Existing players used to logging in with their character name and moo password must signup for a website account.
- Raven 10m I lost myself, in the dark charade.
- Burgerwolf 7m PANCAKES
- zxq 12m Blackcastle was no ordinary prison.
- cata 33s
- Rillem 1m Make it personal.
- NightHollow 1m
- Jengris 12m
- BubbleKangaroo 12m
- Acupa 14s
- SmokePotion 26s Right or wrong, I'm getting high.
- Vanashis 18m
- Sivartas 14m
And 21 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

@undo_ue
Why is the stat buy so archaic?

So, we can only buy 1 stat point at a time, for some weird reason. it doesn't confirm the stat like Skills confirm which skill you are buying.

Can we get an Undo command for the last ue bought? Kinda blows to realize you hit 6 instead of 4 and threw your math off.

Now I have to mark down on my notes I have a random ue in a random stat, so i can remember that I have less to push that stat next time, and I slowed down the progress i THOUGHT i was going to achieve today. And sure,. pushing it back by a day isn't a big deal, it certainly feels bad. Enough of those 'feel bads' happen, and you get a 'quit moment' in the terms of game design.

Just for clarity. I'm just stating a fact of game design and trying to smooth one of those 'feel bads' so newer players don't end up quitting. I been here 7 months (and off and on for 20 years) Ya'll stuck with me.
if you've been around 20 years, you'll understand 1 ue on one stat means nothing, with how much you get at max UE. not to mention, one single raise doesn't make that much of a difference, and the game isn't meant for hardcore minmaxing etc etc. the best way to cancel out some bad spending is just to keep on going.

i promise that it's not a quit moment for new players because 90% of the time, new players are learning the system and not trying to MinMax their characters from the getgo, and are actually more focused on RP. i'd venture more to say that people just blasting new immies to death or murderhoboing them was more of a near quit moment than a 1 UE mis-spending. thankfully that happens a little less, but it *was* a problem in the past

also, i'd say just look at your text box before you hit enter, the final 'confirmation' button. but i suppose doubling keystrokes for levelling stats, if it's going to stop the unlikely that a player quits the game entirely over one UE, could help the game… I'm not even sure I want to worry myself over someone who lets 1 single UE somehow utterly demolish the game for them, because who knows how they're even going to handle any other slight inconvenience.
Now I have to mark down on my notes I have a random ue in a random stat

This statement alone makes it sound like min-maxing is exactly the goal. Is notating every single applied point a common thing?

Regardless of whether you're min-maxing or not, that 1ue does not matter (even cumulatively over time), and if you're well beyond the start of the curve, I'd expect anyone to be very careful what they're entering at that stage.

if you've been around 20 years, you'll understand 1 ue on one stat means nothing, with how much you get at max UE.

This statement alone makes it sound like min-maxing is exactly the goal.

Maybe it does mean something. What something means to someone, in my experience, tends to be a fairly personal thing. And maybe they want to min-max. There's nothing against it in the rules and comes with downsides (though I think those could always be enhanced).

I think I understand the intended messages but caring about where every point of UE goes or wanting to min-max a character really seems to get a lot of shade I don't fully understand. Further, I think the notion that this kind of thing can FEEL bad is perfectly valid and it's something I suspect might hit new players harder as us more experienced players have learned to be extremely vigilant about UE allocation to accommodate the system as it stands.

I'd be open to adjusting the stat UE allocation system to something that more closely resembles what we have for skills. Or an undo command that can only impact the single most recent UE expenditure and nothing more. Maybe both.

One last random thought… Sure. Selecting the wrong stat to increase might only take 1 UE early on but as a character grows this mistake could cost a lot more UE. Easily ten or more. One can still make the 'drop in a bucket' argument but when a resource is finite, I also prefer to manage it as well as I can. Every drop.

Slither's original pitch for forget allowed for forgetting stats but I gather the eventual, very conservative skills-only version was the compromise necessarily to pass a staff vote, and even that took two years to whip.
Before I became an admin I used to track every stat and skill raise in a notepad. I wasn't trying to min max, we didn't even have a UE cap at the time. I just wanted a better idea of how my progression was affecting my characters abilities, and I enjoyed puzzling out how the system worked. Back then we were a lot more restrictive around whatwvas okay to talk about and reliable game provided information was very limited. I enjoyed puzzling it out and then having an idea of how long it might take me to raise a stat to a certain level. Back then the stat levels were essentially just synonyms and it was unclear what the progression was.

Someone who isn't an oldbie who knows, try to order:

Sprightly, Dexterous, Lithe, Agile

It could go in any order!

I don't think there is anything wrong with keeping your own tracker for your own purposes.

As for the idea, I dunno if it's needed. There are no bad stats. Everyone uses every stat all the time. A raise in a stat you didn't intend isn't as annoying as having a single point in a skill you didn't want and now have on your character sheet.

Slither: it's not that there are bad stats. What I'm suggesting is a smooth over for something that feels… Bad. A rough spot that is annoying for people. You're right, it's not about min-maxing. It's about knowing where you put your UE so you can track and plan your character progress.

It's about not having to hit 1...4...1...4....1...4...1...4...1...4...1...4...1...4..1...4...1...4...1...4.

(this is one stat increase)

It's about not accidentally hitting 5 instead of 4, when you are trying to train that stat, and are roleplaying increasing that stat ICLY.

Skills let you verify which one you are upping so you don't accidentally put them in a new stat.

That being said,Ya'll are arguing the wrong point.

The thing I'm asking for is an undo command for UE, in case you accidentally go..

1...4...1...4...1..4..1...5..

And hey, robot dogfighter: No ones talking about 1 ue. This is applicable, EVEN MORE SO, for those of us on the UE curves for our character. I've had characters with like 5 ue per bump, and I've known people with around 20 ue per bump. If I was dropping 20 ue, and accidentally put it into the wrong stat, I might feel a kinda way.

If I need to start hitting confirm for putting in 40 repeats of UE, fuck that, that's stupid. Now, if we adjusted stat increases that work like skill increases, that would be a smarter idea than the undo button.

Why don't we have a system that works like skill increases, where it asks how many raises you want to put in, then confirm it? In fact, I'll make a thread for it.

I agree with you. But I proposed the easier fix first. I fully support increasing it all at once.
I prefer the other to this. Undoing UE is not an easy fix. I don't think we should have an undo option, because it would not be needed if the other fix I suggested was put in. It would eliminate this issue. It's not a matter of "i was here first" it's a matter of which is better.
As slither said, there are no bad stats. This undoing is not really needed.
Well, it would be for like, within 5 minutes of putting the ue into something… BUT. Now sitting here and thinking. Your right.

People could abuse this to test stat increases, and work on gaming out the system. Your option is better.

Exactly. The only undo thing we have right now is in Skills, where you can forget over time a skill you didnt use or invest much into, is balanced enough to do. That isn't quite a possibility to do with stats and can lead to that abuse.
I feel confident saying that, unless they happened to be sitting on a major visible breakpoint, there is no player that can parse the distinction of a single substat raise unless they were doing like statistical analysis of hundreds or thousands of skill checks.

The major dev issue I see with having forget for skills or undo or whichever form something like this could take, would be having a history of stat raises for each given stat being saved to a character's record so there wasn't double-dipping of the randomness of substats being assigned and the randomness of them being unassigned both.

I think more character retraining options are basically inevitable, it's just a question of landing on an implementation that everyone admin side disagrees on the least.