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Ambient Noises
Some things shouldn't be from only players

This was something I thought of a couple weeks ago, but forgot to post it. The town hall reminded me, however, during the discussion on smallworlding.

I do feel adding random noises occasionally could help alleviate some of that. More specifically at the time, a velcro wallet was opened outside a bar and within minutes, at least two people commented in pubSIC on hearing it. As I understand it, those kinds of noises are only made by players currently, so it can be a giveaway to player presence and contribute to smallworlding.

Could even include other random noises than just velcro, such as shouts or gunshots.

I agree! The rarity of room spanning noises means they're really prominent when they happen and bring players in like flies to corpses, door knocking and ambient gunshots especially.
I think especially gunshots need this. Every time it's mentioned, the response is always 'just don't smallworld' but I feel like that is disingenuous when the prevailing attitude towards other forms of smallworlding, specifically disguises, is that players must trick other players on an OOC level. That puts an unnecessary weight on characters that use firearms. Red Sector should really just have the occasional gunshot ambient to fake out camera networks, identical to the messages you see when gunshots are heard from a room or two over.
Plus one on this.
I think at first it would take some time to get used to and probably make people paranoid but eventually when everyone's adjusted to it (like people in the mix would be over many years) then it will decrease smallworlding sounds by a large margin
I disagree with this, based on history. I love the idea of ambient noise and things like that happening. However, we used to have ambient SICs that were happening on a regular basis automatically, to simulate the fact that there are 65+ million (90 now apparently!?) in the city. What we saw was less engagement on the SIC, because people were unable to tell what was ambient, and what wasn't. It was also repetitive and that resulted in people just ignoring it. So we turned it off, and over time we saw the situation improve.

When you hear sounds and stuff happening in the game right now, you know it's legit. Something is happening, and there is a desire to go and find out what that something is, because it probably means roleplay or at the very least, opportunity.

I think adding ambient sounds will reduce the desire & interest in checking things out, and ad hoc roleplay interactions will suffer.

I suppose that makes sense. Thanks for the response, Slither. It was just something I noticed and came to mind, but yeah, I see how it could affect engagement if people start tuning it out. I guess it more just comes back on reminding people that call out noises like that that it's not exactly uncommon. Going and checking it out is one thing, but drawing attention to it as though it's uncommon is another and more smallworldy.
If it's intentional that players should be interested in checking out gunshots and whatnot, then fair enough. I felt like going and snooping on gunshots in Red might be a little smallworldy since there are logically a lot of gunshots all over Red all the time.
Here are some other threads from Ideas where ambient type things are discussed:

https://www.sindome.org/bgbb/game-discussion/ideas/ambient-combat-noise-2829/

https://www.sindome.org/bgbb/game-discussion/ideas/sound-travels-2743/

https://www.sindome.org/bgbb/game-discussion/ideas/ambient-messages-per-sector-1502/

https://gojira.sindome.org/bgbb/game-discussion/ideas/ambient-ads-2707/

https://www.sindome.org/bgbb/game-discussion/ideas/ambient-car-alarms-2016/

https://www.sindome.org/bgbb/game-discussion/ideas/ambient-vehicles-suggestion-2330/

https://www.sindome.org/bgbb/game-discussion/ideas/ambient-muggers-and-murderers-2044/

https://www.sindome.org/bgbb/game-discussion/ideas/ambient-gunshots-in-the-mix-2988/

https://www.sindome.org/bgbb/game-discussion/ideas/how-busy-is-that-bar-club–2891/