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Handwave it however makes sense but Sindome has
a lot of Win More/Lose More mechanics and very few catch-up mechanics that tend to make winners keep winning and losers keep losing, and an interesting idea that arose from OOC-Chat today is getting a UE bonus on death basically as a consolation for the loss and disadvantage.
What exactly the amount such a bonus would take would probably be very contentious but for example a character dying could receive a 40UE bonus when they died which would advance their character ahead in their progression, sometimes a considerable step forward, to salve the disadvantage they were given.
The novelty of this idea is that it could also apply to Max UE characters, who may be the ones with the greatest incentives to avoid death due to their investment and costs and sometimes much higher risk of DCD. Dying with a full set of gear to your enemies at Max UE can be totally crippling but if it came with the catch-up bonus that now you were a little bit permanently stronger or more skilled than you were before, it could make spiral situations of continuous losses have a net to catch them, and make winning continuously generate ever more capable rivals, so that stagnation at the top was never permanent.
Because characters are reined in by DCD, I believe this type of mechanic could never really create too much weirdness with builds overall, but might help make players more adventurous and more risk taking when they knew their death meant positive progression in some way.
By 0x1mm at Apr 13, 2025, 4:39 PM
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LEGEND
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I kinda like this.Reminds me of logging off in a safe zone in mmos to get an exp boost. While obviously not that this is a fun way to help people who die a lot. I can see it being abused though.
By Rillem at Apr 13, 2025, 4:41 PM
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CHUMMER
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I think 40UE is too much of a boost, but a smaller one, maybe 10-ish UE, could be beneficial.
By zxq at Apr 13, 2025, 4:42 PM
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SPLATJOB
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40 UE really isn't as much as people think it is, but yeah this definitely seems like a good thing. Killing yourself for UE would easily be noticed and there's too many drawbacks to do it.
By Veleth at Apr 13, 2025, 4:43 PM
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ACE KOOL
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I don't think you should get UE for dying.
By Mindhunter at Apr 13, 2025, 4:45 PM
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CHUMMER
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Only downside I see is that max UE characters would have the most incentive to cheese the system but even then I'm not sure they would.
By Veleth at Apr 13, 2025, 4:46 PM
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ACE KOOL
624 posts
I'd like it to be a rate bonus to earning rather than just getting ue.
By Rillem at Apr 13, 2025, 4:46 PM
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CHUMMER
173 posts
I would vote no on this one.
By JMo at Apr 13, 2025, 4:47 PM
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STREET SAM
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Another point is that if you don't update very often you've lost far more than 40 UE anyway.
By Veleth at Apr 13, 2025, 4:48 PM
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ACE KOOL
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While I am not in favor of this idea, I still think it's cool and want to throw in my two cents, If this feature were to ever be implemented I think having a couple of controls applied to it would be essential.
First, I think it should be a limited or time-gated benefit. That is, maybe the first time you die in each 30 day period you get some bonus UE. Otherwise I imagine that death will start to look like a benefit rather than a drawback to a lot of low UE characters who do not have much to lose. While a lot of people will act in good faith, those who will not still need to be kept in mind.
Second, I do not think it should allow max UE characters to bypass the UE cap through this kind of experience. Not only does it set a weird precedent in terms of what "max UE" is but again the issue of folks acting in bad faith will come up. To mitigate this, I think it should actually be limited to characters who are less than 66% to max UE or something.
Finally, this goes against the spirit of roleplay in my mind. There's a lot of ways to address having been killed by someone stronger than yourself than a boost to coded mechanics. Go out and find some chooms who will care that you died and help you in your revenge, then you really don't need any UE.
By F9DFCQ at Apr 13, 2025, 4:48 PM
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MOD
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In my opinion it would only really benefit max UE characters. For a low tier, it's a neat little bonus and will lessen the impact of death but won't actually give you a real advantage. 40 UE isn't that much.
