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UE Revamp
Just some thoughts on the state of the game.

Has a UE system over haul ever been discussed? RP seems to be very low. I saw in another post someone saying with my current skills not much I can really do to make flash outside the earnings cap besides running. Running is not really RP in my eyes. It creates interaction yes. But it doesn't promote deeper RP that is actually fun and every new player does it. Because with crap stats and skills thats about all there is to do.

The playing field is just not even close to level and once someone figures this out and does the math when their stats/skills will arrive at said target I think most people throw their hands up and just stop playing. How many newbies have come through the gates? How many are still here?

The weekly income cap also just hurts newer players. It doesn't hurt those with loads of chy already and a horde of stuff sitting somewhere, It hurts new players. Earning 10 Kay a week is easy, but that extra 5 kay or getting your paycheck not last minute matters. Who cares if someone else has a million chy makes a million more in a day if the cap is lifted. Honestly there need to viable threats but there aren't cause getting there well is a bitch and its mind numbing and once you do your like alright keep my mouth shut and plow through, because time and effort went into that character, a lot of time. But that isn't really playing. I read a post I think it was by Slither I could be wrong where they played on another mud a ninja and that person would complete the mission no matter what laying there with a shotgun in hand dying and bleeding out made the kill shot on another player. Now that sounds like awesome RP. That is playing to your character. But a 6 month time investment to get your stats to a certain playable minimum and then getting into antag RP yeah most people loose sight of that and just become complacent. Sure you can play to loose which I guess can be somewhat fun. But never winning is just blah. Which is why I'm asking has it ever been discussed revamping the UE system? It just takes to long to do anything other than sit in a bar and hope to be hired as a runner.

Maybe I'm not seeing something. But RP should just be more than walking around and BSing in the world. Situations should happen that are immersive and fun. But most players can't generate that RP. Vet players just simply don't have to.

Feels like the game at times is a giant ass kissing for certain people while the little people have nothing to do but kiss ass. Help ue has a line it its not why your here you here to roleplay. True but what meaningful RP can you find with crap stats/skills?

This was 0x1mm's response:

You're not playing wrong at all (probably). It can take months just to learn all the command syntax and how mechanics of the game function, and it can take sometimes years for players to get really comfortable with advanced roleplaying of the sort that can make serious money. A lot of it can come down to who you're meeting and who you are learning from.

But I'd say you're well ahead of the curve after only a few weeks of playing and if your character is making ~10,000c a week you're doing more than fine for a new player, it's normal for money to be getting eaten up by expenses in the first month or first few months, you will find you're gradually making out with more savings each week as your character develops experience and as you settle into the world and begin to figure out how things work.

END Response

Think about this for a minute, so information is gate kept. Thats BAD. You shouldn't have to kiss someones ass to get it. But they do it cause they can. For me its not about the money its about the RP. But I have rarely and I mean RARELY come to a situation where the RP was meaningful, intense, or exciting. Maybe someone can explain it to me. UE just feels dated, its a tool and its not the only tool but IT IS what protects information and vet players wanting to share or not share… Just saying.

Which also leads to no new players emerging as something or "making it". Most people after doing the math are going to walk away.

I think its a game design perspective. Ue is meant to put the focus on rp rather than the grind. In Arma, for example, you'll see people act according to literal timers just so they can get their skill gains. They'll exit scenes early to go beat on each other or train flee by wielding a weapon type their character can't use or something-something-exploiting-game-code. Staff gets on them there for that stuff, and our staff has to throw rocks at people for being apartment ninjas sometimes.

I didn't think this way before, but now that I've experimented with other muds, I do think the skill gain is too slow here and get frustrated when characters just ride out their 3 or whatever literal years it takes to get max ue. It doesn't reward interaction in the world. It kind of deincentivises it. Apartment ninjas are always going to be brought up ic in a sort of backhanded ooc complaint against other players. Sometimes people have a good point, other times they don't have a good read on what's actually going down.

People are going to have different ideas of what good rp means. My character is not particularly very old and has seen some very rich rp, relationships, interactions, and engagement with the theme. (From my perspective) That said, I didn't have that same experience on my first character because I just didn't know how to find it. It's not due to gatekeeping either - it really was me better understanding the game's themes and what creates the rp that -I- think is good. Once I started poking at those themes, stuff happened. I was murdered, I got caught between crazy people. I was betrayed several times, suffered heartbreak, then pushed that heartbreak on others for a few promotions. I learned when to shut up and when to start twisting the knife. I saw one of my favorite characters crash and burn and turn into an absolute force without me. It was great. All very themely. And others, still, would say my character did nothing. Which is fine - we all value different things and those characters I rp'd with regularly, my partners and my enemies, valued me and I valued them. I'm still learning how to do stuff from older players and probably won't ever be as good as others at some things, and they may not be as good as me in other areas.

You walk up to say, a ganger today, or a corpsec agent. Or an artist or a fixer. They're going to more than likely bend over backward to try to help you learn. Sometimes theyre total dicks about it and sometimes they're suuuuper generous icly. I just have a hard time believing people are actually truly gatekeeping. Some aren't great teachers and some just want to do their own thing. Someone who was the biggest dick to me icly taught me the most about the game and its theme. Both doing as they do and just the opposite. It has to click and it can take time.

If you increase the rate of skill gain, you'll have to be okay with the consequences of that too. Unlike other games, Sindome time is real time. In other games, every rl day is a whole week. The game moves a LOT faster and people also have a lot more threats to combat elsewhere. There's also no cloning system in most places. Stories just end for good on what feels like a whim. Its really obnoxious sometimes. And Sindome does that part better.

This game is great because it does enable the opportunity for slow, complex character development. That has drawbacks too. People can stagnate or get frustrated. Pros and cons to everything.

