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Good evening! The staff team is looking for ideas to make the shitberg loot system more competitive. We are witnessing an issue in which competition over shitbergs is practically non-existent. This means very little RP is taking place around control of it as a resource. As a result it is very easy to farm with little risk of IC repercussion.
Shitbergs, like cargo and macguffins, currently represents a system that has so far fallen short of its intended function. That function is to provide story beats and incentive for conflict related RP.
It, like those other systems, is not intended to be a source of unlimited free chy.
With that in mind, please do not use this as a chance to complain that we're taking away or restricting another source of automated income. I'll be perfectly clear here. I havent used this system in a long time, and I also dont want to see it go. I love that there are various modes of automated income because they have the POTENTIAL to foster conflict RP. I do absolutely want to restrict it if it means it makes it function as originally intended. These sources of income are meant to be contested. The alternative to adjusting the system for that intended function is to slash it altogether. If we can't find a solution then I side with removing it.
These systems are meant to create conflict, not to be a means to attain free wealth. If they can't perform as such then they have no place here. That is my stance.
I will offer my idea and then open the discussion.
The problem I see with bergs is a lack of scarcity. Staff have tried to reduce berg loot to mitigate free farming to little effect. We've reduced items of value and reduced loot spawn more than once. People still farm it. They simply spend more time to get similar value in loot.
Therfore, I want to cap the number of bergs that spawn each week. Similar to weekly income, this will put a hard cap on the total earning potential each week. Whereas players are capped for certain types of direct income via the tried and true weekly system, bergs themseves would be capped to a total item value. This means the cap is shared between everyone farming bergs. Once that cap is reached, they stop spawning.
This will, hopefully, create competition.
Scarcity breeds conflict. This is why the candy system works. I've seen threads where people relay a desire to have more NPCs for this system. That makes farming easier at the cost of RP. Rather than asking for easy access to these systems, we should be fighting and politicking and cutting deals to achieve positions of control over resources. Take what's yours if you want it. Lie cheat and kill to get it if you have to. We're staving otherwise. Cyberpunk af.
And that's all for now. Please give us any ideas you think could improve the system.
By Logic at Oct 21, 2024, 5:10 PM
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ADMIN
96 posts
No need for adjustment. Just kill each other for them if you want more.
By Rillem at Oct 21, 2024, 5:13 PM
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CHUMMER
173 posts
We feel there is a need for adjustment because that isn't happening. There will be an adjustment or the system will likely be slashed. Again, it is supposed to generate conflict, not be afarming Sim.
By Logic at Oct 21, 2024, 5:15 PM
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ADMIN
96 posts
I am of the radical mind that shitbergs were a bad idea in the first place and should maybe just be removed. I know that's rich coming from me considering the fit I threw over macguffins and cargo, but shitbergs have no investment (unlike cargo) and no clear reason to be stolen from others (unlike macguffins). On top of that, they close off paths in sewers that can just throw a wrench in player plans through pure RNG.
To boot, mining shitbergs as a non-WCS character is sort of a self-regulating issue to an extent due to how downright embarrassing it is for someone to be caught digging through shitbergs for loot when it's not even their job. I think that plays a very significant part in why there is so little competition for the loot.
By batko at Oct 21, 2024, 5:16 PM
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LEGEND
796 posts
Going down to find them can feel daunting to some players, keeping it to WCS as Batko observes. Could they potentially back up into the street, pushing shitberg competition into the more travelled map, engaging gangers and passersby to compete for the pinata of food and chy? a feeding frenzy for the droves of starving and downtrodden that fill the streets.
By gssmr at Oct 21, 2024, 5:18 PM
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WAGE SLAVE
27 posts
May I suggest making the sewers more dangerous? Spawning tougher unspecific enemies more often? This might require players to group up and go in together, which at least beats an individual from constantly farming them by themselves.
