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High UE Conflict & Combat
Extending from XOOC conversations

There was an XOOC conversation earlier about conflict involving high UE characters. I think a thread to get the conversation to reach a wider audience and perhaps get some staff input is a good idea.

The gist of the conversation (and any corrections are welcome, I am amalgamating a number of viewpoints into a basic rundown) was that some people felt that high UE conflict wasn't happening enough lately, and that conversation led to discussing why that was, what would be ideal, and what can be done to fix things.

I would like to present a few statements as someone who is often deeply involved in high UE conflict.

- High UE conflict is more silent than it used to be. Just because people aren't brain-yelling on SIC doesn't mean there isn't conflict. This is the most important thing to remind yourself: unless you are on staff, you don't see everything.

- High UE characters are often unwilling to engage in direct conflict. I think there is an overarching feeling that conflict at those levels is not as entertaining or enjoyable as low or mid-level conflict.

- People are unwilling to engage in combat unless they believe they are guaranteed to win. A majority of combat-related plots I have seen are very worried about theorycrafting and often will not get off the ground if people believe there is any chance of a loss.

- Having high UE does not prepare people for accepting losses. I have dealt with easily half a dozen or more high UE characters in the past year who have threatened to quit the game over a loss or who have quit the game over a loss, even miniscule ones.

- Being an antagonist is extremely polarizing. People who are antagonists in conflict tend to garner a reputation that creates OOC disdain and brigading that bleeds into IC. Many high UE conflicts are centered around perceptions of what is healthy or not healthy for the game, not IC misgivings or involvements in what is going on.

With that said, while it was mentioned that this would be a good town hall topic, I'd like to invite everyone to discuss this and consider what they think prevents and encourages conflict, methods that can be pursued to change issues surrounding high UE conflict, and what can be done to shift player culture around these issues.

(I do not have any frame of reference for this. The vague specifics that @bakto referenced do not give me any perspective into the characters involved. Therefore, I am approaching this from a purely hypothetical perspective.)

(I am going to use "should" here a lot)

I believe that High UE characters should be mentors for others. They should suggest avenues to other characters that they believe will result in those other characters coming out on top. They should be willing to step in and tip the scales in favor of those other characters with the knowledge / belief that their involvement will result in a "win" for their character. The whole time, they should be willing to accept a loss if things do not work out as planned.

In my mind, high UE conflict should have some element of, "Holy shit, you can do THAT?!" involved. Where the High UE character is introducing a game mechanic that they, plus N+1 other characters can hopefully leverage to come out on top.

The other side of that should be another High UE character(s) opposing or providing a counter-balance to that play. "Good on you for attempting THAT. Welcome to Fail!"

All in all, I feel like High UE characters should be exposing fair right side of the curve type game mechanics. High UE character + cyber / nanos + gear = stupidly unlikely result. And even if they fail, everyone else who was involved and of aware of what was going on has an OOC moment of, "Wow… I didn't know THAT was possible."

Opinion of One here... but if you're Max UE and you aren't showing off your rules lawyering, min-max munchin mechanics that you spent 3+ getting into the place where you can lean into those... WTF are you really doing?

3+ YEARS getting into the place where…
So, focusing on combat here, but. There is and has been the issue of high level play boiling down to "if I die, I'll lose hundreds of thousands of chy worth of gear and I'll be stuck doing nothing for ages". Obviously people can gear down more, and maybe they SHOULD gear down more, but then their chances of dying go up.

I do feel like people over-egg this a little bit. If you DO win in that engagement, guess what? You've got whatever good gear your opponent had. More people dying at a high level would sink more money into nanogenics as well, which would help the issue staff seems to think we have with lack of money sinks.

Honestly my biggest issue with high-level combat is that I don't want to fucking minmax. I think minmaxing is sad and boring and I don't really want to play my roleplaying game as someone who is only meaningfully able to interact with the world through violence. But that puts you at a serious disadvantage compared to the people who DO want to meaningfully interact with the world through violence.