I feel your frustrations and I've been there. Im there right now in a lot of ways. But it's a pretty complex issue I think.

Right now I am super UE oriented since because I have little else to do. It's to the point I have stopped logging in during parts of the day, which is healthy, but it's also depressing since I've heard over and over again that the four month mark is where you either leave SD or don't.

Bar RP can only go so far. And I am SO sick of hearing, "Just go find someone to teach you something" or "Go ask random strangers questions." – this is complete and utter bullshit.

You can't expect people to stick around, all of whom have varying levels of understanding, because they MIGHT find RP based on 'IF' the figure out what to do. If you want people to not focus on UE and their skills/stats then there needs to be avenues people - easily.

Exactly what QueenZombean is saying is why most new players do not stick around. Its also why the game has such negative feedback on reddit. Bar RP is so lame and boring. Pubsic is literally ass kissing most of the time as is bar RP. Why? Because of the UE imbalance. Pucker up and kiss some ass you might get the info you need to do something cool. But even then probably not.

Sindome does a lot of things better than other muds do. Which is why I grew to love it. But I'm starting to wonder is that delusion? Am I playing a character that lives in this dystopian society all around it but nothing really happens?

Papertiger you touched on some points I think are kind of important. A few other muds move on a 24 hour a day schedule. Some have RPXP systems mixed with hack and slash bullshit. Some aren't bad and some are just awful. Information is absolutely gate kept. Other fun RP is blocked by a massive time sync through UE or another system. I made one of the most fun characters about 9 months ago. The character secretly had a plan to be a Judge someday. Well the path to that was logical for me. Don't get involved in to much combat bullshit and just plow through. But the characters path was completely blocked. Being told to wait four weeks until I could actually start playing the character like it was ment to be played. It wasn't a huge out of the box concept either actually pretty standard but I just quit it was easier. I wish I could share more IC details but I can't. I respect the staff to much to break any rules.

But to say an experienced fixer will take you under their wing and show you things. No they really wont. They will be your friend and stand up for you all that fun stuff but when it comes to actually giving information that could cause competition…. HAH! @who is almost the same people its been for 3 years and some change for me. There are a few people that have stuck it out. But the ratio is very VERY low. Why? Simple its a combo between information gatekeeping and UE to be useful and finding meaningful fun RP. Once the honeymoon is over, what RP is there? No one wants to wait that long to get into some fun stuff. Three to four weeks to be a pledge in a gang? Now come on. I don't even need a coded job to hit the 10 kay a week cap. No one does.

Where are the kidnappings, the beat downs for someone running their mouth? A year old character can talk shit to a 2, 3, or 4 month character and literally have 0 repercussions. Why? UE! The playing field is simply not level. Which makes small worlding even worse. Sure it boosts one persons ego maybe a group of people, but that is not healthy. It causes new players to run screaming. To get a character to F in four stats is almost 6 months. Thats completely neglecting a couple stats and not even included skills. By the way I like most of the people in the game, I'm not really shaming anyone. But there is a serious imbalance.

Another thing about UE and other systems that drive me insane. Is the 24 hour reset timer. Eventually it pushes forward an hour and doesn't stay aligned with a schedule. I'm actually blessed I can login most times of the day and not miss but I have despite being active I've had UE gains start at 2 am and a month later they are pushed to 8pm. I don't get why everything doesn't just reset at 0 hour. It all adds up to be the same amount. Its like some people have 5 to 8 hours they can play on certain days but then the next day maybe they can only do three hours. But if that three hours doesn't line up with the day befores schedule your not getting your UE. People should be rewarded for playing. If you have 8 hours one day you should be rewarded for it. But if you have 8 hours one day and 2 the next your punished. If the schedule doesn't mesh your really punished.

Yes help ue says missing some ue doesn't matter. Well thats one part about help ue I don't like. Miss 1 ue a day everyday for a week. Thats half a letter grade per week, per month its even more. If you literally only received two UE a day your progression for four stats to F out of chargen goes from 6 months to 8 or 9 months. Thats a lot of time. Most new players seem to be counting the days till they can have the stats to do interesting things. But during this time people lose track of the character idea and or intention and some if they make it that far will never be willing to put it all out there on the line. Because its a significant time investment.

Bottom line fun RP shouldn't be time gated or blocked by UE by any system. RP should be that RP but it isn't UE, other systems, and information gating are huge hold ups.

I will just say, pretty much no one loves how UE works, it is not like it has a lot of ardent defenders keeping the system in place. It's just more that everyone thinks it's less-that-ideal to bad in slightly different ways and there has never really been broad agreement on what a complete overhaul or rework would look like.
Like as an example of the tradeoffs: There is frequently discussions about upping the amount of UE a character is given per day, so characters can develop more quickly which sounds great on the surface but working it out you will realize this actually massively widens the gap between highly active and less active players.

Likewise a common idea is to lower the UE cap (say to something like 1000) for all characters, so it takes nine months to two years for characters to cap instead of 3 to 5 years. Now however you have the issue that a significant part of the player base are all max UE, which is not at all desirable from a gameplay standpoint because it makes it even more punishing to not be at the cap.

Also there are ideas about boosting characters into greater UE investments at the start of their lifespans, sort of how veteran rerolling works now, but again there is trouble there because that sort of system is hugely advantageous to players familiar with the skill system and extra punishing to players who come out of character generation without that guidance.

That's not to say it's not good to discuss alternatives, or that there are no alternatives (there has to be a better way out there), more just that we do talk about it, and often, but it's not always really obvious whether something is better or just different.