I would not mind them eliminated altogether, though, as they are time consuming if done solo and take people away from RP. As batko just said, I'm not sure how many non-Wicks workers use the system, anyway.
By Bear at Oct 21, 2024, 5:19 PM
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SPLATJOB
51 posts
I think your idea would be alright, Logic. Maybe there can be like, ways that NPCs announce where shitbergs are so people who are interested have to try to race to get to it first.
I don't disagree with batko though. I feel like in the current state, maybe it's best if shitbergs are just considered to be part of WCS income, or even restricts them to only WCS. As someone who hasn't ever played a WCS character I've never once felt compelled to go anywhere near shitbergs.
By Emily at Oct 21, 2024, 5:19 PM
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CHUMMER
183 posts
It should not be surprising that a system to spend an hour digging through feces with all the elaborate and disgusting feedback messaging to go along with it would only appeal to a tiny segment of players, or players who simply do not care what their characters are doing as long it's generating money.
I don't see how sluicing sewers for trinkets was ever on theme or appealing as a concept.
By 0x1mm at Oct 21, 2024, 5:19 PM
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LEGEND
2,859 posts
Thing is, this is fueling other parts of the game while providing a great chances for newer players to become fixers.
Instead of hard capping the number of shitbergs, maybe look at WHY people aren't fighting for them. For the players going for them, they feel scarce enough.
While I don't want to go ic with things, there are ic reasons for people not poaching shitbergs. And it has nothing to do with scarcity.
By SmokePotion at Oct 21, 2024, 5:21 PM
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BAKALAKA
144 posts
Remove them and find other ways of creating a block in the sewers for escape/conflict.
I'd love to see us move on from the gamer mentality that's developed and was compounded (unintentionally in some cases) by a few systems put in.
By crashdown at Oct 21, 2024, 5:21 PM
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ACE KOOL
603 posts
Have the floods wash away cams, making it an actual dark zone.
Then limit the age of people in Wicks, so they can't be super badasses to scare away the poachers.
This will get more people tasting the income, before having it taken from them. Creating more poacher,s and more chances of conflict.
By SmokePotion at Oct 21, 2024, 5:28 PM
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BAKALAKA
144 posts
Wicks had a great side hustle previously, I was left scratching my head over the fixation with a scatological overhaul in the first place, at the time players thought it was a joke announcement. Let everyone go back to killing one another over access to their previous perks if that is a concern, they were on theme and not (as) gross.
By 0x1mm at Oct 21, 2024, 5:28 PM
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LEGEND
2,859 posts
I'm against removing shitbergs from the game. I know of several situations where character have fought over them and even if they
generating conflict they do help to
facilitate it. I can't really go into detail on how that conflict has played out on the board but I can say that no less than half a dozen players have been involved over the course of the last month.
It's slower and less visible conflict but it is there. I wouldn't be against turning down the number of shitberg spawns since they can respawn so quickly that it's obnoxious, but I wouldn't turn it down by much. I just also would really hate if they were to go away completely since some reason to go down into the sewer is a whole lot better than none at all. There should be more reasons added to the game, and what already exists shouldn't be taken away.
By Necronex666 at Oct 21, 2024, 5:29 PM
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STREET SAM
476 posts
I feel that, Batko. My only reply is that in a perfect world, it would be predominantly lowbies/near midbies vying for control of these resources. Them and the desperate. There might be a player culture that frowns on the work, but I hope should also be a culture that doesn't care.
Speaking to RNG..I do have some first hand experience with bergs being massively in my way. All I can say is it became an accepted norm for me at the time. I understand that it's more annoying to some though.
By Logic at Oct 21, 2024, 5:29 PM
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ADMIN
96 posts
I agree with 0x1mm and maintain that the fact that it's just a huge pile of shit, literally, is why nobody touches it. I have seen non-WCS players get caught digging shitbergs and they were lambasted, rightfully, for being a sewer goblin.
