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Increase the UE Cap

I think a cap on UE helps level the playing field and is beneficial. However, I believe the current one is too restrictive and should be upped to at least 5 years.

I believe increasing the cap would help encourage experimentation with different skills and potentially result in more diverse conflict.

In addition, because many mechanics are very obfuscated, some seem more complete at first than they actually are. It is possible for someone to not realize the lack of serious usability of a skill due to mechanics being absent or unfinished until after they’ve invested large amounts of UE.

This results in newer players with first characters who last a long time being more heavily impacted by the cap than older players who have had prior characters and better know the mechanics and systems. Even if the cap was increased, those newer players would still be more impacted, but they would also have more leeway.

I honestly would much rather see faster UE gains and more people recycling characters.
I mean I agree, 100% but I also have severe ADHD so I regret things in the long run.

But agree.

It already takes long enough to catch up to the older characters as is. I do not think this would be a good idea at all.
There are a lot of great points for and against this in a similar but different thread…

https://sindome.org/bgbb/game-discussion/ideas/lower-the-ue-cap-2252/

I think the best option here honestly, Just let people forget skills over time no matter how trained they are, if there are skills not being used, they slowly go away. Be not afraid of a man who has punched water a thousand times, but one who has punched the same place in the water for a thousand times.
I think gaining more Ue would be awesome but it shouldn't be a lot more. Probably up to four a day, I feel like five would be two much.
yeah i think being able to forget any skill or stat a few, small, points at a time over an extended period to regain UE would make sense. IRL people forget shit all the time, they get rusty, shit like that, because they are using that brainpower for other, newer shit. could let people "respec" in a way thats realistic and makes sense without being overpowered
I personally would love a higher UE cap because I like weird hybrid archetypes and I'm usually trimming one part of a planned character off eventually because there's not quite enough room for it. My standard for what I consider a required amount of combat proficiency is extremely high though.
I think it would be interesting if you could use forget on any skill and use that to slowly use those points in another skill, it's not instant and you balance it by losing one skill for another, it takes time too so it's not just suddenly the character is bad at one thing and good at another
As much as I favour a limitless forget ceiling, it's not really what the poster brought up and there are other discussions about it on the boards: Idea: More time to forget skills.

It would probably be better to continue them rather than change the topic here.

0x1mm, I believe, brought up in another thread a while back how boring min-maxing can be. Along with any discussion about UE cap comes along a discussion about min-maxing and how the strong "just get stronger", or the gap widens.

Keeping with the original idea to extend the cap (I'm not in favor of this, by the way, but contributing anyway), what if UE gain was paused for a period of time after reaching the current cap before unlocking further gains. Enough time for them to fully settle into their build and think about what they're missing out of their character experience.

I feel like this is going to be met with resistance just because people already don't like the timed gatekeeping, but worth stating, I think.

I think this is a very bad idea, already there is such a massive gap between new and older PCs.
While I agree it would make new characters and veteran characters have a wider gap, I do think we (and certainly I) spend a lot of time and consideration and effort on the new player experience and easing it, and something that makes the veteran experience better is not necessarily wrong by definition.

Not that that is reason alone for such a serious change, just we do tend to get hung up sometimes on what is only good for young characters.

I will just also add, since some players may not be aware, the UE Cap was added in 2014 and previously the game went 16 years without one, so while that's not to say there was anything bad about that change, it's also not totally unthinkable that characters might have a different amount of experience to build their characters.
Even a difference of a hundred UE can make a lot of difference in a build and this is seen most prominently in combat situations, even at 'endgame.' I've faced situations where my character was absolutely not a pushover and could wreck most others but was unable to do anything at all to characters who had just been around longer.

There's always going to be the one or two who min/max to extremes and while I don't think this can be enforced again, I also don't want the problem to get even worse. As I have a lot of experience with it, and as it usually results in a contest of at least one character vs another, in my opinion combat is not balanced enough to make the experience gap even wider.

There are other systems ingame that would be aversely affected if we had more UE to play around with. They're just less obvious so I won't get into them.

That is a good point! Some imbalances (or perception of imbalances) get smoothed over when those imbalances can't be too wide because there's only so much experience to widen them. I'm definitely thinking of it in terms of 'ooh more skills!' and not how it could mean A rank becomes a 'this tall to ride' requirement, so that's a good shout.
What if there was a cap on how much could be invested into weapons skills? Ex you could invest at most 30-40% percent of the raised cap into them.
It'd still be almost impossible to code against extreme min/maxing. The new meta would become for characters to take their skill up to the highest point it could be, then invest almost all, if not all the remaining UE into 'combat stats' depending on their needs. The skill having an additional cap wouldn't mean much when stat investment is much more difficult to control.

I am also of the opinion that you should have to hire other characters to do things for you if you've not invested in a specific area. Skillsofts fill in the gap and I'd love for the time to load a soft to be reduced in some cases but that's for a different topic.

There have been numerous examples throughout the years of one character doing it all using even skillsofts and closing their circle off from 'outside interference' completely. That just isn't good for conflict or the economy.

There will always be min-maxers, and it will always be (virtually) impossible to code against.

And I get why combat is a large concern, but not everyone is a combat character. Personally, I would like for there to be more characters that aren’t combat-focused.

There are a lot of characters who aren't combat focused. I'm using combat as an example because it's the most direct 'PvP' skill set there is on the game. There are other skills increased UE would impact just as much.

What should also be considered is the impact on the world if characters were able to get dramatically more UE. If I were to invest for all these additional years of UE into a certain area, how would a NPC ever match up?

There are already characters who can run circles around most NPCs in their respective fields and while that's both desirable and appropriate for a character who's made the appropriate investment, what happens if the world has to be scaled to these characters more overpowered stat sheets?

I agree with Necron. I have heard some characters are five, ten, even fifteen years plus. Imagine if they had UE coming in that entire time. They would more than likely be a nightmare to deal with through combat means and would have maxed out support skills. That just sounds boring. If you view other muds that are similar to Sindome that do not have these limitations to progression you may see that the characters that fit this never-ending progress bill are wildly irresponsible with that power and the setting tends to turn into what their will is sheerly through their uncontestable ability to thwart any and all plots or play going on that they don't approve of. I rather enjoy Sindomes ability to limit this behavior.

I think PCs being better at certain things than NPCs is great. It encourages people to seek out other players to get things done.
@Mindhunter

I am in favor of a UE cap, I just think it should be increased.

So, it's my first time hitting the Max UE wall, so count this rambling post as a "new player experience".

And holy shit this is long, I'm sorry. I just got started and couldn't stop.

-I would be in favor of increasing the Max UE to seven years, with mandatory sunsetting at eight.

-I would also be in favor of retroactively awarding UE who have been at cap for extended time to expand out the new "end game" field.

-I would be in favor of throttling the UE as 4/day for the first two years, 3/day for the next two, 2/day for the next two, with a final drip feed of 1 UE per day for the final year.