Players also tend to massively overestimate the amount of UE they need to do just about everything, and also overestimate the UE earned by basically everyone else. Their issues almost always stem from having the wrong stat assignments rather than not being old enough to do whatever, so I think education and documentation and guidance is really as important or more important that how wide the tap is open.

To your first post 0x1mm: Right I agree I mean a temporary fix cause I think a lot more needs done with it would be to increase the amount gained in total. But a lot of systems would need reworked to really expand and make it a little more in depth. Between 5 and 8 UE a day would probably help a lot of newer players get into things much faster and overall just make the game more enjoyable. Maybe instead of 1 per hour you get 2.

But to really overhaul it completely would take some serious thought and planning.

I was so dead when I wrote my response. I love that you understood what I meant. Also - love all of what you wrote!
Thanks QueenZombean. :)

Ox1mm response to your second post:

I don't think the cap is really a problem so to speak it, lowering it might make players become a little more detached and stick to original character concepts which would be a good thing. I do see where you are coming from and like how your discussing it and more documentation would defiantly be helpful. Really something that could be helpful is a mentorship program or something. I have some ideas but basically it would just reward RP to an extent. Characters shouldn't be able to do everything to quick but 6 months is a hard ask of anyone.

Also maybe starting players not at R could be helpful. Or just chopping off some of the lower letters. Thats another gripe I have half the dome should be RPing at about a gradeschool level according to the helps. Especially combat characters. Also charisma affecting looks, never made much sense to me. Some of the prettiest people can have some ugly personalities and vice versa.

I have some ideas but to tired now to write them all out. I'd just like to see a more even playing field across the board for more in depth RP.

I pretty much agree that character stats should begin at M.

In the meantime and assuming the post even survives until the morning, I've made a post on Anything Really about character creation guidance that I feel falls within the rules about in-character information. Hopefully that will help players feel a little more guided in their initial trajectories.

Yeah I think M would be a great starting point.

That is actually a really helpful and insightful post. I hope it survives. Really solid work.

I like the UE system. It is a regular, reliable, slow burn character development mechanic. Sindome is designed to be a journey that in many ways mimics real life. Stat and skill development is not intended to be quick.
It does but it doesn't mimic real life. I can go to the gym for a few hours a day and workout gaining speed and strength also every time I do it I gain a bit more endurance. Then come home and read a book about a topic I'm interested in and learn something. In game its not an option. Stats start so low. So to replicate that would be 4 UE. That is not including other things I can do to better myself. Eventually I'll hit a curve like you do in game. But my improvements to myself when I was at my worst were much faster then I did hit a curve.

In real life if I go to stab the biggest most skilled person in the back with a knife and they don't see it coming there not just going to be able to magically dodge… heh.

I realize its a marathon. But at the same time its not fun not being able to do anything for a really long time because of your stats/skills. New players just burn out. 6 months is just a hard ask. If the game is about RP why is UE one of the primary driving forces behind RP. It just allows characters to be obnoxious and ignore checks and balances. Characters over 2 or 3 years old are playing to win.

Poll new players ask them how much UE matters to them. Ask them how daunting it can be once you learn the math behind it. Its extremely discouraging. Which is why the player base stays pretty much the same. A lot come through the gates but they don't stick around. UE is one of the reasons, information gating or obscurity/obfuscation is another.

We get the marathon not a sprint metaphor, but three years is a frankly insane amount of time for you to cap a character out.

You could up UE to 4 or 5 a day, drop the cap to 2 years and I don't think a single actual tear would be shed, or anything of any actual value would be lost in the process.

The fact vets come in the dome with several hundred extra UE is a nice little bonus for us no-lifer longtime players, but the actual literal months of being totally useless at the game could stand to be done away with utterly.

You want more people going out, doing things, making the world lively and interesting, and taking some of these jobs that literally nobody ever does? Consider giving everyone the vet UE bonus and letting the entire game start out with ~350 UE in character creation. We already do this for vets and it doesn't break the game, so we have literally means-tested this and know it isn't going to suddenly break the game. It's a major handout to new people trying the game, and there's been consistent feedback for years that players get frustrated and quit after a short time in the game because progression is so slow, and characters are so useless without the vet reroll bonus.

I also just think that it'd be good for letting people experiment with the game and start doing roles in ways that don't have them unable to do the job because they simply can't pass the required skill checks to do said things. Let's push build diversity and character diversity by allowing players to not be overcooked soggy noodles when coming in the game.

@0x1imm Upping UE per day in a way that doesn't just exclusively reward no-lives is easy.

Let's say there's five UE a day issued under this hypothetical.

You give half of it for daily log in. 3 UE off the top. You trickle the other 2 like normal. People are still progressing at a 'normal' rate as a casual, and at a faster rate for being a no-life. It's a fair system, and an improvement from what we have now, which encourages extreme FOMO and logging in and idling for hours a day.

Also I don't think that the game needs to be overly concerned about the accessibility and progression of casuals. That's sort of a mean thing to say, but SD isn't a game you can log 2-5 hours a week on and have any level of success playing. I think it's okay to acknowledge that. SD is a game for people to spend unhealthy amounts of time playing. It's aggressively disrespectful of player time in such core ways that immediately drives off most casual players. I don't know any other game where it's considered acceptable for your 'daily quests' to take a couple of hours real time because there are artificial time waster systems baked into the game to validate the existence of cars.

Sure you can play casually once you've 'made it' but you can't casually grind your way up, so I personally think it's an unreasonable expectation to try and balance the game around casual play. If we're cognizant of the fact that people who play more get more shit done (objectively speaking here) then why is them getting additional mechanical progression such a problem? Most of the coded systems in the game take the back seat to soft power of having allies, connections, money, goods, etc. Sure, it's a good conversation to have in terms of game theory, but in practice? Someone having a slightly better sheet isn't as much of a deal breaker as it's sometimes made out to be. The broader picture and social engineering game is far, far more important.