If anything, I would consider it to be a low form of no-selling or meta to have any but the most low-class and disgusting characters, such as Park gangers, be willing to dig through heaps of human feces for paltry loot.
If some kind of loot pinata system where multiple players converge on a point to argue over who gets loot is important, making random spawns of corporate mementos that wander around Red causing SIC chatter would be a lot more effective than encouraging people to rummage through shit piles. I am not necessarily saying that is what needs to be implemented, I am just saying that it is a much more accessible and thematic reason for mixers to be fighting among one another.
By batko at Oct 21, 2024, 5:30 PM
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LEGEND
796 posts
I agree with nercrone, they facilitate a lot of conflict down line. It might not be in the sewers themselves, with the super expensive diseases you can catch.
It's on the streets, where wicks characters get robbed for their money, it's in small rooms, where fixers turn their cuts into plots that cost chy.
By SmokePotion at Oct 21, 2024, 5:35 PM
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BAKALAKA
144 posts
To be clear, I am talking about conflict that goes down in the sewers themselves being facilitated by the presence of shitbergs. I counted and it's not half a dozen players that I am aware of who have been involved in the last month, or thereabouts. It's been nine players. There is for sure more going down in the sewers than people seem to be aware of but that's to be expected since it's so quiet down there.
By Necronex666 at Oct 21, 2024, 5:39 PM
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STREET SAM
476 posts
I'm a little bit skeptical that these are meaningful game economy impactors and critical to it, more than once I've nabbed multiple months of the stores from these and it never really represents real money. Dozens and dozens of mostly duplicated items who's real value is like a few kay. It appears to me to be worth considerably less than WCS' previous side hustle.
That said, I fully agree that a cosmetic rework to make the resources players are meant to fight over, something that human beings would actually want to fight over, is very likely to get rid of the taboo and lack of engagement. Like who was the concept of a shitberg ever going to appeal to?
Having to hack into cargo units that fall off the back of figurative trucks and fight over access and spoils from them seems to be instantly more thematic in a stroke.
By 0x1mm at Oct 21, 2024, 5:48 PM
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LEGEND
2,859 posts
I love that idea 0x1mm. It can be easy to forget that the mix is -full- of people. crowds of them, heaving, pressing, nightmarish crowds of starving monster-people. Fighting over the loot dropping off of trucks, even if it's sacks of grain (especially if it is) could be a lot more themely. Put it on the street, and that's more conflict as well.
By gssmr at Oct 21, 2024, 5:49 PM
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WAGE SLAVE
27 posts
Like Rust monuments where there's a locked crate with a countdown timer until it can be unlocked, 0x? But maybe here it's a timer where it's locked down and can't leave the room until x amount of minutes go by and then still has to be hacked into afterwards?
By crashdown at Oct 21, 2024, 5:54 PM
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ACE KOOL
603 posts
I've had a lot of crazy moments down there with the bergs and running into people mining or someone running into me mining.
I think if you really want conflict RP to the point of being cutthroat over the shitbergs you have to make the loot worth being cutthroat over. If two people walk into the room with pick axes and tell you to get lost or die over some low-value items, I'm probably just gonna get lost. If the stuff is potentially worth it, I may put up a fight or come back with a friend.
By Mindhunter at Oct 21, 2024, 5:57 PM
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CHUMMER
171 posts
Shitbergs very much have absolutely no competition around them and really don't contribute anything to the game besides being a bit of a haha funny. They also just violently inflate the loot pools of the game with frankly (mostly) useless items, and other items that would otherwise require actual RP to get.
As it stands, they probably need their loot pools readjusting to be entirely different
By Ryuzaki4Days at Oct 21, 2024, 6:01 PM
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BATA
273 posts
I reiterate the point that others have made here in terms of what type of character actually voluntarily puts themselves in a position to dig in literal shit for an hour. I'm for the idea of moving shitbergs to Mix level, in another form. Perhaps keep some shitbergs in the sewers that Wicks has to deal with, without loot.
