kill themselves is not going to work and has not worked for the past 5+ years. Certain gear needs to be more accessible, and in some places, it needs to be cheaper.

I don't think more reliable income or automated income sources would necessarily help, because you can double everyone's paychecks and everything would still take months to afford. I think the answer is slashing rarity and slashing prices.

Going to list some items that should be commonplace but I think are overly rare at the moment:

E-prints

Briefcases

Hoodies

Photoplus/FunCams

I’ll add more if I think of any more.

The issue with lack of access to critical gear especially when it comes to combat isn't necessarily a mechanical one but a playerbase one more than anything else. If players were more willing to sell/return gear rather than hoard extra sets of gear or weapons, we'd have a healthier item economy with equipment changing hands constantly. As it stands, most players' understanding of conflict seems to be hoarding so that other people can't have access to said gear so you win. That isn't going to help anything.
If players were more willing to sell/return gear rather than hoard extra sets of gear or weapons, we'd have a healthier item economy with equipment changing hands constantly.

Sure but one can't just staff shout market pressures into existence. There's a strong incentive to keep some kinds of gear that can't be quickly replaced, or that will take many weeks to replace at any price, and players just being not allowed to keep spare gear is likely to be even worse than it is now. Scarcity encourages hoarding and hoarding feeds scarcity and because prices as so inelastic in the game's economy, there's really no contrary force except the subjective and very occasional GM saying 'you have too much of X'.

If Xo3, for example, could be purchased at any time from a machine with infinite supply, I'm almost certain the total amount of sets in the game would rise for a while and then fall below where they are now because why keep a backup when you can get another any time? Why requisition today what you won't use until next year? Rarity mechanics can limit item bloat on low cost items but I'm pretty sure they actually increase them on high cost gameplay critical ones.

Hoarding became a much bigger issue when the concept of 'cooperative competition' effectively died. No longer pushing that players should be willing to lose what they have to keep a conflict going is a huge reason for why there are more sets of armor sitting in closets than there are in circulation.

When everyone is holding onto things and also not dying because they don't engage as much as especially endgame combatants used to there's just no way for a secondhand market to exist for certain items. What inevitably happens is that those who were willing to go out and take those risks stop doing so because they see that the best way to play the game is to just make sure they keep what they have by any means necessary.

The lack of conflict leads to a lack of gear redistribution and conflict stagnates when both (or all) sides involved decide to play it safe. I'm not getting into the reason for any of this being the case, just speaking on what my perception of the situation is.

A balancing approach of empowering those who are willing to engage would allow for more sustained conflict because the ones with the motivation and reason to hit hard targets will always be the ones on the offense, whereas those who already have it all tend to sit back with what they've got.

Less perceived untouchables and more blood in the streets always leads to stimulation of the game's economy.

Disclaimer: I played at the top level, specializing in combat and fixing, so I’m speaking from experience. I'll focus specifically on top end gear combat.

In my opinion, the rarity values for combat gear are completely off. While rarity can encourage competition, it’s better suited for unique tech or special weapons. Essential items like Xo3 and katanas are the backbone of the endgame economy. Imagine a world where hatchets or neXus are nearly impossible to find, and gangers avoid fighting because losing a weapon means months of recovery. If these are so easy to find for low level combat PCs, why do we make it so hard for high level PCs and then wonder why they stop engaging in conflict as frequently as they used to?

Finding top-tier armor is nearly impossible. Anyone selling it on SIC gets multiple offers immediately, and the markup is absurd. The issue isn’t price, it’s availability. These items should be treated like actual commodities, so scarcity doesn’t discourage players from taking risks.

The rarity system itself also needs work. Some NPCs (e.g., corpsec bosses) keep Xo3 as trophies, while combat PCs stockpile them, eating up the limited "quota." Since these items never restock and can’t be imported, the only way to get them is to kill a maxed-out combat god or raid a corporate HQ, both of which are discouraged because gear is so hard to replace.

Staff should seriously consider making these items more accessible so that the only barrier is money. I’d even be fine with them being more expensive, as long as they’re actually available.

NPCs need to count towards rarity for a variety of reasons, including the fact that you can murder them for their gear. It's taken into account via the system, the same way that PCs are. Don't stress about it. It's well balanced and not a problem.

Neither type of briefcase is over rarity, or even close to it, and both are on sale at stores in the game right now. So, there is no issue there.

I adjusted the game demand on the other items mentioned in an above post. See the updates thread for info on that.

Are there any other common items people are finding difficult to locate that I should look into?
Coolers have historically been tricky because the amount of second-hand cyberware tends to just increase to infinity over time and the portable coolers are the most player accessible storage tool for stockpiling it.
Protek gloves are basically required for most armor sets above neXus but before Xo5 and have been capped for a while. Not sure if they've been considered for an adjustment yet.
Portable coolers have been cleaned up to only one over rarity. We've got several cases where one PC/small group of PCs have 3-5 portable coolers. (kinda the same with protek gloves, where we're 11 over rarity but there's several people with two (assuming 1 for use, 1 backup) or more).

If Slither doesn't bump the rarity on those items, please consider asking if you always need a backup if your PC isn't at great risk to lose the first pair. And for coolers, maybe look at some other storage forms we've put in the game over the last 3ish years.

Our moo cleanup day is March 1st, we're going to be cleaning a lot. We'll also reach out to people who are holding on to more stuff than is a rainy day fund type deal.