By Veleth at Apr 13, 2025, 4:52 PM
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ACE KOOL
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Sorry for double post but my point is I think this is a good thing since if you lose you just keep losing, has always felt like this in Sindome. This will even things out a little without cheating.
By Veleth at Apr 13, 2025, 4:53 PM
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ACE KOOL
624 posts
I would propose something like this (spitballing on some of the ideas I heard here (also this is me just suggesting an idea, not saying we are doing it)):
When you die, you get a UE earning bonus for a period of time (say, 1 week). During that time, whenever you are granted 1UE, you instead get 2UE or perhaps 3UE.
This would balance out some of the shittiness of dying OOCly, by giving you so additional UE gains during a period of time after the death.
It would give nothing to max UE people, they already have all the UEs.
By Slither at Apr 13, 2025, 5:09 PM
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JUSTICE
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That's a pretty cool idea too, I think. Also kinda makes sense, after dying, you're probably more on your guard and willing to adapt.
By Veleth at Apr 13, 2025, 5:11 PM
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ACE KOOL
624 posts
Would we be up for refunding UE on death? Putting you at your last update but just giving you the invest points back?
By Eve at Apr 13, 2025, 5:13 PM
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BAKALAKA
123 posts
Sorry again for double post (really need to think more before I post shit), but it would maybe also keep people more in their flats the week post-death so they don't die again and lose the bonus, especially people who are very targeted. Though some already do that.
By Veleth at Apr 13, 2025, 5:14 PM
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ACE KOOL
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We are not giving people UE back upon death. Update your clone regularly :)
You wouldn't lose the bonus upon death, it would just continue on. Most likely though, it would continue from the original start point, so that people can't game the system.
By Slither at Apr 13, 2025, 5:19 PM
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JUSTICE
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If you die again, does the bonus start over, or add another week?
By Veleth at Apr 13, 2025, 5:20 PM
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ACE KOOL
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"Most likely though, it would continue from the original start point, so that people can't game the system. "
By Slither at Apr 13, 2025, 5:21 PM
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JUSTICE
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I might be a bit slow but doesn't that mean it technically adds a week? Since the original start point was the first death, in this scenario.
By Veleth at Apr 13, 2025, 5:22 PM
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ACE KOOL
624 posts
Nevermind I think I get it now. My brain's not with me fully today. x,x
By Veleth at Apr 13, 2025, 5:24 PM
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ACE KOOL
624 posts
What Slither recommended is the same thing I said. So I agree.
By Rillem at Apr 13, 2025, 5:29 PM
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CHUMMER
173 posts
I also like Slither's idea better. The initial idea, as proposed, would definitely get exploited. Not speaking entirely in hypotheticals. I've seen systems that reward people like this for dying and what ended up happening was they started offing themselves at every available opportunity… often having their OOC friends kill them as well.
I don't think DCD is common enough to be a deterrent. We see people chain vat almost deliberately already, and 40 UE is well worth whatever treatment costs they might have to cover. They'd just be taking a risk for potentially big gains.
By Quotient at Apr 13, 2025, 5:45 PM
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STREET SAM
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I struggle to imagine players killing themselves for a few days of UE when it costs them
minimum 5000c each time and advances them very quickly into very expensive DCD territory, and players are so
extremely avoidant about dying now that a little bit of keenness for it would probably be an improvement, but I am sure there are technically better potential ways to implement grace notes into dying.
I do think there is an underrated potential for max UE players to have some kind of stat development or alteration as they die as they are the group that is, in my experience, the most extreme about death avoidance due to the severe outcomes it tends to produce for them.
By 0x1mm at Apr 13, 2025, 5:55 PM
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I thought the whole point of death is to be a setback, with cloning the IC way not to have permadeath.
(I realise there is permadeath but most of it seems to be self inflicted).
I would vote no on death having less meaning, kind of ruins the weight of it.
By Inks at Apr 13, 2025, 6:00 PM
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SPLATJOB
37 posts
I thought the whole point of death is to be a setback, with cloning the IC way not to have permadeath.