By Bear at Oct 21, 2024, 6:03 PM
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SPLATJOB
51 posts
I think one of the problems, and has been for a long time. Things are just crazy expensive, with the limits in place, things takes weeks, months to get, and can be lost in 5 minutes.
It's a sunk cost fallacy, players get invested in the things they buy due to time to get, which will really make someone hesitate before launching themselves and their weeks/months worth of kit into oblivion.
Risk/reward. Just my opinion of course.
By Ociex at Oct 21, 2024, 6:04 PM
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CHUMMER
151 posts
The biggest hurdle to getting people to want to fight for stuff anywhere in the dome, but maybe especially the sewer, is that there is at times an aversion to conflict that can get a lot worse when you're going somewhere you're not even going to be able to call for help. There have been cases where characters do get attacked over shitbergs and they just stop going down there.
Another big reason more veteran characters might not get involved is nobody really wants to go after WCS employees and stop them from doing their job over the loot you get out of a shitberg. It may happen sometimes but if it's happening regularly then it creates a completely different problem.
By Necronex666 at Oct 21, 2024, 6:04 PM
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STREET SAM
476 posts
Pros of shitbergs: Loot that's good for newbie fixers or market runners to hawk. Opportunities to RP with fellow shitberg-ers when breaking up the shitberg. Reasons to go into the sewer when people wouldn't ordinarily have a pressing need to go down there. Reasons to have to hold your breath for a long time.
Cons: I really hate that they block the sewer paths and there's nothing you can do about it to prevent it – if the computer decides to spawn a shitberg one minute before you need the path, you're shit outta luck.
By svetlana at Oct 21, 2024, 6:04 PM
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GATO
555 posts
I disagree that items are more expensive these days. They're actually cheaper than I've seen them in the last few years. Part of my concern is that shitberg loot contributes to inflating items into the economy. There's a big difference between a market runner and a fixer, and I have found that more recently the two are being conflated.
By meowlorde at Oct 21, 2024, 6:08 PM
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SPLATJOB
31 posts
Like Rust monuments where there's a locked crate with a countdown timer until it can be unlocked, 0x? But maybe here it's a timer where it's locked down and can't leave the room until x amount of minutes go by and then still has to be hacked into afterwards?I mean that sounds like pretty much a perfect idea to me, you've created great control node mechanics and avoided a bunch of potential issues in one sentence.
While we can't emulate the dual faction fight mechanics of Airdrops from Cyberpunk 2077: Phantom Liberty, I think the conceptual existence of those in that game supports that this sort of activity can be cyberpunk themed and appealing.
As far as players wanting them to drop better loot, maybe my memory is tricking me but my recollection is they started out dropping platinum skillsofts to the point of messing with the economy and they were still monopolized by a handful of players. My feeling is the only change with having richer shitbergs is you just make the players who were already willing to dig into them richer as well.
By 0x1mm at Oct 21, 2024, 6:08 PM
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LEGEND
2,859 posts
Okay, had more than 5 minutes to think about this, and I must say. The idea of shitbergs being moved off of being loot pools and just made to be something that randomly spawns up, lasts maybe 10 minutes, and blocks a path for a bit before inevitably getting washed away is something.
That said, let's talk about lost cargo, or:
"It fell off the back of a truck…"[/b}So, this exact excuse was something thieves would use when selling their goods door to door in my hometown. Hilarious, but also really hits the theme here. My suggestion here is to mirror some of those made above, but to also expand on it a little.
1-2 crates a week, with relatively pricy but not hugely expensive loot inside. all pulled from different pools, and each pool having its own crate design. Maybe it's a medical crate, full of drugs, medical equipment, antibiotics. Things you could sell to hospital staff or backdoor clinics. Maybe it's a mil-spec crate, full of ammo and an assortment of other mil-spec components. Maybe it's a food crate, with rare ingredients that people with a chef's island could pay a premium for. Car parts, designer clothing, electronics. The list goes on.