You give half of it for daily log in. 3 UE off the top. You trickle the other 2 like normal. People are still progressing at a 'normal' rate as a casual, and at a faster rate for being a no-life.

I think you've made some assumptions without realizing it, and taken it for granted players will play every day, or that players who don't play every day are more casual and shouldn't be catered towards at all. This is not really true in my experience, there is quite a significant population of players who play a lot on their days off, and a change like this would change from being relatively equal to players who played a little every day (7UE/week versus 6UE/week), to being massively behind (27UE/week versus 10UE/week).

There really are no simple and obvious changes in my experience, or they'd have happened. I'm very confident at this point after about a million different proposals to changing daily/weekly/monthly UE allotment that pretty much everything advantages one level of activity over another.

I would like to +1 Talon's proposal of giving all players the rollover UE, not just the veterans. The UE advantage while somewhat small in the grand scheme of things can really hurt brand new players who want to throw themselves in combat roles. For example, a 350 ue difference between two pledges - one brand new, and one a veteran character with that kind of rollover UE, would probably get disheartening really quickly for the newbie.

I've always been of the opinion that UE progression should go faster. I think it would encourage players with tunes 2-4 years old to reroll more, perhaps, and that could create more dynamic play in all sectors.

Knowing that it would explain why some immies are INSANELY skilled right off the bat!
My concern is players already make skill choices that don't achieve the outcomes they want, and 330UE in the wrong direction is actually worse than getting no UE at all. Players will also be doing almost all their typical lifespan development in a week instead of a month, and I have to think the suicide rates of players trying to dial in something they like will be high.

Like I'd prefer characters got no skill UE to start, getting 15% of all the UE you'll ever have in one go just seems like ill-informed build disasters waiting to happen. I'd sooner see characters starting with better stats than leaving it up to them to mangle.

My napkin calculus shows that characters starting with their stats at M will pretty much equal the maximum veteran character bonus, it would mean that players would need to service request to play specifically weak-statted characters (or ugly characters) but that would in my opinion be a more effective tool for accelerating new characters.
If UE gain was faster and you started with more a lot more players would be around. It would also help round out some systems. Would it be perfect? No. But it would definitely help a lot. Honestly my jaw dropped when I saw the vet UE proposal, followed with a big smile and happiness. Like so many players would still be around. Literally the new player experience here is horrible and that would make it not horrible.

Yeah there is a learning curve. But its not that difficult. The RP should be the focus and it gets lost in waiting on UE.

The income cap is protecting you. From me.

Whatever power differentials players feel there are between the top and bottom of player experience levels would be increased with expanding the income cap or increasing the total amount of UE available to new characters. Like I would prefer a slightly less slow start because I like some tricky parts of the game but this is highly selfish and is likely to make the gap between myself and new players much wider.

Giving characters more UE in general will accelerate some parts of the game, but players should not fool themselves into thinking it will make things more equitable.

What is the eevidence that UE gained faster would mean more players?
How about the fact that slow progression is listed as one of the main reasons people leave on reddit or most reviews I've seen? It takes a ton of real life time and it leads to a feeling of incapability for months.
The thing to keep in mind is that progression will always be very slow in Sindome, entirely separate from UE. It's a slow game, and even with a lot of UE characters will not progress through their stories at really any meaningfully different rate. If the amount of UE that characters have is higher, the expectations for minimum levels of training for various jobs and plots will also rise. It is intended to be a slow-development game that character progress through over months and years, and players will frequently bounce off it expecting a faster MUD-like experience it's just not going to offer.

The popularity of live service games actually suggests to me that slower time-gate progression actually retains more players for longer, and this is I suspect an area what what players say they want and what they stick around to experience are different.

I am a new(er) player in that I have been here for under a year.

I have no idea how min/maxed or "good" my build is, but after reading the help files for each stat and skill I wanted to pursue, I feel like the entire ten months wasn't that big of an issue progression wise. I must be a rare bird that thinks the system is pretty nice. A player with substantially more UE and at the wall where it stops may feel differently, but how many people are getting to that point? How many people are waiting the 3-4 years or whatever to pursue the style of play they wish to do? How many people plan to do that? I think we are worried about the wrong stuff here.

People bitch about SD in a lot of places on the internet for a lot of really dumb reasons.

The UE gain being slow and the new player experience being dog water is not one of those reasons. It's a very real, valid complaint and one that's been extremely consistent across the board on all social media that talks about these games. It's one of the biggest things people bitch about. We sometimes like to live in a cloister here and ignore the people who try the game and bounce, but that's sorta a mistake.

0x1mm, I say this as critical feedback for the kind of mindset that you sometimes have when talking about these things. You always seem to assume that people are going to make terrible decisions and that are going to do things that harm themselves and others in the process. Try to have some more faith in your fellow players, and try to foster a spark of positivity toward the game and the future state of things, yeah?

Yes players are going to fuck up their sheets, do dumb things and regret it. Allowing them the freedom to bounce back from those mistakes in a less punishing way than just wasting months of their times doesn't have to be a negative experience. I remember my first character in the game was absolute and utter trash. I came out of Cgen with a couple points In every stat and eight or nine skills. I learned my character was bad, I learned my stats were bad, and I learned a better way of doing things because of it across that characters 8-month life span.

Having a bad sheet made me a far better role player because I couldn't just go and do things mechanically. It made me realize that part of the genius of this game is that you can socially engineer situations and role play yourself into some incredible heights. My first character was objectively trash by every metric, but yet she was both wildly popular and incredibly successful. I had a great time playing her, and she left a lasting mark on the game I still see in places half a decade later.

it's not fair to others to assume that because they're OOCly dumb about things they're going to have a bad time. It's all in how the poker game plays out over time.