(I realise there is permadeath but most of it seems to be self inflicted).
I would vote no on death having less meaning, kind of ruins the weight of it.
By Inks at Apr 13, 2025, 6:00 PM
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SPLATJOB
37 posts
Well 40 UE would be about 2 weeks of UE (if you're extremely active). I can definitely see people gambling on how far they can get before DCD hits to buff their characters potentially
months. Especially if they're wanting to round off some skills and know exactly how much they need.
If you're running immy threads, and have cheap weapon options or a ma/brawler build… you can probably burn through a few clones very quick. Don't forget some people abuse the existence of a certain organization as well.
By Quotient at Apr 13, 2025, 6:01 PM
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STREET SAM
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I brought it up because there has been endless discussions that death is difficult for players to deal with, often does not appear to them to have a benefit, and something that players will constantly advocate against as being unfun so that they will ask for there to be any other outcomes.
A constant refrain over discussions over the last three years is players don't like to die.
Now I don't necessarily agree with their viewpoints because I think death has an important game function, but I also think that you can discourage things too much and it is a good idea to be sensitive to player feedback. I know from my own experience that all players, from fresh out of the gate to end game solos are death avoidant to different degrees but I do think the game often suffers from losing sides remaining losing because of how extreme the Win More element is to victory.
By 0x1mm at Apr 13, 2025, 6:05 PM
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More specifically it was brought up that death could be fun, or be more fun. Now that as a roleplaying problem is a hard one for me to think of to solve, it's not going to be practical or possible to roleplay an incredible experience with someone dying to the point the victim
enjoys it, it requires an exceptional player.
However it did made me think that death could actually be made more fun mechanically.
You want players to fear death, true, but not so much they avoid conflict or interaction which I think may be the case now (because players are saying it is).
By 0x1mm at Apr 13, 2025, 6:07 PM
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I can definitely see people gambling on how far they can get before DCD hits to buff their characters potentially months. Especially if they're wanting to round off some skills and know exactly how much they need.
And you call this abuse, I'd say it would be amazing. Players pushing themselves to the limit to get an edge and make the experience more active and dramatic? What's not to love?
By 0x1mm at Apr 13, 2025, 6:09 PM
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Would you feel the same way if someone took out a six figure loan from a player, then started drowning themselves over and over in the sewers in the middle of the night to farm UE, get where they want to be, and disappear for a couple months, leaving the loaner with no recourse for action or collection?
These are the things I think about, as a cynic, because the most likely people to exploit mechanics aren't interested in everyone's fun. They are interested in getting what they want, and nothing else.
By Quotient at Apr 13, 2025, 6:28 PM
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STREET SAM
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ngl, would make me feel a bit less bad abt killing, whenever i do. smth i already dont wanna do too much.
but also, a lot of games these days reward perseverence, get a little better each time you 'do over'. its quite hard to do when everytime you lose, you lose a lot and learn very little.
i think this is why we have the 10% ue bonus for rerolls to begin with. though death still sucks so bad people lose the will to play sometimes when they die. or reroll too soon.
By Veleth at Apr 13, 2025, 6:29 PM
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ACE KOOL
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Would you feel the same way if someone took out a six figure loan from a player, then started drowning themselves over and over in the sewers in the middle of the night to farm UE, get where they want to be, and disappear for a couple months, leaving the loaner with no recourse for action or collection?
I'm sure we can cross that incredibly bizarre bridge when we come to it. No, I don't twist myself into knots with what someone might do that might not be withing completely expected conditions, I concern myself with what players are doing and what they are likely to do on average.
We want players to risk and die more, the intent of such a change is to harness what you are framing as a negative. Players looking for an advantage is a strong gameplay motivator if we harness it, but we choose so often to limit everyone and call those motivations bad things, and we should not be surprised players have very little motivation.
By 0x1mm at Apr 13, 2025, 6:36 PM
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I don't think it's bizarre at all. I think it's incredibly likely… especially with some of the "troll" characters that crop up from time to time just to harass people and then log out for months at a time.