These crates will not just be a walk up and open them, no. You will need someone with the right skills to get past the biometric locks. A decker, or a techie. Give those specific jobs some extra work to be able to bypass these things, you now have to make the choice of splitting your loot with them, paying them, or just beating the crap out of them. This generates potential betrayal, and potential conflict.
Add onto that, the fact you're doing this against the clock, before another group gets to it, and has the means to open it up. Now, you have the potential for multiple people fighting over a crate that they may not even get much from. Will it be worth the cost of vatting for the chance of that one expensive item. Will the cost of the items inside be worth whatever you end up having to pay out to others. Could you get away with fucking everyone else here over, for the sake of a few kay?
Shitbergs were never themely. I feel like they were a joke suggestion that got way out of hand. Anyone digging through literal mountains of human poop for beanies and cigars isn't something that adds any sort of cyberpunk thematics to the game other than showing how far humanity has sank, but is it really doing that properly? Lost cargo, would both be far more themely, and far more on point for actual conflict surrounding these item generation earners.
By Ryuzaki4Days at Oct 21, 2024, 6:39 PM
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BATA
273 posts
To open up a new avenue of discussion: if these locked crates are corporate property, what would said corporations do about them?
By Cowbell at Oct 21, 2024, 6:53 PM
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BATA
254 posts
CorpSec of various Corps get callouts, with location data for their crates. Must now either go get their stolen shit back, or find/pay someone who will. This could very much affect their performance record (and rep) with their employers to incentivize them not flat out just ignoring the existence of these.
By Ryuzaki4Days at Oct 21, 2024, 6:56 PM
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BATA
273 posts
I personally find the shitberg concept very themely. An aging and unmaintained sewer to which the ultra rich wantonly flush worthless items and tell mixers to clean it up or drown in it is one of the most themely ambient FUs I've ever seen.
I also remember bergs being hotly contested when they first rolled off the coding assembly line. Admittedly, that was a time when the items in them could be of much higher value. Gold softs and the like. Also before a round or two of item price reductions iirc.
I see the potential value in reimagining a system for the street level though.
Next, Meowlorde's response about prices is accurate. Things were much more expensive at one point and during a time when none of these systems (cargo, bergs, guffins) existed.
What else? Someone mentioned market hawkers vs real fixers. I was going to suggest aspiring and even established fixers look for a certain book written by an old character because I was thinking the same thing before that post.
Thank you for keeping the discussion mostly focused so far and from providing us with your valuable insights. Keep it coming.
By Logic at Oct 21, 2024, 7:02 PM
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ADMIN
96 posts
If the concept is drawing on the skeleton of the freight system, there were eleven of twelve varieties of shipments of different values and they weren't really owned by anyone, it was more like a vague commodities market where who was paying you and who you were stealing from was sort of handwaved away.
I do think there is the fundamental issue that no matter how thematic or mechanically interesting an income source is, as long as it's tallying against the income cap it's only going to see as much engagement as it is easier or more accessible or quicker or less risky compared to other available options.
Like I can do two different very thematic and archetype appropriate methods of automated income generation, but I don't because they're a pain and unnecessarily risky compared to either 1) doing nothing if the extra money is unneeded, 2) doing some version of crates if it is.
By 0x1mm at Oct 21, 2024, 7:02 PM
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LEGEND
2,859 posts
I personally find the shitberg concept very themely.I wouldn't see something notionally existing inside a genre as being the same as evocative or emblematic of it. 2077 briefly shows the existence of a whole society of impoverished people who trawl through the vast mountains and rivers of trash for food for survival, but there isn't a main story quest where you and Johnny Silverhand dig through rotting takeaway for hours to make ends meet for rent.
If a game advertised cyberpunk game and then presented shit-digging as an example, it would be pretty fair to lambaste that as missing the forest for the trees.