So for starters this isn't the first time I've danced with 24/7 RPI systems over a slow burn time span. I'm used to playing characters that survive 5+ years, accumulating XP over that entire time span and interacting with multi-player and character development over that time.

At max UE… I feel weak.

As in, I do not believe that I can take the entirety of my character, shuffle him around down to the core... and come out with a Seven. If I were to place where I feel my power level would be, it would be approximately like... a gang LT who might be King one day... maybe. I may be able to build a hyper-focused character that can plot to slap the crown off a gang's King, but at max UE, there is no way to actually hold it before NPC theater bitch smacks you back to where you belong.

In terms of extended slow burn character RP, I honestly feel like a midbie. Someone who is trusted as being competent to do their job effectively (whatever that is), who some may look up to, but not quite a real power holder yet.

Knowing where the UE runs out now, I really don't feel like I'm ever going to actually matter in terms of power, and I'll never be a Seven, Apollo, or Chrome Lord. Sindome IS a power fantasy, but as it stands you're only going to be as powerful as a minor supporting character. At best you are the really trusted henchman that John Wick murders halfway through act 2. Really awesome fight scene, but you were never really going to compete with actual legends.

And that really kills my engagement to know I'll forever be a schlub.

So yes, the max UE definitely needs to be raised to actually allow an "end game" to exist. The fish tank is way too small when some of the bigger fish are carnivorous.

I honestly feel sorry for non-combat characters who hit max UE. There is zero room for skills involving self defense. A shroud looks at you funny? Red screen. At least combat characters can develop a small hobby as a side biz by the time you hit max UE depending on the skillsoft. Non-combatants can't. You can be good at combat and competent in non-combat, or good at non-combat and absolutely worthless in combat. And you will never be a God in either.

Also, the current cap I say only encourages min-maxing. Because the second I saw my count-down appear I haven't spend a single UE. Why? Terrified to. Suddenly those "drops in the bucket" will no longer be there. And then I'm stuck with all the mistakes I made I made creating this character and the complete inability to work on those flaws and fix them. What if I suddenly realize I need to learn XYZ but I'm locked out of UE? Yeah, I have my one respec but three years in and I still don't know what the fuck I'm doing spending my UE or building a character. So I'm hyper paranoid of spending a single UE at this point, which is causing me to want to min/max every last drop. I don't have enough spackle to repair all the holes in my foundation, let alone grow. So I'm stagnating because I don't know how to min/max properly.

Also, let's get into the reality of what end game appears to be, in that only three things matter.

-The money in your bank.

-The amount of chrome your endurance stat can handle.

-The various toys you have locked away in your impenetrable vault of an apartment. Some of which are only available via staff fiat.

And if you're going to say that RP and allies matter too, please see money in the bank. Allies can be purchased.

At the current Max UE level, I'm betting there really isn't much room for variance in combat builds. I'm willing to be it forces a Meta, and even then I'm willing to bet that the top prized weapons and armor are being wielded by people who just barely have the stats and skills to actually use them effectively. Like I said, UE wise we are at mid-tier boss in a Cyberpunk story, so someone capable of walking around in xo5 with a mini-gun is a great boss fight, but probably isn't good at anything else, let alone a fully fleshed out character. Dungeon boss. Not raid boss.

Which ultimately forces chrome to compete. But that's also a meta in of itself. Which of the required combat chromes do you have? How much can you replace on a wipe? How much of your UE do you want to devote to endurance to be able to shove just a little bit more in?

I get now why there's burnout among the players who are complained at about not doing anything. And I'm also sorry because I was one of those complaining. Like, what the fuck do you want them to do when they actually can't do anything? There is no room for growth, no way to become more than what you are, and you're going to be forever locked in stasis until you inevitably quit or someone does eventually perm you because they want your seat at the table since they think you're not doing enough. Clawing your way to the top of the ladder to find a ceiling not of glass but of brick must suck when the person behind you begins to sink their claws in. And you can't exactly ICly learn something new to counter burnout so fuck it.

I also get why everyone runs around under shrouds afraid to show their faces, because yeah unless someone is walking around fully geared xo5 combat ready then three gangers on a bad day could mean a 100K wipe to the baddest of the badass combat machines out there because they're actually glass cannons. Better to be an anonymous shroud.

The fish tank NEEDS to be expanded to actually accommodate players who survive to an "end game" where their abilities to do their job actually start to become things of legend ICly. This way you have a new play space for the big boys to fight in with the corporate backed warfare like heavy weapons, vehicles, AV's, stuff like that. I'm eating my own words after calling them the big boy club toys... because there is no big boy club, because there are no big boys anymore.

Also, in terms of UE rate... probably a quicker onboarding of UE to get to the "mid" range would be appropriate, which is why I suggested different titration rates. This will speed players to a point where they can actually start to feel the difference of growth quicker. It might help for player retention if combat characters can get good at combat just a little bit faster, but taper off the gains as players inevitably start to get further and further into their respective curves.

But yeah, there needs to be more expansion for growth for characters that do stick around. Sindome is supposed to be a cyberpunk power fantasy. I do not want to risk it all, betray everything, and fight tooth and claw just to be trapped in middle management forever.

I want to be a legend.

@Risikio

If you feel "weak" at max UE it's because of your build and not because of the cap. Though the irony there is one of the characters you listed as being a "legend" had a build that wasn't even very good for combat. They were much better known for the things they did and the way they carried themselves. "Legends" on SD aren't made by their unbeatable builds, though that undeniably can help.

Another character I can think of I was able to beat in one vs one encounters yet when their names come up on SIC they are always regarded as equals, and the character I was able to beat deserves those accolades despite my build just having been better.

it's the characters who do the craziest shit in spite of the consequences who are often remembered the most fondly. If you're better at combat you can pull off more before you go down but I'll get to that in a moment. I am aware of several characters who are ingame right now and could devastate past characters who are regarded as legends today.

In essence, if you want your character to be a legend you have to be willing for them to be a plot device. Sindome is not a power fantasy. It can be that on occasion but the grim reality of the gritty world our characters reside in is that they will eventually take a loss. You can be that walking tank who can mow down hordes of gangers or even murder several Judges before you make a daring escape but either the world or other characters will catch up with you eventually.

The ones who live the longest are the ones who play it safer and back to the word legend they are also not the ones who are remembered as being that.

Back to combat strength though. If you do want to be a combat beast you are going to have to take hits to other facets of your character's build. This is because you'd have to be able to keep up with the min/maxed 1%, but you can bridge the gap with things like cyberware and candy.

An actual well built combat character is also far more formidable than you think. You just have to be willing to experiment a lot on your way up if you wanna get there and that generally means risking death a lot so you can tell where you are.

If you want to be a legend - your actions need to be legendary not your stats.

All but about 3-5 NPCs in the game are above the max UE cap. Characters like Seven, Anderson, Hiro, Ivan, Rez, Mia Romano, Amon Janz, etc were all within the UE cap.