I don't get why ya'll keep calling it a slow came. It is NOT.

1) Characters gain and lose jobs quickly

2) Alliances change daily

3) People lose shit daily

4) Romances flame out fast due to stress

This is not a slow game. The only thing slow is how long it takes to become someone who isn't at the bottom of the vat.

Crashdown because when I burned out here waiting on things I went and played other places. Players would ask me where I played before. I'd say Sindome. Of course they have tried it so out of curiosity I'd ask what didn't you like about it. Two things stood out. UE gain being way to slow and information obfuscation or gating. I've only been mudding for a bout three years. Hell I've promoted the game playing some of my ERP 3d mmo's. Once I even promoted while I was streaming live.

I even recently made a post on reddit asking for a game that had deep RP. I have an inbox of at least 10 people asking about the state of Sindome. Some people just asking what I ment by months to progress. I recommended a few people to at least give it a try.

But the same concerns were raised. It wasn't bitches about the staff. Yes I've heard the rumors and have gotten some hate when I defend the game. One or two people had concerns about the OOC rules and that they were a bit dated but at the end of the day it slow progression and information gating were the two things I've heard the most over three years and my encounters with people. Also if you just look at the rate players come in the gates and leave. The game is great except for two things. Maybe three to some people. I don't know if I can share what one of my ingame jobs for a while was. But I'd see players burn out in a month or two. Why would you sink 6 months in here to be able to do minimums when you can literally pick up another other game and progress and have some satisfaction. For me its the RP and possibility for great RP. But to some sitting in around is boring again 6 months is a hard ask. Look at QueenZombean for example a player doing what? Waiting on UE!

No I didn't break any OOC rules.

I don't think your evidence supports your conclusions Talon, actually I'd say they directly contradict it and reinforce that new players are not in a good position to assign 4X the starting UE they already do, by their own directive.

Having three weeks of UE assignments in the wrong direction already discourages new players and they often abandon characters out of the feeling they've inadvertently spoiled their tickets. Can you imagine four months of misdirection at once?

@0x1mm

The popularity of live service games actually suggests to me that slower time-gate progression actually retains more players for longer, and this is I suspect an area what what players say they want and what they stick around to experience are different.

You mean the business model of trickle content that literally the entire gaming community and game critic community absolutely loathes? Tons of people love those games for other reasons, that aspect of them is almost universally panned as being a shitty model for games. It's constantly memed on as being the very worst thing the games industry is pushing.

Yes.

Players say they don't like time-gating on progression because, from their perspectives they want to achieve their goals as soon as possible and move on to other things. In Sindome's case the same concepts apply, players want for one thing, but the game at large doesn't necessarily want for the same. I believe it is in the interest of the storytelling ecosystem for characters to play for longer and tell longer-term stories, and be somewhat discouraged through the game design of iterating quickly.

There are better games for players who want more immediate instant gratification experiences, but I think the secret sauce of Sindome is actually a lot of the features that players tend to not like but that in combination with one another create something that really has no alternative, anywhere.

Also we're not wanting for players and don't really need to expand the game's appeal. I used to think that it would be better with a significantly larger player base, but I no longer do and think it's pretty likely to remain more or less as popular for the foreseeable future whether there are changes to any given system or not.
SD's ability to handle players is largely gated by staff bandwidth and the challenges of onboarding, training and manning those positions.

A lot of SD seems to be manual systems and physical hands on levers, and that doesn't scale well with player count. I don't think that having 50, 100, or 150 players makes the game better or worse.

The thing I do see that concerns me is the sheer number of people on the wholist who are idle 10+ minutes. As a function of % population it seems to range anywhere from 30-50+% depending on the day of the week and the time zone.

If we have 50 people playing the game and 25 of them are typing WHO every 10-15 minutes and collecting SIC information that's the extent of their 'gameplay' then we don't actually have 50 people playing the game. I'm not gonna be an elitist asshole here and say that people all have to play super active roles, but there are not-insignificant blocks in the game's activity where the game world objectively feels dead as fuck.

Part of the solution for that problem is on us, the players, getting ourselves out of ruts and getting other players invested in the game in doing things. The other part is to address the problem by getting fresh blood in the game in those time zone areas. I'm personally biased in thinking that SD would be better if there was more UE off the get-go and suggested the vet bonus be given to everyone. But I'm also cognizant and aware of the fact that this is a massive, persistent and consistent complaint about the game on reddit, discord and other games.

Also tons of other RP games with in-game progression systems like SD's don't feel the need to make their characters dog water for months. Those game's are great, and tons of people play them. SD's appeal, to me, isn't pacing, but the quality of people, the quality of staff, the lore and the theme. That's why I play the game. The systems being complex and sorta decently balanced is nice too, but really, I think people are here for a diverse range of reasons and only part of those reasons have anything to do with dice rolls. You bet your ass it's something people don't like about the game, though.

The game doesn't have to, and shouldn't appeal to everyone, everywhere, all the time, but when you have literally hundreds of people saying the exact same damn thing for years on end, maybe waking up and smelling the coffee is warranted.

The initial discussions on the broader topic of character retraining/progression have opened the floodgates this week for everyone's bugbears but I think players are doing themselves no favours by pivoting away from retraining towards discussions about expanding or accelerating new character experience, or the income cap, or whatever else.

Slither gave players gift-wrapped box by signalling he supported skill retaining expansions and what was required was player advocacy to convince other staff, and the result has been largely since for players to say 'no I would like a unicorn instead'.