By 0x1mm at Oct 21, 2024, 7:08 PM
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LEGEND
2,859 posts
Certainly, themely and effectively wanted as a facet of RP aren't the same thing.
By Logic at Oct 21, 2024, 7:09 PM
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ADMIN
96 posts
Remove them entirely, or keep them but make it so they don't drop loot. Not a fan of the mobile game style grinding for loot drops that goes on with them.
By BigArg at Oct 21, 2024, 9:15 PM
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BAKALAKA
126 posts
I @love the bergs for a few reasons.
1. You keep them clear because you're doing your fucking job. Word. Enjoy the random @lewts.
2. You keep them clear because others are doing bidniz that expects shitberg = zero. Word. Multiple level Mixing, Crime Style.
3. You don't clear them and @laugh at bakas jammed up by bergs. "Suck less. Plan moar bitches!"
Bergs = RP devices
By Hek at Oct 21, 2024, 9:33 PM
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LEGEND
1,167 posts
So, from my perspective, the shitberg system is pretty user-limited.
>mixers only
>no gun users
>some degree of competence to not die to sewer problems even before PvP
Let's say the idea use case for shitbergs is a low-level thug with some kind of close combat implement. There's not exactly a lack of those, but when you're down in the dark and the other dangers of the sewers are present, are those people really going to risk going for the shroud hitting the shitberg to try and risk getting 10K when they could die and lose all their shit? They might just be another mook, or they could be someone who's for some reason sitting on 2 years of combat UE deciding to spend their time mining literal shit. And no calling for backup.
Also compare the fact that it takes so long OOC to mine shitbergs. It comes down quicker with teamwork. This makes the effort feel more like a collaborative system than a competitive system.
I feel like cracking crates solves a lot of these problems honestly. Shitbergs as they are, I've only ever done when my PC was very desperate and also nobody was even BOTHERING to break up shitbergs because the payouts weren't worth it for the effort.
By Wonderland at Oct 21, 2024, 10:41 PM
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BAKALAKA
142 posts
I just want to interject, as someone that co-made the shitbergs with Johnny.
The idea behind them wasn't for general players to go down and farm them for loot, which unfortunately y'all gamers do, the idea was to give WCS something extra to do. A team effort to clear the sewers and do their job.
This conversation came up because we've had players farm these things for months at a time to farm chyen. We decreased the loot, and now we're at a point where we still have people farming them, though admittedly not as much, so what I proposed was that we just remove the loot and decrease the health of the shitbergs by half.
That way WCS still has stuff to do, the mechanic is there to create RP for those of us who are still RP inclined, and we don't have people farming them for free loot and free chyenners.
By Mench at Oct 22, 2024, 1:00 AM
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JUSTICE
378 posts
So, someone who interacts with shitbergs daily, I feel like it's a lil silly for people to farm shitbergs. I feel a lil silly digging shitbergs for loot. Maybe a way to solve this might be something like how immigration is handled? A bonus depending on how many each sanitation person gets a week Not sure how you'd track that? reduce the number of them cause I feel like if you pay attention to work you could work all day and are usually obligated to because sewer leakage. Maybe half the hp. take away loot, find a way to track Shitbergs for a small bonus.
By Terrible_the_duck at Oct 22, 2024, 8:05 AM
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SPLATJOB
38 posts
I did not realize that was the intent of the shitbergs. Interesting insight, thank you.
By Mindhunter at Oct 22, 2024, 8:10 AM
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CHUMMER
171 posts
Maybe a shitberg verification device? Scan it for parasites? Anything living? Like to try and prevent accidentally murdering sewer hobos who get sucked into the poo? Idk. Like the Immigration tablet, You agree in your WCS team who is scanning the berg. or don't and have some internal conflict there. Scan the shitberg, it registers it to your scanner saying you did the job and are assigned a small weekly capped bonus.