But obviously there's ways to mitigate that.

I don't trust being able to perform the coup de grace against certain characters, having seen too many sentimental interventions in conflicts that should have had one side the victor and the other buried years ago. Would have spared us a lot of drama.
I have dealt with easily half a dozen or more high UE characters in the past year who have threatened to quit the game over a loss or who have quit the game over a loss, even miniscule ones.

However it must be said, this is a great positive not just for the game overall but for the players involved. Some players build a great amount of anxiety over what they might lose, but that fear is infinitely greater than the loss itself. So when that loss comes for them they will be confronted with the choice of either embracing building a new collection of potential losses (AKA "The Climb Is All There Is") or choosing to eschew the that entirely and doing something else that they were surely be happier with.

There is no unhappier player than one who is trapped by what they have and still always fearful for its loss, and liberating them (voluntarily or otherwise) from that stasis so they can either move on with their character, or reroll, or play something else, is often doing them a favour (even if they may not feel that way in the immediate aftermath). Along with the benefits it has to the game as a whole by keeping things churning and changing. Really thank goodness that players quit or abandon characters or jobs as they do, because otherwise the game would be incredibly static because of how difficult it is to force the issue otherwise.

- High UE conflict is more silent than it used to be.

If there aren't moments when the game as a whole is allowed to peek behind the curtain even just a little bit, it's going to look like this kind of conflict isn't happening at all. There doesn't have to be full on ganger type shouting when any display of animosity would do the job just as well. Blow up their Cayley and openly comment that you know a good towtruck service if they need some help.

- High UE characters are often unwilling to engage in direct conflict.

They are unwilling to engage in direct conflict especially in comparison to how the game was in for two to three years before the 2020s hit. Max UE characters used to seek each other out constantly and there was a seemingly endless amount of blood on the streets. There are going to be periods of waiting and recovery but that recovery time is almost nothing when you have the means to make extreme amounts of chy in short periods of time, and/or you're part of an organization that will help you get back on your feet. Those organizations can even call temporary truces when things get really bad if one side has taken too many losses and that's something that can be watched for by staff.

- People are unwilling to engage in combat unless they believe they are guaranteed to win.

This is just where the game's culture has gone. I think it's in large part because of emphasis on team play where you are far less likely to take a loss either from whoever you're up against or from betrayal. It used to be that someone being cained on was a nearly weekly event and nobody was ever immune to it. If you tried to hide from conflict someone close to you would force you into it one way or another, so it was in your benefit to take destiny by the horns and try to be the one on the offense.

Betrayal is a balancing mechanic on SD that no longer happens as often because characters banding together in bonds of loyalty has become more normal than someone operating as viciously as possible to stay ahead.

- Having high UE does not prepare people for accepting losses.

This follows what I was getting at in the previous point. You can only get used to loss on SD if you have experience with it and when it's difficult to kill someone either because of their friend group or because they've found some other way to avoid death/losing gear, it can come as a shock when all of a sudden you're under attack by someone who's breached the safety bubble you thought you were in. Nobody is supposed to be 100% safe on SD. If someone gets to max/high UE without being taught that then death at that level will seem unfair.

As per batko's example though, someone threatening to quit the game shouldn't be tolerated anyway. That's just being toxic.

- Being an antagonist is extremely polarizing.

I think the game actually loves a good antagonist. What defines 'good' depends on perspective but impartiality and restraint are two key factors there. There are always going to be those players who dislike any hostility taken against them though.

Other Shit

This post is already a bunch as is but I also wanted to say that Withmore is supposed to be a place dominated by competition that can very often be lethal. Why share a trade when you can hire people to mess with your enemy's employees or place of business? Or when you as the heavy hitter can deal with your enemy directly to break off a bigger piece of the pie for yourself? There needs to be a balance between knowing who to leave alone and who is worth your attention if you're at max UE, especially if you're in an organization.