Slither's idea rewards the death, encourages continued activity, and cannot be farmed in the same manner, which is why I like that alternative over just dumping UE in their lap.
By Quotient at Apr 13, 2025, 6:40 PM
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STREET SAM
454 posts
I'm not sure about that. I think it would actually shock most players if they saw how rarely some Max UE players have died, and which of them have never died at all. There's a lot of talk of action from people who have never had any action themselves, I don't know that offering rewards to those who, as we like to say, get out there and make things happen would actually be something that could be called exploiting.
Your nightmare scenario sounds a lot better to me than what things look like now.
By 0x1mm at Apr 13, 2025, 6:44 PM
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Also Slither's idea is fine too I agree, but what it doesn't do is threaten the status quo of endgame players, many of whom got there and remain there through passive play.
If we only punish risk-taking and never reward the risk-takers with real power and advantages that are greater than the defensive advantages of risk-adverse play, it should not be surprise that so many end game characters are all talk and zero walk.
By 0x1mm at Apr 13, 2025, 6:58 PM
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I don't think this is a good idea. There are already characters who treat death like it's just a minor inconvenience and while that can be okay when it's actually RP'd, other times it's just no selling. This change would only worsen treating death like it's a joke and provoking it over and over again.
There are times I've had the upper hand in a situation and tried to spare a character by making a deal for instance, and they not only refuse but also proceed to have their clone immediately display the same behavior that got them killed in the first place. They might actually not only not care about death but also want it to happen if they got a UE bonus over it.
We want players to take risks, but we don't need death to become desireable on an OOC level.
By Necronex666 at Apr 13, 2025, 7:01 PM
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STREET SAM
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Idk who these people are, Necronex, most people I engage with loathe and fear vatting, seemingly both IC and OOC considering how much some avoid going out and are on their guards whenever out.
By Veleth at Apr 13, 2025, 7:07 PM
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There are already characters who treat death like it's just a minor inconvenience and while that can be okay when it's actually RP'd, other times it's just no selling.
My argument would be that that is essentially always going to be true in a video game and you instead need to look at what your baseline well-engaged players are doing and what benefits them and what negatively effects them.
If you make design decisions mostly around what the less engaged non-roleplayers are doing, you can easily end up more greatly effecting what the highly engaged roleplayers you want to support are doing. Basically: A small percentage of bad outcomes are good if they support good outcomes for players who are doing and acting the way you want.
Any reward or incentive or encouragement could be said to reward some flavour of non-ideal player behaviour, but the question is mainly do those incentives generate good outcomes among players who are acting in more ideal ways?
We should look to reward and incentivize the behaviour of acts we know to be good, and then manage non-ideal outcomes that appear, but for example if we have all players everywhere avoiding death to a degree that is too high (and I can't imagine anyone thinks this isn't true), then a few players embracing it is a small price to pay for the majority simply not being as avoidant.
By 0x1mm at Apr 13, 2025, 7:08 PM
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It happens, Veleth. Usually with characters who have been around for less time and don't carry enough to care about dying. Getting UE upon death would benefit them in a major way.
I would also argue that having newer characters be somewhat suicidal is to the benefit of the game specifically because recovery is easier for them but we can reward them for that in ways that don't involve UE upon death. It adds a kind of meta agreement where I can give someone a reason to die, pay off their expenses, and they benefit both ICly and OOCly.
By Necronex666 at Apr 13, 2025, 7:10 PM
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STREET SAM
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I don't see a downside to them benefiting, I see it as an upside in fact.
Players will be strongly incentivized to behave more similarly to players who are more reckless than them, so the reckless players will shift the Overton window on what is effective activity and force everyone to be more active and passivity to be punished.
Long time long-term players are sure to dislike seeing aggressive upstarts being given gameplay advantages over them but that is, in my opinion, almost exactly what is needed to kick people's asses into gear.