By Terrible_the_duck at Oct 22, 2024, 8:11 AM
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SPLATJOB
38 posts
I think restricting it to a guaranteed payout for only WCS employees like with immigrant greeting is the exact opposite of what staff is looking for. The discussion is about how to make competition over the shitbergs more common.
By batko at Oct 22, 2024, 8:14 AM
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LEGEND
796 posts
"To boot, mining shitbergs as a non-WCS character is sort of a self-regulating issue to an extent due to how downright embarrassing it is for someone to be caught digging through shitbergs for loot when it's not even their job. I think that plays a very significant part in why there is so little competition for the loot."This is my perception. The amount of characters willing to lean into being disgusting trash goblins seems to be down, and even for those who aren't necessarily high CHA, it makes little sense to be associated with that activity or fighting over the right to dig through a pile of shit.
I think instances of mementos dropping a locked briefcase, a crate falling out of the back of a supply van, etc. would be a more obvious avenue to generate conflict if they carried more significant value, were placed in a greater variety of locations, and took more effort to loot. Utilize the shitberg code, rewrite the messaging, and have people rush to pry open a heavy ass briefcase or crate. Gangers are likely to covet any opportunities for extra chy in/around their turf. Individuals are likely to respond better to the ability to generate a reputation for holding back anyone contesting them.
By Quotient at Oct 22, 2024, 9:55 AM
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STREET SAM
454 posts
I didn't read this whole thread yet but will do so when I have more time. I just want to throw a few quick thoughts out there.
One, I'm glad the focus is on ow we can increase conflict instead of just taking a thing away. Maybe taking it away is the better idea ling run, I don't know. But thank you for starting here
Second, I think that if you want to increase more competitive then make the gateway to competing more accessible. I' have spent weeks pondering on how to make the sewers into a conflict rich environment because of shitbergs. I think they CAN generate conflict but there were too many barriers and I moved on. What do I think will help?
Give people a way to compete down there that isn't reliant on expensive chrome. In a lot of cases, one specific chrome setup gives you a huge advantage. One set of chrome and one item can give you decent ability. Most other items give you a slightly less sever handicap.
His is because how the combat system works and interacts with hand held lighting. Combined with some environmental features of sewers which makes just dropping a light source in a room unfavorable. The only hands free non chrome means of dealing with darkness, last I knew, comes with targeting difficulties.
This means that more midbie and senior PCs can dominate in the sewers. A place that should, in my mind, be used in conjunction with immies to make money and fight/compete over resources is singularly unfavorable to these PCs in favor of established PCs.
Having a hard time expressing this but if we want to see more fighting/competing int he sewers over shitbergs, find ways that allow more characters to fight and compete in the sewers over shitbergs. Stop setting it up in a way that gives huge advantage to only those who already established.
Also, while I know the empower medics and reality simulators might disagree, lets step away from life sim here. Let's have fun cyberpunk action. You will have less buy in the more you push the idea that anyone who goes down there is going to or should be infected with the plague.
Finally. Greeters. I don't know what the state of things are now but I have frequently seen greeters and many other PCs constantly drive home the whole 'stay out' narrative. When PCs in positions of power say this, new players and sometimes even veteran players start to think and assume it's some kind of IC/OOC rule that shouldn't be pushed.
Just my random thoughts here!
By Grey0 at Oct 22, 2024, 9:57 AM
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LEGEND
1,044 posts
On the other hand, I'm cool with Mench's solution too. If there is a desire for this kind of thing. I personally remember WCS before shitbergs and I don't really think they made WCS a better job in any way. It was fine before them. So I'm fine with removing them too.
In general, in man ways, I preferred things when jobs most jobs were largely flavor and backdrop for PCs. Not the core of their character or the main reason for conflict or means of keeping players busy. At one point I was pretty excited about expanding jobs with busy work but at time has gone by, I feel like the old ways were preferable. To me at least.
By Grey0 at Oct 22, 2024, 10:11 AM
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LEGEND
1,044 posts
Unless I'm misinterpreting one or both of them, Mench and Logic are basically saying the exact opposite of one another about what is being expected of players here.