Accelerated development is more controversial among players and staff alike, and not obviously a benefit to the game overall. As far as I'm aware neither Slither nor Johnny supports anything like this concept and advocacy for it at the expense of retraining, which is what would actually most benefit new players, is a misguided mistake in my opinion.

This post is five out of five chili pepper spice rating.

I obviously like retraining, as I pitched the idea in the first place, but it's not without it's own issues.

I originally suggested that it should be done as an expansion to the vacation system, and I was very specific and deliberate in that pitch for a key reason: the game is impossible to balance around forever characters. You can help alleviate the impact they have on the game by getting these people in years-long roles, with insane institutional power, connects and personal wealth taking vacations to allow newer and younger characters to come up and flourish in their absence. You also get people trying and doing new things without having to bite the very big bullet that is perming their character off, and in return you give them the chance to take their character in a new direction as they come back from vacation fresh, new, and wanting to try and do new things.

That idea changed to be the retraining system because, as you said, people wanted 'unicorns.' I have some sort of strong opinions on things that a lot of people don't agree with. That's totally fine, but I still think that if we're going to talk about a major enhancement to the retraining system then we are going to continue to build the already sorta problematic behavior of people sitting in job roles for 2, 3, 4 years straight.

I say sorta problematic because if someone loves doing a job and they're good at it and push that content regularly, great! Power to them! Hooray! Some people do this. Other people get lazy, complacent, burn out, or simply are more purely reactive characters. Those cause big balance problems.

One is that in order to actually bump someone off some of these roles, you have to either perm them or get them to MAJORLY fuck up, and oftentimes, it requires more than a single major incident. This wasn't always the case. Staff used to (seemingly) be much more aggressive about shit-canning people who were job-terminal sponging or for big fuckups. Now it seems like they just let them stagnate at a low or mid rank for their complacency. Again, not great, because the jobs are filled, you have reactionary players filling slots active players want but realistically may not be able to get, and the entire time they're doing this they're building massive wealth (and therefore actionable power) that makes it further difficult to knock them off their dragon hoards. It's a self-reinforcing issue and people only seem to stop doing it when they get bored.

Staff used to also regularly check-valve people sitting on giant fucking nest eggs, but I don't know how often that happens anymore. Maybe they are, and maybe people are good at bullshitting the reasons why they need 100's of K's sitting in their account. I remember getting messages from staff going 'Hey, you have a lot of cash, whatcha plannin' on doin' with it?' and hearing others getting the same IC. This was a good policy. People sitting on millions of chyen (liquid or assets) isn't good for the game. It doesn't get plots moving, it doesn't get the world bumping. Telling people to use it or lose it got shit happening. Neat things happened because of it. Shit like structural @redecorates for institutions, cool apartment features, getting big expensive plots, etc.

This might seem like a ramble, but it's specific to this point of retraining. If you're going to let people slowly forever retrain and resculpt their characters, you're going to outright get rid of one of the major sources of character turnover in the game. That's bad. Forever characters are bad. There's a reason most PVP permadeath RP games have a seasonal model or enforced character lifespans. Dragons are extremely bad for the game if they're not the best players of the bunch. The issue is that the systems we used to have in place to tame the dragons that aren't your star RPers don't seem to be still active and enforced policies. Staff have stated they rather see a job filled with lazy-ass players than be empty, because lazy ass players do… something? Well, they do do something. They take that job off the job board and make it so people don't try and apply and do those things. Good job, you have corps filled with players that have been there for years with zero indication there's any change in the horizon. Cool that the corp is fully staffed! Unless, of course, you'd like to work there and do those jobs. Meanwhile that dragon hoard just keeps on growing.

The game has become dramatically less of a pvp-heavy game and shifted to being more of a life sim with some PVP action here and there. Staff used to be much more aggressive in policing a lot of things, and while I appreciate that it probably caused burnout and a lot of work. I don't know that the game in 2024 has any good solutions for bob the mix plumber character having millions of chyen of assets, and yet we have bob the mix plumber having millions of chyen in assets. Are you going to fuck with the character who can perm your character 10 times over without even dropping a zero off their bank account statment? No, no you're not. You're going to get crushed into meat paste, and that's a problem.

So if you ask me? Sure, let people make UE faster, let them retrain, let them do whatever they want, but slap a 5-year expiration date on your clone save data at Genetek. Sorry chum, reaper comes for us all sooner or later. You can even be really nice about it. Reintroduce NPCifying PC's and make it the norm for everyyone who hits that landmark. Here's a party, check out all the cool things this person did, we get to see their character and contributions forever henceforth in the game. Now go reroll and let other people grow and tell their stories. Hell it might even get people motivated to get off their respective asses and start playing the game if they realize that SD is, in fact, a game and not their second life simulator. Wild thought, I know.

Otherwise, you're going to promote a system where everyone is eventually the best at what they want to do and nobody ever rerolls and the game becomes super static and boring for everyone. I personally, do not want to play that game. I want to play a game where wild, crazy stuff happens, characters make a lasting impact on the game and we get a healthy ecosystem of players climbing the rungs of the latter or the steps of the pyramid then moving on.

Talon, just over the past few days you've written extensive polemics denouncing what you see as serious problems in memberships, corporate play, the divide, weapons, mentoring, vehicles, character progression, character retraining, staff oversight, player culture, player activity, jobs, and probably a few more that I've missed. Much like where you were 2023, it seems there is scarcely any part of the game you don't believe is dysfunctional, exploited, or problematic. Respectfully, my overwhelming impression is that every discussion on each of these has been more or less a reason to take up a new flag and move on to tilting at a new, different windmill that is now actually the real problem all along and often taking a contradictory position to the last, rather than actually focusing on one particular topic to workshop and improve and invest your own time in fixing. It comes across as all talk and no walk, and that you want other people to do the work to shape the game in the way you want because you're generally just dissatisfied and frustrated and don't know how to address it.