Being in the "big boy club", unfortunately, means being able to lose it all and claw your way back. I do agree the gameplay loop leaves a lot to be desired these days, and frankly, I cannot respond to your entire post without creating an equally long tangent.

As someone who knows the skills/stats system in and out - I could create an invincible douche bag legend with little effort, but I find other more nuanced skills to far more gratifying to me personally. I recommend focusing on what makes the game rewarding and fun to you.

That said, your opinion and feelings are 100% valid, and I am not here to diminish that fact.

@Risikio

I'm going to preface this by saying that my intention is not to attempt to bludgeon you with "I know more than you, so your perspective is invalid" rhetoric. That said, I have noticed a pattern in a number of your posts where you have a tendency to latch on to a perception of certain aspects of the game and present them as hard facts. My concern is that you may be barring yourself off from experiences you could be having in the game because of those perceptions.

For example, you mentioned you feel like you are a "ganger LT" at best, in terms of combat capability. The problem with this is that NPC stats are not static, and gangers are kind of a sheltered daycare for lower UE characters to get a handle on things. This means that interacting with any NPC–not just a ganger LT--is going to have wildly different results depending on who you are, and what staff are around to respond to your fuckery. Min-maxing your character for combat does not protect you from being absolutely sweeped by an NPC.

You threw out a couple names of past PCs, Reefer tossed in a few more, and there is one absurdly overpowered NPC in the mix there. The common theme with those names is not what they were capable of mechanically, but the perception they crafted of themselves through their time in the game.

Think about your current perception of characters in the game right now. Do you actually know what you know about them, or have you just heard things and drawn conclusions?

Controlling the narrative is a part of the game, and people go about doing it in various ways. Some PCs are powerful because of the people they've surrounded themselves with. Others are individually strong. Others still manage to create a perception of power they have to navigate. Pretty much everyone has a weakness that can be exploited. Finding that weakness is half the fun.

–-------------

Now... while I contributed to the idea previously, I just want to state that I think a number of systems are balanced around the current cap. Expanding it could be harmful in a number of ways to the existing dynamic--which I'm not saying is perfect.

I think a lot of experimenting/dabbling can be done with skillsofts. I also think one of the major concerns I've seen voiced a number of times on the forums... that combat min-maxed characters can essentially silo themselves off with a rack of skillsofts and avoid depending on others is probably less common than a lot of people think.

My personal experience with the game is that combat is very unfulfilling. I think others, like me, can get stuck in a perception of "I have to catch up to compete", and drive themselves into a corner. I don't know that expanding the UE cap is the answer, especially given resistance both in and outside of the game (people literally don't want to play Sindome because of the perception there is a time gate), but if it were to be expanded I would hope we would be directing players toward other avenues of the game instead of just pumping more AE into combat stats, skills, and specializations by some means. Whether that is giving them a grace period to get a feel for what they've built and gain a desire to branch out, forcibly telling them any additional UE must be directed toward alternatives, or whatever else.

I'm sure to be the smallest minority opinion about this, but I think the game is considerably better when there is a huge spread of relative ability across the whole player base. I find the more people there are with similar amounts of UE, the worse the experience gets. The more ratio of characters there are at Max UE (whatever that number is) the more bland things get, not because of their power but because their relative progression is done and things are how they are.

It's not necessarily a strong argument for raising the cap, but I don't personally agree with the common mentality that everyone needs to be reigned into similar limits for things to be fair, or that the game is improved by getting everyone up to a fixed limit as quick as possible. I find it a lot of fun when there's strong differentiation, and think continuous development is more suitable to long form storytelling and player agency.

Continuous development can come in other forms though, that said.

For example: One of the first stories I ever heard in the game was about a rival not being able to find an edge against Seven Ecks until they worked and worked and worked to get ahead in one area they could finally exploit as a weakness. That was a turnaround that would have been only possible with some kind of continuous development.

With a static enough group of players all with fixed skills and finalized builds, it's unfortunately possible to reach solved states where someone is just not going to be able to change the outcome without adding more players. Once player characters have fought it out a few times and settled into an understanding of how they're stacking up, things tend to stagnate and there can be fewer and fewer reasons to try another crack at changing it short of hoping for better RNG.

I believe to a certain extent that is partly why the high-end conflict has stagnated currently. Redevelopment or continuous development creates moving targets that can stir the pot and keep the situation from becoming stagnant overall, though I would say more UE on its own doesn't solve that problem you would also want some level of constant re-training to avoid just pushing the stagnation further along the road.

Though I will repeat as full disclosure, that sort of change massively advantages me personally. I won't pretend otherwise.
I'm for increasing UE cap too, since it'd enrich me further.
I think the current "max UE" conflict has stagnated because the actual max UE characters only exist on one side. The issue of characters who have been around a while consolidating into one powerful force is one that more UE would make even worse because then they'd be even more powerful. When everyone is just at the cap things are more even.
Changing or reducing the UE cap would only change the length of time required to meet the cap, it won't change the way people build characters in any meaningful way. If there was some kind of constraint on top of the existing UE curve to disincentivize dumping all UE into a few skills and stats past a certain point, this may encourage more diverse skillsets, but I don't see that happening.

I also think that the time it takes to get to max UE is already intimidatingly long as it is right now, so with what i said in the first paragraph in mind, I don't think this would have any beneficial effects on the game.

I'm not sure I agree there. An ideal build with 4000 UE will look a lot different than one with 2500 UE, completely different ratios. The same build just more of everything would be noticeably weaker. I suspect the fact that everyone's builds and understanding of what are good stat and skill targets going out the window will be the main thing that torpedoes there ever being more UE assigned to characters.

I do agree that would eventually be solved anyway and there would still need to be continuous re-training to keep things lively, but increasing the UE cap by even 500 UE would radically change how a lot of characters stack up against one another and upend the current 'metagame' balance (in the MMO sense, not the cheating sense).

That and you could actually and be encourage to reach A in in say a stat and a skill which still would be a great over specialization that you would be known for.

Talking for non-combatants.

I get it, it's a PvP game, but let me tell you. A lot of RP and story telling comes from the non-CB's as well.

Just a reminder too that the game spent more years without a cap than with one and it was changed because of having to update NPCs continuously, not because any one player was crushing everyone Godzilla style:

This being said, for the past 10 years we have had to upgrade NPCs stats / skills to constantly deal with the more and more bad ass player base to keep things interesting for those players. I have just finishing going through the majority of NPC groups that see a lot of action (Sinners, Snakes, Arteries, Judges, Agents) and adjusted their stats and skills. This means in some cases the NPCs are not as strong and in some cases they are stronger *sometimes it depends on the situation).

There's a laundry list of legends and legendary conflicts that happened when there was no UE cap. Not that I'm saying there should be done, but I just want to dispel the idea that the cap is saving us from some dramatic negative outcome.