By 0x1mm at Apr 13, 2025, 7:19 PM
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I can see maybe troll characters doing this sort of thing but heck, pretty sure some people go corp just to avoid dying. Not because they want to for any major IC reason. The avoidance is far greater than this issue you're describing, I'm certain.
By Veleth at Apr 13, 2025, 7:20 PM
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ACE KOOL
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To clarify, was replying to Necronex.
By Veleth at Apr 13, 2025, 7:21 PM
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The reason I don't believe this will have the desired effect is that we
have seen a lot of aggressive action from characters with less UE and it just makes those who do not want to play that way shell up even more and that's in the best case scenario. At worst they react as though they abhor even having to respond to what those aggressive characters are doing.
It will empower those who do things, this is true, but I think it'll be the same players who have been taking risks anyway. And if that's what's up then they might as well be selectively rewarded in some other, preferably IC, way.
In response to Veleth's example: Those characters who went corporate to avoid dying aren't going to suddenly become less averse to conflict that might send them to Genetek over this change. They can safely weather most storms hidden behind corporate walls. This can and does happen in Red also.
By Necronex666 at Apr 13, 2025, 7:32 PM
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STREET SAM
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I always thought that there should be an eventual limit to how much you -can- clone someone. That dying is a traumatic, but it's also a learning experience, and that you can't really say you've faced and conquered death until you've experienced it. Maybe Anor is onto something and cloning really is the way forward to enlightenment.
Maybe the more you die, the more your UE cap raises. The cap remains as it is now for regular players- You can never die and in fact live a life and be a legend as all others before you, but the further you go down the line of death, the greater potential you might have to be something otherworldly.
Someone who has died a hundred times and knows that there's not any genetic material left to copy, that has gone through so many DCD treatments that they can no longer afford it, has experienced death, dying, and trauma has likely grown immensely more than someone who has not. But living on that edge, having faced so much, caressing the grim reaper, you have put yourself at incredible risk.
Now, not to say there's not a way to come back from this. Nobody wants to get griefed off the game because someone has it out for them. But this would mean saving UE and once you get over that growth limit, you're not gonna want to use any of it. You can spend the UE you gain instead of raising your potential or skills to try and counteract this 'growth into the decline' by having your character spend time doing life-affirming things with personal growth instead. Maintaining a balance. Going to therapy, both mental and physical.
By AdamBlue9000 at Apr 13, 2025, 7:33 PM
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BAKALAKA
95 posts
Exactly what Necronex said, basically.
I'm a newer player (well I did play 10 years ago for a few months) but wasn't hooked until this PC.
But I wouldn't want to play in a roleplaying game where deathmaxxing is a thing. I do think the UE/day could be bumped up to 4 but that is a seperate topic.
By Inks at Apr 13, 2025, 7:37 PM
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SPLATJOB
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Maybe the more you die, the more your UE cap raises. The cap remains as it is now for regular players- You can never die and in fact live a life and be a legend as all others before you, but the further you go down the line of death, the greater potential you might have to be something otherworldly.
Honestly I like this idea even better, it was more or less the thinking I had in mind but this is a more elegant way to approach it than giving UE outright. While it wouldn't be as concrete to an immy that their death may have allowed them to rise to new heights eventually, I actually think the idea that they'll see a silver-lining down the line is still strong.
It also fits in really well with IC theme and Eternalism which basically preaches something similar as being gospel.
By 0x1mm at Apr 13, 2025, 7:40 PM
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As a person who sort of switches between risk taking and risk aversion, I really wish death was less punishing. When you can get vatted for breathing at the wrong person, you're gonna feel like shit about dying no matter what.
Not only the aggressive risk takers are dying. Also people who socialize to a moderate level or do a semi-risky yet non-violent job here and there might get vatted for doing something someone didn't like.
Anyway I'm going to bed, I'll check on this tmrw again.
By Veleth at Apr 13, 2025, 7:41 PM
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ACE KOOL
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One idea I do think would be good for the game is there is a bonus on 1-2 ue /day on death, until it catches up to what was lost since last update.