Everyone seems to be too comfortable with sharing things when criminals are supposed to always look at the other guy like they're planning something. The main reason why someone would think max UE characters don't do much actual fighting is because they're not looking for ways to throw their competition off balance as often as they should be. All we see from them is public is them hitting people who can't hit back.

Sorry to clarify my meaning there because of the ambiguous quote: It's good when players quit/reroll after being a loss they weren't prepared for or would never be prepared for. I'm ambivalent about the threats side of things but wouldn't describe them as good to hear or make.
Big agree with 0x on that last point. There's gonna come a time when you have to make a decision or whether or not you want to engage in a conflict, surrender, make peace, go corporate, or just reroll. Feeling bad about forcing someone to make that decision is normal but it's also a part of the game that's unavoidable.

They might be blocking your way to something you want, or reinforcing someone you want to get at, or they hold resources or a percentage of a trade you'd like to free up. You might have even been paid to do something to them. Whatever the case may be, again, the game isn't supposed to be safe for anyone.

I've counselled many different characters for hundreds of hours and my experience with that has been that characters and their players will very often feel bound to things that make them unhappy or unfulfilled, out of obligations and social attachments of various kinds, but they can almost never be pushed away from something that makes them happy by force.

Deep down most players already know what they want to do, and will do it once given permission or validation or an excuse to embrace it. Not that applications of violence are always the correct way to bring people to decision points, but I've definitely have had some intense conversations spanning months that would have been much for effective in the form of a bullet.

And not to make excuses for what can be manipulative behaviour, but I try to have grace for players when characters say things like 'I'm going to leave the city if' because the players are usually having a lot of complex emotions and trying to put into words a lot of contradictory feelings and frustrations; usually more about themselves and their place in the game than the person they're directed at. When these words have been directed at me it's pretty much always been, I believe, someone subconsciously saying 'I need this decision made for me'.

I don't think everyone has to go along with that necessarily and it's valid to feel uncomfortable about being put into that position and have it framed that way, but for players who don't mind being the villain it can be an opportunity to unburden someone else where they might have had a hard time taking on the responsibility otherwise.

Anyway. I really think you are on point with all you said Triple Six, as you always are.
I also agree on the threats to quit or reroll bit. I've never received such in the heat of a conflict but when I do hear it, usually presented in an IC light, I will ICly suggest that they do what they want. Never been a fan of 'do this or I quit' or 'if you don't do this, I will quit'. I'm okay with you quitting and not because I don't care about you on an OOC level. Because I OOCly want you go enjoy your life and, if you are making such claims, I worry you aren't enjoying life as much as you could as things are.

I do think that the game loves a good antagonist. Though sometimes they love them a little too much. It can be a problem with in small community. I know we all try and act like the game's a big world but we can never escape from the fact that, for all practical intents and purposes, it's a very small one for our characters. News spreads and SO MANY PCs are waiting for a hook. A reason to act. Go antag and you just gave so many people the joy of acting against you.

It's a mixed blessing but you just have to try and plan for this happening as best as you can. But there are things you can do to try and limit the conflict, especially more long standing ones. I have found that slowly ramping up the conflict gives me more time to try and make the moves to convince a lot of other PCs to sideline themselves. If I go zero to all out, it can be a lot harder and you end up playing damage control while under siege.

One thing I found, and maybe this has changed given the new landscape of the game, but my high UE characters felt so much more capable of handling conflict, even when the target's many friends decided to try and get involved. Just the rep was enough to convince some to limit their role to indirect efforts. Propper skill/stat investment can help your PC to make a break for it to live and antag another day. Especially if you prioritize the act of antagonizing more than the possible payout.