I think there's a strong argument to be made that just the appearance of the cap actually itself creates the idea in players heads that it's something they have to reach and makes their development feel like a slog they have to get through instead of something they just experience as it comes. The cap is for many players the idea of the point they will feel 'ready' and can mint themselves as powerful enough to do whatever, which is a concept that is unintentional reinforced by games like World of Warcraft where characters have to reach the level cap to start playing the 'real game'. It may have had upsides but I do think it came with downsides as well.

For context, I like the idea of no cap in theory. The idea that the more time I invest in something the greater it becomes is highly appealing to me. This used to be a dynamic of some old Korean MMORPGs (I'm not sure if it is anymore… life took the driver's seat).

That said, the greater investment you make, the less willing you are going to be to relinquish it. The idea of re-rolling a character to "try something" else will be more heavily dependent on a new character dynamic than technical skills or opportunities. I can imagine the playerbase dwindling under a perception that nothing they do will matter in the grand scheme of things under the reign of their preceding overlords. The cynic in me can also see certain player personalities attempting to dictate the flow of the game single handedly.

Did that happen though? I don't know, though I haven't heard players talk about unmovable stagnators dictating the game to the rest who would never re-roll (the opposite really, I always hear about how the old game was more dynamic) but I don't have first hand experience, and maybe some of the people who were around in the years before the cap could toss in perspective on it.
I did mention that increasing or reducing the cap would not change much other than the length of time required to reach max UE.

Removing the cap entirely has it's own issues, but I do think it would encourage more diversification than having a cap does. When there's a cap, everyone tries to plan to efficiently spend their UE to maximize their potential in a specific fashion, usually combat. When there's no cap, people can always return to getting better at one thing later, which is probably why really old art for the game depicts people using multiple different types of weapons, like an SMG in one hand and a katana in the other. They weren't worried about being as efficient as possible.

That is not to say I am advocating for no UE cap. I don't think the positives outweigh the negatives on that one.

I'm not even sure what I would do with more UE if not just become a superhuman.
I'm essentially coming at this from the perspective that I feel there is almost always a certain amount of implicit (or very explicit) criticism of players now that they don't measure up to "legends" of the past and that if they can't do something it's because they're just worse. But knowing a couple of them over the years extremely suspicious there was an actual talent gap involved except in a few cases and find it way more likely the game was just much easier and way more permissive about player agency and what it allowed for.

The game has constantly been made harder and more limiting over the years and yet the blame always seems to fall on player culture being the issue.

Basically I don't think we can expect the outcomes of the past without the tools and opportunities afforded to players of the past. More UE is of course not some magic key for this, it may be irrelevant or only a minor factor, but it is a bit of a trend the game gets harder and harder and more restrictive over time and still seems to expect players to rise to or exceed the same successes.

Sindome today is a lot different than it was even just five years ago and I'm sure that applies doubly so for when the game had no cap. Characters who have been around longer nowadays tend to mostly be friendly or neutral with each other. Their conflict has either already been decided and they're just around now or they never had one to begin with.

That leaves them free to focus on the characters who are trying to climb the ladder. Just imagining what it'd be like to play a fresh character against a group of characters that's been receiving UE for 4+ years just as an example would make me never want to reroll ever again.

Characters who have been around longer nowadays tend to mostly be friendly or neutral with each other.

I'd strongly challenge that assertion, the time we're talking about half the players in the game were all on AIM with one another. What would we now call bannable collusion and cliquing was completely the norm. If anything the game is extremely icy now in comparison, iciness just doesn't automatically translate to hostile conflict.

Of all the players and player characters I've known who were playing 'back in the day', I'd say that of all the top "best" players and characters who have ever existed, all but maybe two were playing since 2014. The average player quality is higher since 2014, than before it, in my opinion. But we achieve less, and are criticized for it.

If we're talking physical PvP where characters die then most of it has been focused in a way which heavily implies most of the max UE characters on the game simply do not care enough to fight each other, or they're in situations where they cannot or are not allowed to do so.

It leaves very few characters who are up against all of the rest, again, if talking only about physical confrontation where these characters might die. This is endgame though and I'm not referring to anyone but the characters at the very top.

Slither has mentioned in the past, before the cap, there was… and don't quote me on this because I'm drawing a number from memory "like six players".

The game also apparently suffered from a number of other issues that very few players today would tolerate. All of this from old mudconnect reviews and various forums from the past.

If those 'legend' experiences weren't relevant to today's game, then I am ready to stop hearing about all of them forever and how great so-and-so was and how we can never move his furniture around ever again. Players are constantly being told, or being told by one another, in a kind of internalized insecurity, that we're the problem.

I say that is nonsense and that the most talented people to ever play the game are playing right now, and if the game can't make something legendary from those ingredients then the chef is at fault. Players need to be given the same tools or equivalent to rise to and succeed those they're expected to measure up to.

I believe progressive (re-)training is absolutely a serious factor in early Sindome's character power, and wide skill spreads were a lesser but still relevant factor. I hope players can give some support to the idea of uncapping the redevelopment limits on forget which in my opinion could dramatically reshape the game and player experiences for the better.

Forget is absolutely my first preference as a way to address this, but making a longer stretch before the UE cap is reached is a solid third or fourth choice in terms of breaking up the status quo.

I don't subscribe to the idea that past events were somehow more meaningful. The MU* community as a whole is older and less reckless. The motivations of that community have changed. Individuals that would have been playing Sindome back in the day are now playing Rust, Call of Duty, etc. When MU*s are populated by adults, you cannot expect them to act with the same level of recklessness as teenagers from a completely different time period.

I am in support of expanding the application of forget for the purposes of allowing players to adjust their characters as they age over expanding the UE cap.

Very aptly put, and to be clear I wasn't meaning you had been arguing that point, more just indirectly responding to the chirping that has sometimes come down on players that we're not trying hard enough or doing enough like the so-called legends were.
I didn't actually think you were responding to me at all, I was just giving an endorsement to your post.
I would much prefer a more flexible forget/learn system to increasing the cap. The cap is already massive as fuck. The difference between a maxed char and a newbie is so impossibly huge already, I don't think we should widen it any more.

Alternatively, I LOVE the idea of a truly retired warrior type who is now turning over a new leaf and becoming a decker.

"Hey, you're BOB! Holy SHIT can you shoot this guy for me?"

"Nah…" Bob glares into his QuickTerm, "I don't really do that anymore..."

Or a decker who got so fed up they set down the Term and devoted themselves to being a murderous lunatic seeking revenge for all nerds!

Adding a deeper change potential allows people to keep their beloved characters, their allies and enemies, and explore other archetypes like any human might want to over the years. With any luck, the change will lead to new RP and new fun for what may feel like a stale oldbie char that the player is too attached to to let go of and perm.

I don't mean to detour again but I should just add to what I said before that I'm not wanting to put down any great past characters. It's great when people will say things like that Siken was so charismatic, or Hiro was such a mastermind, or Amon was so daring. That is not what I mean when I say I don't want to hear about legends anymore.