My advice is that you have an opening in character retaining you will not see in any other of the dramatic overhauls you've proposed, but it will likely take months of patient and focused advocacy to see results. I do not believe that character development rates will be on the table in any meaningful way for the foreseeable future, no matter what any players propose or claim. Where you want to see transformative rebuilding of character mentoring my advice you will need to make a grassroots effort yourself; writing help files, writing the SIC chatter you've proposed, writing in-character guides and being an in-character guide to others, there is no untapped labour force to do this otherwise and those able to do it are already doing it. My advice as far as everything else is to leave be the phantom issues of year's past you imagine might be happening based on your, to be polite, not very up-to-date experience, and play the game as it is now rather than prosecuting the past on the boards. Players need to be realistic that there is not going to be a deus ex machina swell of staff effort and resources and development to come in and transform anything, what progression there will be will be slow and gradual based on limited time and majority consensus, and where players want to see something big and new they're going to have to carry the water themselves.

It's funny, because you and others say that, I see your point and I resonate and agree with it.

Then other people who don't agree with you see the things I write about, and have been leaving very positive feedback on it.

I like SD quite a bit. I think it's better to talk about the game in a (hopefully) constructive manner, offer new and differing opinions, and sometimes simply just agree with others or +1 someone else's work. If it seems like all I do is bitch and moan on here, I think that has more to do with the nature of the boards and the discussions people have. We generally don't write posts saying "I like chef's islands, they're great, and I love everything about them!"

There's a ton of shit I really love about the game and I think that most of the game is in a good state and that SD is worthwhile to play overall. On the contrary, I see a lot of other people spreading extremely pessimistic and dour takes on shit basically daily. I'm generally positive about the game and the game state, and very positive about the future state. I'm making the suggestions and discussing topics because I think that improvement is a process that takes constant effort and there is always room to improve, no matter how great things are currently. I prefer to talk about stuff here because I'm generally a fan of longer-form takes and reasoned arguments.

Upon review and consideration of feedback by players and staff alike, I have requested to have my OOC presence and ability to post here and in OOC channels removed from my account. This will be my last post.

My intentions have always been to spark debate and discussion about the game, its world, and its systems, but it's been made clear to me that it's hurting players' feelings and that it isn't constructive or helpful.

So in light of that feedback, I've requested a self-ban on OOC mediums. I hope that people will continue to have great conversations and pitch wonderful ideas for the game. I'll no longer be participating in any of these conversations moving forward because I don't want to waste staff time or tilt other players.

Thank you all for the conversations over the years. Keep being awesome.

I didn't mean to kick up a hornets nest. I didn't think the post was going to change anything but I was wondering if people actually realized how bad the new player experience actually is.

My first character was a mess up which finally made it to a place that I felt it was in a great spot UE wise. But it was time consuming. I did however burn out was waiting on UE on the daily for quiet a while. Was she capped no. She had a IC job that was really fun for me for some reason. It wasn't like the be all end all of fun but I did enjoy it. But I moved on and wanted to try something else. Well bad call and it more or less ended up burning me out on the game. Like I was just done. I wasn't mad I was just bored. However UE was less of a problem. But in my mind I thought, okay I'll just take a break till the character is reaped. Oh and what a mistake that was!

Its documented somewhere that reaped characters don't get to return with their bonus UE. I've searched even now https://www.sindome.org/help/game/ and can't find where it says this. But I didn't bitch or xhelp and beg for help. Maybe thats my problem I typically only ask staff for something when I absolutely need to. So I sucked it up and thought alright I've got a great character concept here its going to be fun to play and I can do this again. I was hyped. Yeah I missed not getting the bonus UE. In hindsight I still do but the character to me was so interesting to play I didn't really care as I've said multiple times the game is about RP for me. So I waited around for about 2 or 3 weeks to finally get the job interview I wanted and needed to make the character work. Passed the test with flying colors but the term was full. I more or less just face palmed when I was told to come back in month. I already stuck out a month of not playing the character how I designed her. So I just quit. I wasn't mad or pissed off I had fun with this character. But not getting a very common job shut down her RP avenues in my mind, maybe I'm small minded. I even tried applying other places but well the character was designed to do one thing, generate RP without the pressure of having to worry about UE. Yeah it bothered me to just up and quit. Cause I love this game but at the end of the day I'm not going to do something I don't want to.

Now I see Mr. Email 9 months later. I've been RPing a few other places and to just be honest I was missing the dome. Because I love the world. There are somethings I feel need changing but it is what it is. So I thought alright here is a concept I've always wanted to try. Problem is its UE intensive. The first 12 hours were fun, speedy staff on the history, I get my clone made some chy, but then I'm basically told 3 weeks to a month. Like yeah no that on top of missing the UE on a past character, and having to do it all over again on a concept I'm sort of into but not 100%. Its so depressing to start at zero. The only time it wasn't was on a character I was really hyped to play. Now I feel like that character I really wanted to play is done, to try that same concept with a different name would just feel dirty, and the job might not even still be there.

But doing that daily UE grind to even be close to a level playing field on a character concept I'm not sure I'm even into. Yeah its painful to even think about. The RP would be great but the month wait to get to RP yeah I'm not feeling it.

I have one concept left maybe two. But I don't think I will find someone IC that could possibly help. I might try it out but for now I think its just better for me to walk away, or at least think on it for a few days. I love the game but having to do that UE grind all over again. I can't. I could have on the one character I really wanted to play but this one I just really can't bring myself to grips with how long it takes.