Regarding gear and fear of loss… I do feel players get too used to running 'full kit' all the time. That they rush to hard to get to this point and refuse to engage in conflict without it. Many other PvP games have the concept of 'only rock what you can afford to lose'. I think many should consider this when playing Sindome. If they do, they will be able to handle losses far more easily. Personally, the only real fear I have from loss is DCD!

So don't worry about getting the one perfect set. Get the two great sets instead. Or the perfect set and a moderate backup set. Heck, some organizations used to ensure that you would always have that moderate backup set. Maybe they still do. Even without this, PCs should be planning for their next loss. This is a lesson I feel is more important than anything most greeters teach. You are going to lose eventually, possibly even your life. Prepare for it. Mentally, financially, materially. If you plan for it you are less likely going to feel like life has ended.

Lastly, I would encourage players to consider two scenarios. In one you get your perfect kit then do nothing for years so you don't lose it. In the other, you go out and lose that kit and spend half a year replacing it. Did losing that perfect kit really hurt your game in terms of story and RP and 'down time' more than protecting it at all costs did?

I was part of the original discussion over XOOC so I thought I'd throw my few cents into the thread. A lot of what I personally think has already been said by Necronex and 0x1mm though.

First of all, a player can be max UE and not involve themselves in max UE conflict. The majority of max UE characters (including some combat characters) are like this. They don't want to be part of the high stakes, high risk, bloody conflict that is part of the theme and so they stay out of it. This has always been the case: and it's a player preference thing. It's not inherently negative.

As 0x1mm said however, there is this association in max UE players' eyes that they have to be part of something to be a successful max UE character, mostly in the form of high-end organizations (WJF, syndicates, RLF, management positions in megacorporations). Most of these positions almost always require the player to be an antagonist or drive conflict. You're going to have to be an asshole, and you're going to have to hurt feelings (and SD players bleed, so yes, this'll be reflected OOC too). You're going to have to betray, fuck around, vat.

This is definitely exhausting, emotionally and mentally. But I've found out that most players who get into these positions are suddenly forced into a situation where they're expected to do all these things but they don't necessarily want that experience. So then the mess 0x1mm described happens: the player is upset and feels like they're being forced into acting like something they don't want to be. They might get upset at staff, they might feel like they're being targeted by players for not meeting expectations, and so on.

I think something we can do to help is clarify beforehand that these roles are conflict driven, that you are expected to be part of said conflict, and that you WILL lose. You will die, and you will lose gear, and that's just part of the life. You're expected to lose. You won't win all the time. As others have said, there is also almost always a safety net in these roles where playing to lose won't hit you as hard. Dying while fulfilling your role is only going to reflect positively on you.

I think I saw a comment on XOOC about how people don't want to die because they're shamed ICly and made fun of. This will unfortunately always be a thing when you're rivals with someone. Shittalking happens in every aspect of the game from pledges to corporate characters. However I'd like to mention that characters who were made fun of at the time of being failures or dying constantly to the other side are now seen in a positive light. Why? Because rather than get discouraged by the loss and give up, they just kept on doing shit even at a disadvantage - no matter if they didn't have the best equipment or if they were broke.

Another issue I noticed is the attachment to gear and the belief that you need the best gear as max UE to be involved in things. You don't. I've seen a lot of max UE characters get shit done and even win against those with better gear purely by playing it smart. There have been characters in the past two years actively going out there wearing nothing more than Du-Wear and a hoodie, and managing to take down others wearing Xo3. You don't need to always have the best gear, the best chrome, to run a plot. You might not be able to 1v1 duel your rival sure, but that isn't the only way max UE conflict can be. This has to change.

So what's the solution? It might come off blunt but I think if players feel like they're being forced into conflict they don't want to be part of, they can ICly quit their job, or reroll. It doesn't make you less of a player. You should do what makes you happy and forcing yourself to play along in a role where the job requirements are vastly different than the kind of RP you're looking for is only going to make things worse.

SD offers a decent amount of freedom. Most players will not force you into conflict or combat if you make it clear you don't want to be part of it and don't get in their way, unless their role demands that they go after you (such as a Judge having to deal with crimes).