By Inks at Apr 13, 2025, 9:08 PM
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SPLATJOB
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I probably should have just titled the topic 'Death Bonuses' because UE is something players value very highly and it can be used to incentivize play that is otherwise very hard to incentivize, but it's definitely not the only gameplay benefit that could be added in to give death some interesting grace notes and take the sting out of things. I made the topic though so I'm retroactively expanding the scope of the discussion!
For example other things player value really highly is character customization and we currently lock and restrict many types of customization which, at least in theme, Genetek has the power and technology to customize. They absolutely have the established tech to recreate people different than they started, which could be expanded to let players change things like skin colour, eye colour, height and weight, and probably other types of customizations that could be handwaved as possible that I'm not thinking of.
There is also other mechanical benefits you could give players after dying that don't strictly correlate to UE spends, for example characters are established in theme as being remade in peak condition if they choose to be (divested of lingering injuries and damage to their previous body) and this renewed youthful vitality could be represented as a strong stat buff that could linger for some time until decaying away.
You could also have things like the fresh sleeve being extra accommodating of mutations so nanogenics apply more quickly on fresh sleeves, or that during this fresh period characters could get additional benefits from drugs due to how non-acclimated their fresh bodies are to them.
Or in the same vein as the lingering temporary general buff after dying, you could do something like an inverse corpse-clone where characters are sometimes rarely get a random positive mutation after dying which gives them a buff to a specific stat until they die next (or until they apply a nanogenic that would have raised it, so they can't double dip).
Roguelites really provide a universe of proven mechanics to choose from that could act as inspiration for a Lose Less death mechanic in Sindome, there is probably things I haven't even though of that would be major ways to offset dying that don't even involve stats at all.
By 0x1mm at Apr 13, 2025, 9:33 PM
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Also DCD right now is just flat out bad in every way and is at least often viewed as the beginning of the end for characters even if that is not always true, but an interesting way to offset fear of this effect might be if having had a clone get treated for DCD gave them strange benefits as their genome degrades like having much higher tolerances for PDS as they become less and less human, or having far greater tolerance for drugs, or less sensitivity to pain in the same way a pain editor works.
It would be cool pretty if characters whose DNA was basically being held together by glue and prayer could load up on powerful hardware because their bodies had lost the ability to know what even belonged to them anymore.
By 0x1mm at Apr 13, 2025, 9:49 PM
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I don't know why people view DCD the way they do. It should be another topic in and of itself. However, I will say this: It happens so, so, rarely, that I recently had to explain how it works to the staff. It is easy and free to detect, easy (if not super cheap) to fix, and only makes the next bout of DCD less rare by a small margin. I had a PC who had DCD 14 times, which I think is the highest we've seen, and they were still completely playable. Especially in a world with a UE cap, you just earn that UE back. It was a much harsher penalty when there was no cap, IMO. Hell, if we're being honest, with a UE cap, you can use DCD to slightly respec your character stats if you get it in the endgame.
(Edited by Slither at 1:28 am on 4/14/2025)
By Slither at Apr 14, 2025, 1:28 AM
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JUSTICE
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I believe the perceived issue with DCD is that it ultimately affects people way more if they try things, as those ultimately vat more. I have no clue how valid it is.
By Aida at Apr 14, 2025, 1:30 AM
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STREET SAM
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If people want to continue discussing DCD, let's revive an existing topic on that, or break it out into a new one, and stay on topic for this post. Lots of good ideas here, but going into DCD and perceived problems with it is moving us away from the topic at hand.
By Slither at Apr 14, 2025, 1:32 AM
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I see a lot of generalization here, to be honest, as if players that vat are movers and shakers and those who don't aren't. It's very much situational. There can be characters who have rarely died if ever because they were sheltered, and there can be characters who simply avoided death even if they put themselves in combat situations because they just didn't die.
Making some kind of blanket statement about how if you haven't died X amount of times at least then you're not a risk taking character makes no sense and I'd be against any kind of mechanic that enforces that thought.