At the end of the day it was my fuckup that lead to me not getting bonus UE. Though I feel it needs documented way better than it is about the reaper not allowing you to access your bonus UE. Cause my orig first character wouldn't have killed herself. Just wouldn't have happened. Maybe that wasn't the only avenue, hell I know it wasn't. I'm not blaming anyone, but me. Staff are great. But progression is slow and starting over I'm just not sure I can do it, I want to but damn. After that first 12 hours I was limited to bar RP on my current character. I thought about boothing her and trying my last concept but again I wouldn't even know where to start with asking ICly for help and there are a lot of reasons for that.

But to wrap this up I am living proof that the UE system is to grindy. I just can't do it again. The players are great, the staff is great. At the end of the day it was my mess up and I own that. Playing X lead me to burn out(Honestly wish I would have just stayed at the job I orginially had.) then moving to Y and doing bar/runner RP and being hyped and being denied a job cause the term was full, that I could do lead to well where I am now. Honestly I do think what jobs are full should be posted somewhere had I known that one character I was hyped to play had no chance of getting the job I wouldn't have made it 9 or 10 months ago. But in the end its on me I accept that. I just can't do that grind again without the RP being there.

Okay while I was typing that up I see TalonCzar taking them selves out of any OOC discussion.

I wouldn't do that. Like I rarely read to forums or did any OOC communication. But I thought some of your takes are insightful.

@TalonCzar

Self-moderation or opting out of discussions are also options.

I am curious what roles players are after that they feel the roleplaying scene changes significantly after hitting UE breakpoints. I've played several long term characters and while I had to grit my teeth through two months of statting to train into a pilot on one of them, the end game social roleplaying and the new character social roleplaying scenes are basically identical. It's Bar RP all the way down if that's the scene you put yourself in from the get go or at the end, and it's not if you don't.

In my experience the most demanding archetype to get off the ground is a pilot, and basically every other role in the game has training wheels versions of the archetypes that one can get into after a month or so. What is it that players are chasing that they feel is so demanding of their stats?

t. 0x1mm I can only speak from personal experience but I used to be one of the biggest proprietors of faster UE gain when I first started because I was a gang pledge and every other ganger pc had like a year worth of UE by that point and it was miserable losing ALL the time, but these days I am kind of inclined to agree with you.
What ISN'T demanding?

You want to be a good fighter, takes time - realistically. However it's a lot of time. Want to learn to perform or tailor, again time.

Months of time.

I know it depends on your starting build but I've been here for almost four months and the thought of getting a stat to 'i' is realistically going to take me another almost two months since I can't just dump into one stat the entire time.

REDACTED – Ares

(Edited by Ares at 4:25 pm on 5/24/2024)

Six to ten days!? It's taken me four weeks and I still can't finish a garment.
@QueenZombean

That is more than likely a stat issue then, and there are plenty of other tailor PCs who can nudge you in the right direction towards fixing that.

Tacking on the word SOCIAL changes everything. Social roleplaying is just that social roleplaying thats just sitting around talking. But what do new players sit around and talk about vs you and your clique, I'm thinking you get to talk about more relevant things in game than just Blah is so cryo, Did you see Blah in that fight two years ago. Typically new player RP. But you can talk about various things because you can do them and have been hired to do them. You can also choose to hire players to help you. They screw you over that even creates conflict RP for you. Which you can just swat them like a fly if they are newer. I think the difference is pretty glaring. Having to restart myself I see them. While there is a lot of assumption and generalization in what I just said. Saying the RP you can generate/find vs what a newer player can is well apples to oranges. A big fat juicy apple compared to a rotten ass orange. Lets be real.

This topic is dead its not going to change people have spoken up about it in the past. I invite you to delete yourself and start over and tell me what the differences are. No UE bonus that would be cheating. Its boring to grind 6 months worth of stats. Doing it once sureeeeee even though its not fun as Kalii mentioned but of course is now inclined to agree. Why would you Kalii agree now? Delete and play a ganger again, no UE bonus. Does it sound like fun? ::Massive Eyeroll::

I asked because well read any review. I wondered if it has ever been discussed internally. Its a dead topic it was derailed by two people disagreeing. Do you still feel players should start at M? Really you don't have to answer.

Like this is why I don't speak on forums. Not sure why I even brought up a topic that I knew wouldn't change. It doesn't matter if hundreds leave frustrated with UE and how it works its not going to change, one can be hopeful though.

<> – Ares

(Edited by Ares at 4:25 pm on 5/24/2024)

@Nymphali

Exactly. I had to raise stats and skills to get there and it's not even close to being able to finish it.

@ox1mm

I have no clue what you mean about activity level or what that has to do with anything. I don't have a single above average stat so it takes awhile to grow.

Hi all,

Let's avoid talking about skill and stat levels, skill checks, and what is required to complete them. These topics are best explored ICly. I've redacted a few posts.

Thanks,

Ares

I was going to ask about tailoring cause I do have a character concept and I've seen newbies struggle and not be able @finalize coming through the gates. It sounds like thats still at thing.

Is @finalize something we really need to have the stats hidden on? Wouldn't just adding what goes into it to the helpfile be easier? I'm sure most could even agree that isn't going to affect much ICly.

I've been asked not to discuss the sorts of time investments or minimum ability that characters require to start using skills, because this is information players need to seek out in-character and that is a fair request! So I can only underscore players appear to be massively overestimating it for many, many skills or are trying to use skills incorrectly and taking the wrong information away from their failures.

If you seek out a mentor IC that can show you what is necessary to use just about any skill that the level of training required to get started is likely to be much less than many people are imagining.

Here's where you are assuming I don't have a mentor who hasn't told me to do exactly what I'm doing and it is taking weeks upon weeks :)
Thanks for your input, everyone!