I think I saw a comment on XOOC about how people don't want to die because they're shamed ICly and made fun of. This will unfortunately always be a thing when you're rivals with someone. Shittalking happens in every aspect of the game from pledges to corporate characters. However I'd like to mention that characters who were made fun of at the time of being failures or dying constantly to the other side are now seen in a positive light. Why? Because rather than get discouraged by the loss and give up, they just kept on doing shit even at a disadvantage - no matter if they didn't have the best equipment or if they were broke.

I mentioned this on xooc as one of many reasons why people are scared of dying on an OOC level. It goes a bit deeper than that, and I don't think that it's necessarily true that it's seen in a positive light. I think the player culture once valued risk takers more than they do now and admired people who have died a lot but are still around. 'Legendary' characters had people talking about how many times they've vatted like it's impressive. Now it is commonly used as an insult.

That isn't to say insulting people shouldn't be a thing, it's just an observation of the prevailing player culture where death and therefore failure is now seen as shameful. I have seen this even extend to some NPC interactions, but I think the staff have done a great job in reminding some people that it's not the end of the world if they die.

While we can talk at lengths about taking risks and how important it is to do x, y, or z, if players don't feel seen for having done something that got them killed when they could have just stayed in their apartment, they will stay in their apartment next time. We can OOCly tell people they're playing wrong all we want, but it's up to us to actually make an environment that encourages the behavior we want to see.

I think it's important to note that high UE conflict does not have to equal combat but many game designs choices do make everything ultimately boil down combat.

Another callout would be that people often perm, quit, etc. not because of the events that befall them but because of the inability to escape or dissatisfaction around the loop/archetype/whirlwind they have been forced into either by players or GMs.

Ultimately, this is a game and it should be about having fun. Creating meaningful and fun stories is what spurs good conflict. The same follows suit for the contrary.

It's not often someone achieves a max UE PC with any kind of reputation or position without making enemies. When conflict does hit them it's better to acknowledge that there is always build up just because of the nature of those characters being what they are. Eventually someone has to take the L and I think the expectation when pursuing power on Sindome should be that you may be targeted over it. I disagree that other players/staff put anyone in positions they can't escape from, the player themselves has typically had a hand in it.

This thread also has combat in the title, which is why there's focus on it.

For clarification, is this discussion specifically targeted at conflict between high ue combat characters, or just the involvement of high ue combat characters in general? You do not have to be high ue to engage in conflict with high ue characters, combat or otherwise.
If I do X you will leave the Dome? Bye. Like, that's the equivalent of threatening suicide. It's manipulative and you really shouldn't be doing that toxic shit. On an RP level it's like threatening to move to Canada unless you get your way. It's extremely childish.

High UE conflict is more silent than it used to be

One can argue that unless you're on staff you don't see anything but I can also point to the removal of the cargo system as a damning indication that High UE characters are not doing anything either. The system was designed with car combat specifically in mind. Car combat is Big Boy Club only in terms of investment. So the entire idea was that the Big Boy Club would fight amongst each other with thrilling car combat? Sounds like they did nothing and just reaped the benefits of free income. Yeah I can understand why it got the axe.

That must by why people who ICly say "You do nothing." are preemptively and OOCly slammed around here so hard. I sense projection.

High UE characters are often unwilling to engage in direct conflict.

Which I don't understand. You have access to a skill that nobody else gets to use. Heavy Weapons. You don't get to play with those unless you're in the Big Boy Club. You probably don't even know where to FIND one unless you're in the Big Boy Club. But no, apparently some are just allergic to fun. Like, High UE characters are often part of organizations that will happily write off tens of thousands of chy worth of ammo and pay mechanic characters to fix their vehicles if it means they come out on top. All this possible extra RP and delightful carnage, but NOPE! Shroud with a katana it is.