Dying is fine, but it shouldn't be mandatory or expected of players to go and suicide themselves. If you can get away with something, well, you should probably be trying to get away with it alive and well.
By Cowbell at Apr 14, 2025, 1:34 AM
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Making some kind of blanket statement about how if you haven't died X amount of times at least then you're not a risk taking character makes no sense and I'd be against any kind of mechanic that enforces that thought.
Excluding character retirements, I have only died once in the last five years and it was because I typed a macro wrong mid-flight and stepped out of a moving aircraft. I certainly don't think of myself as an inactive player, but I haven't died because I am strongly aware of the fact that dying when you have serious gear to lose and the stakes are high is a situation to be avoided if at all possible. Wanting death to be less punishing for characters who do die alleviates some of that pressure, it doesn't stand in penalizing judgment of those who are alive.
I know the threats and disincentive that death present are a major factor in these avoidance motivations because they are brought up in pretty much all the discussions that go on about activity and conflict. A common refrain is the punishment of death, which is partially tackled in terms of gear and costs and income, but these are not the only factors because players who are not subject to losing big expensive gear sets still say how much of a disincentive it is.
Now I don't want to make the game less dangerous per se, but in terms of how character die I feel no attachment to many of the downsides attached to it now. As long as they die and their gear can be I am satisfied their end of the gameplay loop is fulfilled and what benefits or gracenotes they receive for it are basically a net benefit overall if they feel better about the outcomes.
By 0x1mm at Apr 14, 2025, 2:10 AM
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Dying is fine, but it shouldn't be mandatory or expected of players to go and suicide themselves. If you can get away with something, well, you should probably be trying to get away with it alive and well.
Also I agree with this statement but this motivation is going to manifest in players differently, what is suicide to one maybe be normal business to another. The key is that we would ideally want the bulk of players to feel comfortable with dying sometimes, but not out of obligation to suicide but rather because the downsides didn't feel too great.
IMO we cannot reduce the dependency that the game has on players losing their gear for conflicts to have meaning and benefit and value, but we can change the calculus of loss so that young characters don't feel an outsized pressure to play topside to avoid harm, and that old characters don't feel an outsized pressure to never give an inch to their opponents to avoid the feedback loop of loss.
By 0x1mm at Apr 14, 2025, 2:45 AM
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Ngl any of the bonuses proposed would still not make me like death. I'd still loathe it, it would however make me feel a little less shit about it and less likely to feel the desire to perm out.
By Veleth at Apr 14, 2025, 3:44 AM
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ACE KOOL
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On topic though, while mechanical rewards may be nice, I doubt this alone will make the death hurt less. A quality RP around the death, (before and) after, now that's something that can take the sting out, as then this whole mess, annoyance and expense at least lead to SOMETHING. As death CAN be fun, but sadly a lot of people are too concerned about possibly getting gotten back, then on this part.
By Aida at Apr 14, 2025, 3:47 AM
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STREET SAM
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My point is the bonus would help but not make me go suicide my character for it. But yeah, sadly we can't force people to make death interesting. I have a personal preference for punishment that isn't death over death, which may be in part what started this discussion over OOC the other day (I forgot what brought it up honestly). But that's because of past experiences in other games where death was rare since it was permanent and a great value was put on character development.
Putting a bonus on death is the easiest way to make death suck less because you can't forcibly change player culture.
By Veleth at Apr 14, 2025, 3:50 AM
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ACE KOOL
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Perhaps but I don't see any way to increase the rate at what that happens, we have talked about roleplay around death for all the years I've been playing and it is my experience that what players will often say that want out of it is impractical as a general expectation for how difficult Sindome's combat is. They may get roleplaying around their death they enjoy, they equally may not.
There are maybe exceptional roleplayers who can finesse a time-sensitive murder into a great experience but I just think out of being realistic that is never going to be the typical experience, even if players had the inclination by default they may not have the time or even the ability. Which is why when the discussion came up in OOC-Chat that death should be made better by players I thought, well why is it up to players alone to salve these wounds? Why can't the game itself make it better for them in a way that doesn't require exceptional play out of the average player?