I mean that in the abstract sense of how legends are so often framed as characters who came before in the past and never characters who are here now. Which I don't think is true. We have our legends. Some of them are in this thread! We have the players, we just need the tools.

@Quotient

I appreciate the admission of the irony of speaking from knowledge. And you are correct. I do latch on to concepts as being the only way it is, because that is the only source that I can speak from. Because I apparently am an extreme outlier in that I have reached max UE on my first character. After three years I really do still consider myself a newbie because I HAVEN'T experienced the breadth of knowledge that everyone apparently has, because I haven't permed and re-rolled. I'm still new to this, and I'm still on my first cup of kool-aide.

And I lean into that. I'm not fully indoctrinated into the Sindome Cult yet, and I have zero qualms of asking why the Emperor isn't wearing his pants when I can't see anything else. And as much as I have a single field of vision about how Sindome operates, so do all the new players who join, burn out after six months, and never come back. I don't have a problem being the outsider home inspector coming in and pointing out the cracks and why they're happening.

And honestly if my perming happened tomorrow, I don't know if I would return to Sindome, knowing how short this ride is. And I do mean short. I'm used to playing characters who exist for 5+ years, receiving experience the entire time. I've started at the bottom where the equivalent of a goblin sneezing on me could put me in a death state. And I've survived to know the power fantasy of people running to get my character when shit hits the fan. Start as a stable boy, rise to knight, to king, to legend. So understand I'm speaking from experience when I say that in term of character development you're all stunted goldfish in a tiny tank.

And yeah, if this is where actual growth stops in terms of character development… I'm very disenchanted by what's on the Sindome box. I feel that Sindome promises an epic cyberpunk fantasy from lvl 1 to 20, and then just stops awarding XP at level 9. Midbie zone. We aren't even approaching epic yet. Fake it til you make it all you want but there are limits.

Like seriously, from my perspective and outlook on power levels, if ceramic katana's are the top tier sword of mythic legend, then even Seven where he's at shouldn't have one. It would be a flashy toy that someone may rip away from him in a heart beat. Weapons like that should be in the hands of people who have A-D in ALL appropriate stats and skills. Personal bodyguard of Rex Gold level of shit. One being in a Max UE's hands would be the equivalent of a light saber falling into the hands of a farm hand. Yeah, a legend may be born but he's just as likely to stare down the barrel of it not knowing what it is.

If it's a once in a lifetime event to see it, I want it in the hands of those who deserve it.

That's honestly why everyone arguing about slashing the prices of weapons to encourage their use. Nobody understands what the midbie vs end game weapons are because THERE IS NO END GAME to compare to. People have gear fear because they have end game weapons their sheets say they honestly shouldn't have. Slither was actually right on point with his estimate of 70K for end game weapons. As it stands now, yeah top tier midbie combat gear would probably run 70K. It might not be a FULL xo3, and definitely not new, but a midbie would have a serious armor piece or two filled out by Protek, and probably a katana. Obviously not ceramic, but yeah. That kit will still run you about that ballpark in price. And as long as you're not dealing with a chromed out assassin wielding a ceramic, you're probably good for any fight that comes knocking.

This is why everyone is complaining about gear shortage because the midbies and the end game are fighting over the same sets of armor and weapons when fresh max UE don't understand it's not for them yet. If xo3 body armor is supposed to be rare, then make sure it stays in the hands of the people who can keep it rare, the end game. When you get to End Game, you'll probably at some point be friends with people who can get you full sets, new. Or you'll have the stat loadout that you can look at your employer and have a point about not being likely to lose it so please requisition one, cost be damned. Gear fear disappears when you know you have the stats to keep the gear.

But now all the weapons and armor are hoarded like they're gold because they're probably the only thing that is keeping the top combatants alive against the other top dogs. Because like I said earlier when UE stops mattering it comes down to what's locked in your closet.

Now, going to point out a few things that were said that I completely agree with.

-Max UE is lvl 80. Yes. Completely agree. If you look back, this tinges how I've argued about and perceived the Syndicates. That if Max UE is where "the real game" begins, then that should be an arbitrary number that one should think they're at before even thinking of doing Syndie plot. At lvl 80 you can start to think of yourself as a mover and shaker baby! I'm now... whatever I am. It gives a false sense that you are somehow... something.

-The players are at fault. Yes. I'm very hesitant to post on these boards because of the toxic attitude that if you're not having fun, or you have a problem, then somehow it's YOUR fault, never the sacrosanct system design. I have legit anxiety everytime I want to express an opinion of something that I think needs to change. I mean, the first reply to my message, the very first statement, is telling me that I don't feel powerful with what I have because I'm the one at fault. Because I haven't rerolled, and rerolled, and rerolled to understand how to actually build a character? It's a fun game, but ultimately it's like playing D&D and being asked to make a character without being allowed the player's guide to actually understand how systems actually work. Even today I'm just throwing some dice that don't have spots on them and hoping for the best. Sindome claims to be newbie friendly but it is NOT.

-Top PVP is stagnant and aiming downwards. Agreed. It's how I perceived it when I was trying to reference a fish tank too small with carnivorous fish. The apex predators at the tippy top have retreated into their corners because it's a stalemate at this point. I'd suspects stats really are a lot closer in spreads so they're all turtled up and they can't touch another without being so exposed as to be taken advantage of. So they just spend their time ensuring that up and comers can't take what's theirs while claiming that they're plotting from the shadows but really they can't move or do anything without the staff puppetting their faction and telling them it's ok else inevitably suck a major L. And since such bloodshed and violence of the top tiers battling it out will inevitably fuck up the entire tiny tank, staff doesn't do this. A bigger UE tank would mean that the apex can grow further to the point that their specializations CAN upset the stalemate of power. And the idea that someone will go Godzilla on immies is countered by a King Kong.

-Takes too long to reach Max UE. Semi-agreed. Your player retention sucks. While I'm all for the slow burn on starting with nothing and rising to become a legend, but the time you spend as nothing is just pain. As someone who didn't latch on to "bouncing back from being permed is fun!" even the 300 roll over doesn't really entice me knowing that 300 really is just a splash in the bucket. My first three months I had barely figured out how to survive week to week so you're just skipping what everyone believes is the tutorial time frame. I'd suggest raising it to 20%.

Also, this is why I suggested changing the rate of UE acquisition to an inverse curve, and increase the amount at character start to 4 for a period of time before slowly throttling down to eventually 1 UE per day. You need to get players into the action FASTER. At four per day, you can quickly build whatever you want to play up to a competent level and start enjoying what that archetype has to offer. It also helps first time newbies be able to at least throw enough UE onto their sheet that someone can come along and help mold them into something useful. Then you get less and less as the days go on and your character ages. This, coupled with the curve, will make accomplishments, skills and stats meaningful again. Imagine being able to finally attain a natural A in a stat, while you're only getting 2 UE per day instead of 3. And yes, the UE never ends but seriously at year 7 what are you buying at one UE per day?