If the ability to walk into a place and wield a flamethrower against your sworn enemies somehow doesn't entertain you as much as Ganger Hour used to… I don't know what to say. Perhaps you should reroll.

People are unwilling to engage in combat unless they believe they are guaranteed to win.

I can definitely see this. I myself am guilty of it. Why bother engaging in combat with my rivals when the design philosophy of Sindome protects High UE characters from being swung up on? Every design choice that is sold as protecting the new player from being swung down upon actually helps the people swinging down. Inability to kill sleepers, no kicking in doors, and any form of ranged combat being laughably buggy or non functional all tip the combat deeply in the favor of Big Boy Club. So why bother?

Please note, I'm not accusing anyone on staff of consciously protecting anybody or whatever whoever. I am saying that the certain design philosophies of what is allowed to happen in PVP warfare is very prohibitive against the little guy, while being in favor of Solo Swingdown. These are often advertised as being for the lowbie's protection.

And yes, I am in favor of occasionally waking up to a white void of death. It'll be easier for me to forget the details of who killed me if I legitimately don't know.

Speaking of vatting out, I'm going to point out that the number of deaths that a person has acquired has turned into a mark of dishonor because it is usually associated with said character being a dumbass of some kind. That they somehow "deserved" to be vatted eleven times in eight months.

And I'll also argue that some of these may have been first time players to Sindome, not knowing the subtle nuances that come from playing previous characters. They haven't learned yet that you live longer by keeping your head down, and they're still drinking the kool-aide at the door saying this game is all about taking risks and running in the red til the check comes to pay. So they take risks, and get vatted. They may be wildly heralded as dumb ass risks, but they still took risks. And they're derided for this.

Being an antagonist is extremely polarizing.

I don't think so. I think being a bad villain is polarizing. It's like knowing when to take the boot off the throat determines whether you're an expert Dom filming a bondage scene or a stupid wanker filming a snuff video. Someone who makes perming someone feel special, not yet another shroud with a ceramic katana. If you have the money and manpower to have me dragged before you to kill me at your leisure, I want a monologue damnit. If I did decide to permanently remove a character from the game, I would want to give the player some form of closure instead of an ending like the Sopranos.

Also, if OOC comments about your actions are causing you bleed, @xsilence OOC-Chat. Free your mind. That's what I did day one. Haven't regretted it in the slightest.

I'm going to nitpick your last comment Risikio. You aren't allowed to discuss IC things OOC. So nobody is being mocked OOC for choices.
Just because conflict around cargo isn't happening doesn't mean conflict isn't happening, Risikio. It's been discussed at length why it was that cargo didn't have as much conflict around it as other facets of the game, but it wasn't removed due to an overall gamewide lack of conflict, it was removed because people weren't fighting over that specifically.

I point towards the new shitberg thread on whether to change, remove, or keep shitbergs for the same reason; people don't fight over it enough, that's not to say the game doesn't have enough low UE conflict (which is the target of shitberg competition) but rather that this specific system doesn't seem to create any conflict to speak of from the eyes of the staff.

I would also mention that heavy weapons is an archetype issue more than a UE issue. If you are interested in heavy weapons and vehicle combat, you should pursue that regardless of your UE and you'll find it can be easier to access as a lowbie or midbie that you think it is. You need to build a character around it, it's not something you can or necessarily should just skillsoft. Expecting every high UE character in the game to sprout heavy weapons suddenly and start blowing eachother up is unrealistic to how the game functions.
Hello. I'm something of a quiet player when it comes to the ooc channels and the forums. You could probably call me a lurker, but I have been around quite a while or at least long enough for me to be a voice in this kind of topic. I feel it's my responsibility to speak up and give my opinion as well.