Thanks so much for any personal cleaning up you guys do!

I would personally prefer if a new glove alternative was introduced to the game over adjusting protek gloves. The only reason protek gloves are in so much greater demand than any other piece of protek is certainly because they are employed across several traditional gear sets.

Introducing new gloves, in my ideal world, would not only ruin the value of those holding on to more protek gloves than they actually need, but also eliminate the need to adjust the protek gloves beyond other pieces of protek. Of course, it's entirely possible they'll just frantically buy up all the new gloves and and create the problem all over again, but I'd hope for some kind of staff oversight during initial rollout to ensure that doesn't happen.

As a side bonus in the short term, inactive players won't be contributing to the problem anymore.

After Slither's code change and a bit of item auditing, protek gloves are under rarity.

Please don't go and hoard. Thanks!

Fuel cans
Fuel cans

By RatchetEffect at Feb 24, 2025 12:59 PM

Definitely fuel cans. Canteens might need review? I seem to remember someone complaining about how they couldn't find one.

Updated fuel cans and canteens.
This is likely to be the last one I can think of for review (because I don't know if these are actually scarce or people just don't know where to look).

Steel footlockers.

Basic nylon grappling hooks.
+1
First: I've reviewed foot lockers and nylon grappling hooks.

Second: Per the BGBB etiquette thread Please avoid "Frivolous or one word posts and +1'ing – This isn't social media. Write a real response please. Otherwise you are just spamming."

Carjacking kits for the vehicles that are in PC accessible locations.

Dune buggies I am looking at you

At the risk of being wrong about whether this item even exists…

Robot control wiring harness?

I feel like balaclava masks should be very common. Probably more than hoodies, given how little they hide. They could probably use a review as well.
I've adjusted masks slightly.

Carjacking kits are incredibly rare on purpose. No change.

Not sure what robot control wiring hubs are. Maybe you mean a transcoder hub? I'm not sure.

Mechanics Toolbelts plz
Tinfoil hats please.
Tinfoil hats are significantly under rarity.
Hoodies recently became easier to get, and that's amazing.

Can we do the same with Ponchos? Put them in L.A. Mode or some stuff.

also slither: Robot control wiring harness is required for a specific thing in game. Well, a broken one is. If we are thinking of the same thing. but no one, I know of, knows where to find it,or what it is.

^ I know where to find it and what it is, it spawns sometimes. It's also broken in the sense that it's unable to be used for the thing. I already bug reported it.
On topic though: Some softs like silver driving ones and probably some others I'm less privy to seem weirdly rare/no longer being stocked
Holster types. Feel like I was looking for a belt holster and couldn't find one for the life of me.

Mid-high end pistol/shotgun/smudges. I feel that a few more of these floating around wouldn't hurt anything…other than the people they shoot of course!

Hotwire kits, I know this was already marked as "working as designed" but I have been involved in looking for these kits a few times and found a complete lack of a supply. Maybe it was just bad luck on timing for the hunt for the item though?

All holsters are under rarity by +10 except for the right shoulder holster.

All mid to high guns are under rarity. A couple by a few, the majority by a lot. Some guns require IC exploration for a chance to buy.

All hotwiring kits significantly, significantly under rarity. One isn't spawning and I'll leave word for our builders. Some items might appear as if they aren't on the shelves, but there's IC ways to fix the lack of supply or find one.

Silver driving skillsofts are severely under rarity and are stocking. Like the hotwiring ones, there's ways to fix or get that IC too.

(Edited by Bubbles at 3:30 pm on 3/19/2025)

Mid/high tier guns availability is, by far, IC issue, not rarity one.
SHI Welder Masks

I'm not sure if these actually exist as armor or not. I saw them one time in one room for a brief second and did not investigate to see if they were just tailored props left to rot in an abandoned room or not.

However if these do exist as a form of armor, they should probably be checked to make sure they're being stocked on shelves. They would make a nice logical addition to the "construction" tier of armor.

We need more Tagillas.

Hello. I logged in to address something Slither said further up, that only clicked just now.

Slither: "NPCs need to count towards rarity for a variety of reasons, including the fact that you can murder them for their gear."

Okay, I can get that. This makes a lot of sense at face value. Until you look at the ooc rules governing our IC gameplay.

We are only allowed to take 1 'expensive' item off an npc PER WEEK. This absolutely silly rule (IMHO) means that if an NPC has several layers of good gear you want. You only get 1. So if that ganger dropped a full set of nexus and a bolo? I guess you get a bolo, or a trench. But never both. Never both, or you get gigged for 'farming'

Indeed, finding an NPC that has something you need and attacking them each week to get one to sell? That's farming too, and you will be gigged for it. (I have been)

So, i would like to posit that using NPC's for item scarcity is a bad idea, maybe reducing the weight they give scarcity might be an answer here. But I just wanted to point out the big, gaping,flaw here.

I think compression gloves could use looking at, never saw any on shelves for a long while, tons of torn apart around though on 2nd hand.
FWIW I've never had a problem finding compression gloves in game.

Shirts on the other hand…

Reailt shirts were on the store rack whenever I checked, not once gloves hah.

Both are a cheap item that likely circulate a ton in damaged state, which stops new stock from spawning.

Blank letters:) I think because people often save letters that are sentimental to them instead of ripping them up.