Finally, something I HIGHLY disagree with is expanding the forget system while a cap is in place. It makes the idea of min-maxing even greater as you now get to finagle your skills to fit juuuuust right under the cap like it was a Jenga tower. Against.

Ok. I'm done. Again. I think.

Go out and be epic damnit!

Like seriously, from my perspective and outlook on power levels, if ceramic katana's are the top tier sword of mythic legend, then even Seven where he's at shouldn't have one. It would be a flashy toy that someone may rip away from him in a heart beat. Weapons like that should be in the hands of people who have A-D in ALL appropriate stats and skills.

That is exactly what a max ue combatant looks like.

Reefer is right. I also mentioned in my other post here that the problem is your build and not the cap. There are PCs around who can destroy a half dozen midbies or lower end endbies depending on how they go about doing it. You don't even have to perm a bunch of times to learn the system, you have to continuously get into confrontations as your character progresses so you have a better idea of how to allocate your UE.

If you want to argue that there should be more clarity on how to spend points then sure. Especially if you want to to something like a hybrid build that's going to be even harder to get right on your first try.

PvP at the top has stagnated though, and it is partially because of the cap. Not because the cap is too low, but because the next generation of characters who will be engaging in endbie PvP haven't even hit the cap yet. It's a long ride. Emphasis on partially because of the cap though. There are other reasons that matter more.

I find it pretty dubious anyone could min-max refine their combat ability with Forget in any real time practical way, that people would be tweaking ad infinitum. The majority of players would never even be able to tell the difference between E dodge and C dodge with how much combat they're involved in, nevermind the difference of that 10 UE might make.

Keep in mind forget is 1 UE per day, it could take months or even up to a year to shift a skill a single letter grade at the high end. This would be overwhelmingly something that would be used to tweak technical and support skills that had way less investment.

I'll add my two cents in here for the hell of it. I wanna harp on one of the points made by Risikio

"It's a fun game, but ultimately it's like playing D&D and being asked to make a character without being allowed the player's guide to actually understand how systems actually work. Even today I'm just throwing some dice that don't have spots on them and hoping for the best. Sindome claims to be newbie friendly but it is NOT."

I think the OP and this whole thread is missing this root issue of all of this being that most of us who haven't been playing Sindome for decades have no earthly clue how it works mechanically. I've been on and off for 4 or 5 years now and I still feel like I've got zero idea of how anything really works.

It won't matter if the cap is 100 UE or 1,000,000 UE, any player who's not "in the know" (which is the majority, it seems to me) is gonna feel like they're playing blind and they're frustration will be nearly impossible to avoid.

And lastly, to be frank, anyone who argues against de-obfuscating the system the game runs on is either coming from a stance of wanting others to suffer as they did to learn it or wants to keep their position of security knowing the true meta of dedicating UE and IC funds to the right things to stay above all the newbies, in my opinion. "But I had to learn it the hard way, so you should have to, too!" and "I'll be damned if some newbie's gonna figure out how to match my cyberpunk god character in the next 2-4 years!" is all I hear, and I haven't seen a single argument that pulls me away from that stance.

There are are good arguments both for and against demystifying how stats and skills work. Staff has already made a lot of changes toward making things clearer though, like adding stat 'ranges' to help stats so everyone has a better idea of what a 'good' stat is. They did the same thing for skills.

My take on this is that though I didn't fully understand the system I was able to make a competent combat character through IC coaching and occasionally asking a NPC for training advice. This is one area of the game your job might be helpful, with corpsec agents being able to go to their boss and asking how they become a better shot for example. You can even try to pay off a ganger to help you train but results may vary.

If you're just spending points willy nilly without seeking out people who might be able to help you then you're gonna end up having problems. This is not gonna be the thing you guys wanna hear but getting yourself into risky business can give you an idea of where your character is at in comparison to others. UMC can help especially if you're invested into MA or brawling, or ganging since you'd be doing combat a lot.

The same applies if you wanna get better at being a mechanic, work at a garage and ask your NPC boss for advice. Security technician? Same thing, ask your IC boss or a character who's more senior to you. You gotta actively seek out this advice and test yourself through every stage of your development or you will end up confused.

All those "find icly" arguments are, and I will be blunt, naive and just anti newbie.

You are going against people who got mechanics down to science, some of it then sure, passed down icly, and as with any MUD a lot of it passed out oocly. I am not part of any OOC community in sindome, sans popping onto the forums here, but I played many muds/mushes etc with hidden mechanics, it's always the same story.

That is just adding to the gap of new vs old, where old just goes and does character as they OOCly planned, new has to ICly filter through tons of bad data for… Absolutely no gains. IC mentorships should still exist, help to cut time on actual practical use of skill, its future use, limitations etc, but obfuscating mechanics from new players, where old guard knows it in and out is just an uneven playing field, where you transfer knowledge OOCly from playing the game for a long time, which then turns to IC advantages.

So in regards to that, yes all of what you said regarding what you can do is true, but that is still feeding the same issue I noted. I've done all those things and have still ended up in places where:

1. I don't know why I'm doing what I'm doing.

2. I have to spend weeks or months of UE in order to improve something enough to test if it's working.

3. Even after I sink the UE I sometimes realize I've completely misused and wasted the UE on something that doesn't assist my character in growing the way I intended them to.

4. I still have characters with similar or even distinctly less UE sunk into a thing than I do (or at least tried to do) who are distinctly better than me at it still.

And to be clear, yes combat is probably the least difficult to figure out since the results are the most readily apparent, but even through mentoring and just trial-and-error over tons of time the nitty gritty is still veiled behind this wall of fog that I can't get through because everyone refuses to just state how this stuff works OOCly. Plenty of people know, not even including the staff, but god forbid we just spell it out clearly for everyone to see and even the playing field.

It is not easy or well facilitated to learn this stuff. It can be blatantly impossible in some cases without just banging your head against the wall and risking wasting all your UE to just experiment. And all of this is not "good design to incentivize roleplay". It's gatekeeping. And even though I think everyone's entitled to gatekeep info if they want to, I'd just prefer if we called it what it is.

This same argument was made a few years ago and everyone agreed, so more information was provided in the helpfiles, and even more recently staff updated the archetype page on the website so that it's more accurate.

In the example you gave where you thought someone had invested less in a skill but was better at it, it was probably because they had the relevant stats higher.

To be good at something you just invest in the stats and skills that are on the relevant archetype. For more specific things you ask a player or a NPC because the confusion is always where you should stop investing.

Saying this is "gatekeeping" is just unfair because we're all dying to give people advice IC. The system being OOCly clearer than ever and there still being this kind of dissatisfaction also leaves me wondering how much information will finally be enough information.

Very few, if any of the players who like there being some level of obfuscation on the game, aren't advocating for it because we want to "gatekeep." SD was just designed around having to figure these things out and even all of the characters reputed to be "legends" had imperfect builds.

If there's someone sitting down calculating how exactly they're going to develop their character they are in the absolute minority. I can only speak for myself as an 'oldbie' but I still build characters by feeling and I also get my ass handed to me when I do something wrong.