By 0x1mm at Apr 14, 2025, 3:56 AM
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> why is it up to players alone to salve these wounds?
I think that's the wrong way to look at it. When you stop looking at the situation as win basis, but instead of "how will this drive RP for said player", then you are less applying salve to ailing system, but can easily reevaluate is that player even really need to be killed -now-, and what will you be followup after that in somehow actually drive roleplay, and is not just a wound.
We are here to create stories together, there is no golden medal at the end of the road for most vats, least deaths or most chy in the bank account.
By Aida at Apr 14, 2025, 4:00 AM
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STREET SAM
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The point is though that staff and players saying that to one another over and over again for years and years has never changed the outcome that players continue to say they're not getting the roleplay they want around death, from this we have to either assume player expectations are just impractical and will never be met or the conditions don't exist in the game to enable it. I personally see it as a combination of both.
We can always imagine what would only be possible if we just had exceptional players don't exceptional things all the time, and if only we could play better, but we really have to, in my opinion, base mechanical gameplay disincentives and incentives and mechanics around the general average experience of player ability and engagement.
So: Will the average player killing another average player produce outcomes that are on average enjoyable, or at least, not horrible? If not, there's room for improvement in my opinion because there are a lot of hard coded downsides to dying players have nothing to do with, there's no reason there couldn't be hard coded upsides.
By 0x1mm at Apr 14, 2025, 4:08 AM
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Dying isn't that bad as long as you get some kind of interaction other than repeated 'kill you'.
By Wulf at Apr 14, 2025, 4:12 AM
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BAKALAKA
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Considering the number of times I've had extensive roleplay with the eventual deceased that they then claimed never occurred it all in later discussions of this topic, I have a feeling that may not be entirely true for all players. But if players really think they don't need anything else to help them weather it I am certainly not going to die on a hill to fight for them to get anything.
Players are going to have to expect they will rarely ever get roleplaying in the moments right before they die, it's just not something that is going to be common, but if they prefer to just hope it will come then so bet it.
By 0x1mm at Apr 14, 2025, 4:15 AM
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Yeah I am all in on some mechanical gains, sped up UE increases for X days is a really solid one, takes the sting out for sure but… Just won't undo the bigger issue.
By Aida at Apr 14, 2025, 4:15 AM
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STREET SAM
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Not necessarily during the fight, but around it would be nice. Especially after.
By Wulf at Apr 14, 2025, 4:19 AM
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BAKALAKA
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The things that would truly enable roleplaying before death are loosing restrictions on disabling and kidnapping tools that will result in players have considerable losses of agency that I don't think they're really prepared to accept.
Players like the theoretical idea of roleplaying around their deaths, they don't like the practical reality of disabling their ability to call for help, or for help to exist at all, or to loosen limitations and difficulties on kidnapping and imprisonment.
As long as anyone can call for help in a milisecond and leave a room uncontrollably the moment they're free to move, and as long as combat is incredibly slow and vulnerable to interruptions by half the sector running over, long form roleplaying isn't going to exist as a norm before death.
By 0x1mm at Apr 14, 2025, 4:21 AM
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Yeah, you're right. I've given many people the benefit of the doubt for RP's sake and they took advantage of it in a way that would make no sense.
By Wulf at Apr 14, 2025, 4:24 AM
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BAKALAKA
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It only really works in games where combat is roleplayed more than hard coded. Where roleplay is slow paced. Sindome is fast paced, I've accepted that. A bonus doesn't fix the problem, though it makes it suck a little less for sure.
By Veleth at Apr 14, 2025, 4:40 AM
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ACE KOOL
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Probably should stay on topic like Slither mentioned recently. I think there are a lot of bgbb threads about the RP around death topic if needed.
By Cowbell at Apr 14, 2025, 5:26 AM
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BATA
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