When it comes to the different kinds of conflict a player can take part in, in the dome world, there are largely very many different kinds or varieties you can choose to participate in. There is an active kind of conflict where you can go out and physically cause violence or advance a plot that way. There's also several entire other layers of interacting with the world at large and pushing plot, namely hiring other players to do work for you, collecting data on your would be foes and enemies. Seeding spies into various other factions and organizations. Things such as this and i'm sure a lot of others. Just because you don't see that one slick solo or that one powerful organized crime player out stabbing people in the streets and yelling about it does not mean conflict isn't happening.

Players at an endgame level have a lot of tools in their metaphorical toolbox, and a lot of them don't boil down to steamrolling people with their endgame kit or stepping on people's necks face to face. A lot of old UE characters had their time in the spotlight to be out doing things like that, and so often times it's healthy and encouraging to be someone who can direct others to help push their plot directive forward, and involve a bunch of different people for a fun, interesting experience. Sure, it is possible to sneak around and ice people like that, but that is in essence…. only really fun for one person.

Another point of contention I would address is that it takes a lot of time, effort, planning and coordination for there to be good and thematically fun scenes to be made, and that can take a while. While there may not be people getting stabbed every day by certain factions or players or cliques, there is certainly a lot of fun conflict roleplay that involves others going on.

I am unsure where the notion of high end players not engaging in conflict comes from, other than a lack of knowledge about what is going on as a whole.

I feel it's important to not perpetuate a misery simulator. If you are going to make someone lose or be an asshole, it's important to strive to have it be fun for both parties, and most also of note, do it because it would be funny.

I cannot speak for everyone, but if you feel as if there isn't enough conflict at the top end or if you are a player who feels as if higher end people are not getting involved enough, seek these players out and see why that is thematically and in characterly. There could be good reasons, or maybe (and usually) they are willing to help out if it's reasonable and fun. We are all here to have a good time.

'Being an antagonist is extremely polarizing.

I don't think so. I think being a bad villain is polarizing.'

I agree with you on this take, Risikio.

Part of being an antagonist, whether as the character itself or a role they're in, is to know when to take the boot off. And how to give a good time. And as a max ue character, also to know when to hire out for the midbies and lowbies to solve your problems for you and deliver a message on your behalf. Or set it up so you can deliver a message (and a way out).

On the fip side of that is when you're being targeted repeatedly is to ask yourself whether you keep pushing the person into a situation where they can't let you walk away. Or maybe better to phrase, if you're discarding their attempts to let you walk away. It's okay to take a loss. It's okay to back away, eat that loss, chew on it and come re-engage another day, another week, another month.

On the overall topic of high end versus high end conflict. Like I wrote last night in xooc, all the game's end game and high end factions are almost always going to cover a loss suffered (they might not cover your losses if you lose like five times in a row because you're not being the uh.. brightest.. about it). And also feeling desperation and like you need to go out there and get chyen to rebuild your losses is a great conflict and hustle motivator.

It does feel like the high ue end game is very quiet in every conceivable way right now. There's bits and pieces of it here and there that show, but overall it feels very quiet and I think the midbie and lowbie experience might be suffering for it.

Last night in xooc I said this after it was brought up, but the 2018-late 2019 period of some factions was vastly different than it is today. And yes, those characters engaged each other directly. And yeah, a lot of times they died. Necro brought up how truces can be called to give a little breathing room in high end situations, it's in the lore. And they're 100% right. And inbetween those truces, as we know, was a lot of high ue characters going after high ue characters. And the game was amazing for it.

Takes a lot of energy, sure, but it's really good for the game because it all trickles down. It draws in lowbies and midbies directly or as victims of the fallout, it's a great time. It gets the whole game and economy flowing. Should it be going on 100% of the time? No (see truces and just general sanity), but it going on more often than not is IMO great for the game.

I don't personally think arguing that trickle down economics works is the one. What I distinctly remember about the old days was being a few months old and getting chain murdered for doing some work for a syndicate member.
As someone who played a character who both died and was paid very well during those times, I'll heavily disagree. Yes, lowbies died for association. But there's always ways out of that and the activity level for lowbies and midbies was through the roof.