By 0x1mm at Oct 22, 2024, 1:08 PM
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LEGEND
2,859 posts
Indeed Ox1mm, I have made a mistake. Staff was discussing the farming issue with bergs and debating whether to remove it/adjust it, and I erroneously lumped it in with other systems we've had this concern with. Mench co-created the system and knows best what its purpose is supposed to be.
Bearing that in mind, bergs still represent a farming issue and we need to figure out what to do about that. To that end, the discussion here is still valuable and appreciated.
By Logic at Oct 22, 2024, 10:48 PM
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ADMIN
96 posts
Kind of late to the discussion party here, but just wanted to chime in that I really like the existing system. I actually used it as a relative lowbie and it was the start of a great friendship, lead to some fun plots, and put some chyen in my character's pocket that he wasn't legally supposed to be earning.
I also like the idea of shitbergs having something more tangible for wicks to do and gives them a reason to be in and out of the sewers a lot. In the old days, it was always a little more shady to see them in and out of a hole, but now? Well, they're going to clean the sewers! They -should- be there, are there regularly, and what used to be a red flag of something shady going down is now just standard procedure, which opens the door to shadiness!
In short? I like it as is, let's keep it!
By JMo at Oct 23, 2024, 9:40 AM
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STREET SAM
433 posts
I'll bump this as the system, as is, is very painfully farmable beyond means of any reason and really needs chuting or completely overhauled to put strict limits on it to make it a bonus, and not a farming enterprise.
By Aida at Jan 8, 2025, 12:05 PM
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STREET SAM
406 posts
If shitberg farming is such a lucrative enterprise, why don't player just make robbing players who are exhausted from shitberg farming an even more lucrative enterprise?

By ReeferMadness at Jan 8, 2025, 12:14 PM
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LEGEND
2,059 posts
Not going to get into IC part of it for… well, ic reasons.
By Aida at Jan 8, 2025, 12:16 PM
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STREET SAM
406 posts
I will point out, that as members of WCS increase, the shitbergs - which have ALREADY been reduced in number, and are FLOODED with tons of near worthless items in-game, make it FAR LESS lucrative than you THINK. That is all.
By prodoman at Jan 8, 2025, 12:16 PM
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NEWBIE
5 posts
Farmable. Your kidding right? New changes makes that almost impossible. At least in my personal experience.
By Rillem at Jan 8, 2025, 12:18 PM
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CHUMMER
173 posts
I will point out, that as members of WCS increase, the shitbergs - which have ALREADY been reduced in number, and are FLOODED with tons of near worthless items in-game, make it FAR LESS lucrative than you THINK. Would you call 1-2 shitbergs a RL day or several days, sorry - most days, split between 4-5 PC's farmable? That is all.
By prodoman at Jan 8, 2025, 12:22 PM
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NEWBIE
5 posts
@ReeferMadness
Because you can @ooc afterwards to make lunch, do whatever, then come back.
By Beepboop at Jan 10, 2025, 3:44 AM
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SOLO
321 posts
More notably maybe they pay less, but they were never intended to be farmed and yet continue to be very much so. And how openly that's a thing is… Honestly jarring.
By Aida at Jan 10, 2025, 5:12 AM
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STREET SAM
406 posts
You don't know what you're talking about. It shows.
Shitbergs sometimes don't even drop anything.
Beyond the severely reduced number and 4-5 PC's working on them.
On a job that is on call at ALL hours of the day for far more than shitbergs
And then they have to spend RL hours hitting the same command over and over again on bergs that may yield nothing at all.
Worry about yourself.
By prodoman at Jan 10, 2025, 5:14 AM
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NEWBIE
5 posts
Thanks for all the feedback. We'll continue to monitor the Shitbergs and see how it plays out in the future.
By Mench at Jan 10, 2025, 5:36 AM
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JUSTICE
378 posts