It's not even that Necro, and it's hard to genuinely put how obfuscated the system and it's feedback is to genuinely new player. Even if you use IC tools to estimate some things, the feedback can be extremely… Temperamental at best, until someone points out to you what this part of that message means exactly, one which you previously dismissed as fluff. Mix that with a lot of people icly spreading wrong data about it and it adds up to why so many people shout loudly about more transparency. Even knowing which stat really affects what is not -always- clear, there are some really counter intuitive curveballs there.

This really isn't about minimaxing.

And I say that as far from average new players perspective, I used to revere engineer systems for a living hah, and sindome is one of those "oh yeah, it's obvious" once you see the logic behind it, and extremely obfuscated until that point.

It won't matter if the cap is 100 UE or 1,000,000 UE, any player who's not "in the know" (which is the majority, it seems to me) is gonna feel like they're playing blind and they're frustration will be nearly impossible to avoid.

I can't really see how this could be true. If someone just simply curved all the stats and skills there are, they could pass every skill check that exists (at least some of the time). There is a ton of IC and OOC support knowledge to show players how to do things, you can just ask most knowledgeable characters and they will tell you.

I feel like when players say they don't know how to do things they're really kind of saying they want to know how to be better than everyone else at combat, which is always going to be a competitive element that players are going to have to work towards. It's not ever going to be the kind of game where you can just copy a build off the forums and be the top end solo.

I'd also say if you don't know, ask someone. Look for someone who you think knows what they're doing and ask.

If a character is in a top end position, they might be doing a lot and sometimes the character or player doesn't have the energy to reach out and explain everything to someone unprompted. And they also can't read your mind about what you want to do or what you want to know. But if you take chance to straight up ask them, they're probably pretty eager to help as a player. Their character might have your character do something for the guidance, but not always. And they'll tell you and help you out.

If someone ever wanted knowledge on skills, stats or guidance in the game and they came to ask my last PC I would always spend time helping out. But I didn't always have the energy to figure out who needed it because my character had a lot of other stuff going on and as an introvert, I only had so much energy in me to be the one initiating with unknown people or to see if they had unspoken questions they were too scared to ask.

So just ask. Really, trying and asking is the best thing you can do for yourself and your character.

You are completely ignoring the part where people ask icly and are fed bad data. What's your solution there?
If you're not confident in the data or feel you're being lied to, ask others. Ask PCs, ask NPCs. If someone's lying to your PC and your PC doesn't like being lied to, take care of the situation. Maybe that person won't feed bad data on that stuff in the future.
@Necronex666

Yeah we're talking about a completely different level of transparency here. Some basic descriptions don't really do jack for a newer player coming into the scene who doesn't even know how rolls work and what stats attach to what skills. I still don't know these things. Does AGI apply to this weaponn? What about STR? It's complicated so maybe INT applies? Who knows? And then, what's being contested when I fight or try to pop a car lock or try to discern the wounds on a corpse. Is it a d100 vs. a challenge rating? A d20 contest against a generated roll?

@0x1mm

I get that but you'd still have people griping about spending their first 10,000 UE on useless stuff while the veteran who's seen source code who's able to beat them at the thing they wanted to be good at in less than a 1000 UE. (this is slightly hyperbolic but I think my point is clear)

How is that new player supposed to know that it's a lie exactly about an obfuscated game mechanic? Or which of three contradictory player information they get is true?

It's putting an extreme onus on the player for a gain of…. What's the gain of this exactly from this? There is still place mentoring, UE is far from start and end of it all.

I subscribed to trust, but verify which involves a lot of good tutors and a lot of testing.
Right except this is not easily testable without playing this game for literally years, and possibly across multiple characters.

But I said it all, no point repeating myself, good luck in this thread!

Yeah I frankly find that idea to be a load of crap. It is not the responsibility of those seeking info to vet the info that they're not aware of in the first place and then police the teachers that they're trying to learn from.

I've tried a number of times I'd say is pretty high and to this day I haven't gotten a good answer out of anyone regarding even basic mechanical questions. I've even been chastised for even attempting to translate what little I do know into unmistakeable instructions for others asking me for instruction. It's just gatekeeping. It's not the fault of anyone searching for knowledge that this whole community is built around the idea of keeping useful AND COMPLETELY OOC info out of the hands of newer players.

I personally got tutored IC on stealth, disguise, theft, chemical, artistry and trading, but I'm self-taught in pistols, piloting, aero tech, auto tech, secure tech, heavy weapons, and grappling, and I feel my understanding of those is as high as anyone's. So it is possible to understand these mechanics simply by using them, in my opinion.

Test test test. Raise your stats. Test more. Raise your skills, test more. Keep in mind that weapon attacks are the most complicated thing in the game to understand the nuances of and they're highly randomized compared to other skill checks, so these aren't the baseline of complexity the game is presenting (most skill checks are very simple and easy to work out).

It is time consuming true, but it is possible. It also helps to read all the help files and update posts about features because sometimes things are documented that would be otherwise hard to intuit.

Respectfully, that's equivalent to me saying "Well I picked up Spanish fluently from dating a Columbian person for a year, so I don't know why my friend needs to take classes and pay a tutor to learn it. Just hang out with a Spanish speaker."

I think we're pretty clear that the majority of folks coming in feel like they're being kept in the dark purposefully and we don't all want to have to spend years brute-forcing an understanding of the game mechanics that could probably be decently summed up in less than few thousand words with some equations sprinkled in.

I mean, yeah some of it will require work on your part. There is not going to be shortcuts for learning how to get an edge in combat in particular, that part of the game is extremely competitive and involved rock-paper-scisscors-grappling balance so has no real 'solved' state.

I don't really agree anyone is deliberately game keeping anything though, or at least not as a rule. I've written a ton of documentation for everything I'm familiar with and extensive in-character guides and forum posts and tutored what has to be over 100 players by now. I will freely tell anyone who asks exactly how anything works, and I know many extremely expert players who will teach others if they show initiative and interest and investment in learning.

Just asking on SIC how to do something complicated is going to bring out lots of players who want to appear in the know, but aren't, and it's going to broadcast to players who do know that someone is making the lowest effort engagement to learn. At a minimum ask around who is an expert and then go to them directly and ask to be taught. Doesn't hurt to bring cash.

Yeah I've done that. Didn't work.

Also, I have been chastised by other players and staff members for supposedly being too on the nose with both my questions and my answers regarding what stat goes with a skill, what skill applies to a weapon or other piece of equipment, etc. on multiple occassions. It is being purposefully kept unspoken. I am very much not trying to be rude but I don't see this as a point of debate it is a provable fact.

Well what do you mean when you say "didn't work"? You wanted to learn, say, how to use medical and you couldn't find anyone that could tell you what stats you might need?

There are a few more complex mechanics in the game (like combat) but most of them are extremely simple, with extremely simple and obvious skill and stat checks so I would find it surprising if most common skills are things that players are finding it impossible to learn about. If there's major areas that there seems to be dearth of information about, it almost wouldn't hurt to just broadcast that in-world.

Keep in mind getting general information about what stat will help make a skill check is generally going to be easy, while getting perfect information about what stats absolutely will not under any circumstances improve a stat check is very very hard. Getting functional proficiency in something should be, and in my opinion is, fairly straightforward, becoming the optimized best in something by knowing exactly what you need and don't is going to be a challenge players will have to rise to.

…while getting perfect information about what stats absolutely will not under any circumstances improve a stat check is very very hard.

There are definitely some mechanics that are more straightforward than others. My point is that no piece of information on mechanics is sacred and they should all be freely available.

…becoming the optimized best in something by knowing exactly what you need and don't is going to be a challenge players will have to rise to.

Yeah, this is just gatekeeping. Which, if you think it's good, then have your opinion and don't think I'm trying to argue that you can't have it. I disagree fervently, but that's just the way it is. However, this is precisely the root of many people's issues. It is not nor has it ever been fun to spend years on a game just to find out that you're missing some key pieces of the puzzle that your peers have been long on since well before you ever logged into the Dome.

I don't think of it as gatekeeping because it isn't anyone subjectively deciding to do it to enforce a status quo, or to keep themselves above others, it is a game design choice the game's developers made (and were up front about having) and one that is strictly enforced and that isn't going to change because it is seen as fundamental to the game's identity.

Slither isn't gatekeeping anyone, he's making puzzles for players to solve. Solving puzzles is definitely not going to appeal to everyone, but puzzlemakers are often not going to be tailoring their puzzles to people who have no interest in puzzle solving.

If someone ever wanted knowledge on skills, stats or guidance in the game and they came to ask my last PC I would always spend time helping out. But I didn't always have the energy to figure out who needed it because my character had a lot of other stuff going on…

I just want to repeat what Crashdown said here as well, because it was a major factor with me pretty much abandoning trying to tutor new characters at all and making generic guides instead. The number of characters who will expect to be given detailed information but will show absolutely no patience or value for the time invested gets to be unworkable.

I had so many characters come to my character who was very well known for their archetypes and asked to be taught, and even for the ones who were willing to sit through an hour or several hours of instruction and guidance (most wouldn't), the majority just gave up when they found out they couldn't start doing the thing tomorrow or next week. That's for one of the most advanced archetypes around, if not the most advanced.

Showing real interest and patience and commitment to playing a character longer than it takes for the novelty to wear off goes a long way to making others feel they can invest their time in teaching without it being a gigantic waste for everyone involved.

I'll just say I think we're talking abount totally different things here. Some in-depth tutoring on how to do complex archetypes isn't what I'm referring to or pointing to as the root cause of why we see complaints like the OP here.

I'm saying that the basic info on how skills and stats work (and I mean hard numbers not just descriptions) and even a very high-level objective breakdown of what different skills can and cannot codedly do in a readily available place would go quite a ways in mitigating the very pervasive "feeling like I don't know anything" among the newbies and midbies.

I'd say that, in some ways, the obscurity is there for that very reason. It's an intentional hook meant to incentivize new players to seek help.

Still, the archetypes page gives enough info that a new player can look at it and make a reasonable assessment of what pairings are useful in general.

IC trial and error is how you overcome the "I don't know what I'm doing" feeling. Experiment and take risks.

Anyway, I have a feeling UE changes are unlikely, but I'll bring it up at the next staff meeting.

Addressing some of the things brought up here

"I'd strongly challenge that assertion, the time we're talking about half the players in the game were all on AIM with one another. What would we now call bannable collusion and cliquing was completely the norm. If anything the game is extremely icy now in comparison, iciness just doesn't automatically translate to hostile conflict." – 0x

That was not the norm. It was just as bannable then as it is now. It was much easier to police, as we had fewer people in game.

"Slither has mentioned in the past, before the cap, there was... and don't quote me on this because I'm drawing a number from memory "like six players"."

The UE cap didn't come around until like 2014 or something, when we had 30-40 people online regularly. In 2005 we had probably 10-15 people online regularly.

"Players are constantly being told, or being told by one another, in a kind of internalized insecurity, that we're the problem."

I dunno what you mean here. I think players are conflict adverse, and have been for a long time, and we've taken that feedback and changed things as a result. See price decreases. I don't think price of gear is the entire problem, I think people prefer to avoid conflict more than engage with it these days, but I understand that the gameplay loop may be contributing to that. I think the GMs are willing to provide a lot to players who are out there creating conflict, and we want to see more of it, and when we don't, it is worth calling out. It's a constructive critique, not us hammering y'all.

"Players are constantly being told, or being told by one another, in a kind of internalized insecurity, that we're the problem."

I wanted this system to be uncapped from the start. Johnny doesn't want it that way. I agree with the points that it would be the ideal way to shift and change a character over time.

"And lastly, to be frank, anyone who argues against de-obfuscating the system the game runs on is either coming from a stance of wanting others to suffer as they did to learn it or wants to keep their position of security knowing the true meta of dedicating UE and IC funds to the right things to stay above all the newbies, in my opinion. "But I had to learn it the hard way, so you should have to, too!" and "I'll be damned if some newbie's gonna figure out how to match my cyberpunk god character in the next 2-4 years!" is all I hear, and I haven't seen a single argument that pulls me away from that stance. "

I think we've moved the needle here in the past 5 years in terms of what we put into help files, how we describe stats and skills, and what stats and skills are used for what. I don't really consider that we are deliberately obfuscating things like we were in the past. It's pretty clear from stat/skill rankings where you sit, and the help files detail what things are used for what, and we even call out archetypes that we don't fully support. We've ICly incentivized a HUGE number of player written guides for how to operate in specific archetypes which are available in the game, as well as the withmore newbie guide that everyone gets.

However, this is a roleplaying game and a lot of stuff you're expected to learn ICly, which is intended to be part of the fun.

"All those "find icly" arguments are, and I will be blunt, naive and just anti newbie."

No, they are pro finding out as your character. It's a roleplaying game, and discovery is baked into it. That's a major point of the game. Finding things out as you play, and not finding things out by learning exactly how the game works before you start playing. In that world, people spend all their time OOCly figuring out what they want to do instead of playing their character.

None of the guide/stat/skill/help file stuff was available 5 years ago. I'm sure there is still work to do here, but I don't reckon we are deliberately obfuscating things at this point. We want to maintain an amount of mystery and discovery, while limiting the frustration when you realize something doesn't work the way you thought. If there are places we could do this better, start a thread to discuss them, but lets not have that discussion here.

This topic has gotten completely off topic. Please bring it back around to discussing increasing the UE cap or not, or I will close this thread. Other discussions should be in their own thread. Please be better at this folx, it's really difficult to read through posts that are 50% off topic or more. When the discussion starts to shift, please, call it out, and request new topics be created, so that we can stay on point in our discussions.