That war was also my major formative moment in Sindome and sold me for life on what the game could be.
Doesn't seem like I'm going to get clarification, so I'll add my ten cents based on my own interpretation (I don't participate in XOOC). I'll use batko's points, since they're the most concise and clearly outlined.

High UE conflict is more silent than it used to be.

This will come and go. A lot of that conflict is not supposed to be so in-your-face. Constant public displays only serve to deprive the public of the mystery, and mystery is precisely what makes things scary. This may be a bad analogy, but think of it in terms of today's world. Large countries are not directly facing off against each other all the time. Our world would be in complete shambles, if anyone was really left alive in the fallout at all. They are engaging in proxy wars. Everyone knows they're engaging in proxy wars, but there is enough deniability that it doesn't spark a direct conflict. When things do escalate… boy do they escalate...

High UE characters are often unwilling to engage in direct conflict.

Yup. Guess what? People don't like it when the boogeyman (or woman) comes out to play. There is tangible, OOC disdain for an overwhelming power involving themselves, and there are perceptions about those characters (and their players) that feed into an anticipation of a presumed result. Try engaging an individual with the intention of pulling your punches and then waking up the next day to a forum post where someone assumed the end result and has decided to quit the game or perm their character. It's not fun.

Aside from that, you often have to weight how your involvement will impact an interaction. If I think abstaining from involving myself in something would be more fun for those involved, I'll take that route. There are a lot of things at play, and people rarely want to see things come to a screeching halt due to an overwhelming force stepping in.

People are unwilling to engage in combat unless they believe they are guaranteed to win.

I agree with batko's experience of 'theorycrafting' here. Making sure your I's are crossed and your T's are dotted beforehand is very common and can result not in refusal to participate, but hesitancy to pull the trigger. I often have to assume a position of just saying 'fuck it', myself.

Having high UE does not prepare people for accepting losses.

I genuinely don't understand this point. Everyone is susceptible to a loss, no matter how much of a monster you may believe them to be. If you think sitting around for a few years until you've got all your points where you want them means you can just start slapping people around left and right, I promise you will receive a very rude wake up call. Many people have been taught this lesson. Few seem to handle it gracefully.

Being an antagonist is extremely polarizing.

Being an antagonist does not mean telling everyone who disagrees with you to go fuck themselves. The best antagonists know when to bend, and when to break, to allow a plot to run its conclusion and move on to the next one. If you choose to take a contradictory stance at every opportunity, you will obviously find yourself at odds with everyone. That said, 'social circles' are a thing, and have definitely been the polarizing element in the past.

At the risk of sounding like a non-veteran talking out their ass, I want to touch on this point made in the OP that I feel is a large contributor to the problem:

"High UE conflict is more silent than it used to be. Just because people aren't brain-yelling on SIC doesn't mean there isn't conflict. This is the most important thing to remind yourself: unless you are on staff, you don't see everything."

No, we don't see everything but if you are a high or max UE character in a role of prominence within an organization then we need to be seeing more. I totally get the merits and satisfaction of operating in the shadows, but too much quiet conflict essentially robs the community at large of roleplay. Actions by the bigger players are what the rest of us can react to, discuss, and divide over. It brings life into the background of the world and reminds us of the higher stakes games going on that we might eventually get to have a hand in, and I genuinely feel like that's an important element of the IC world that no longer really exists.

All the stories my PC has been told of past conflicts and wars and the memorable names responsible are kind of the only thing keeping that chaotic dream alive. Those individuals got their hands dirty and made sure everyone knew about it, which indirectly let them also be part of the story, and for a long time now we're just not getting that.

It's too bad that it seems none of the direct participants of the war being discussed are around anymore to put their two cents in on what made it possible and sustainable. I wonder if the game changed in a way that pushed out that sort of gameplay from the top down. If there are any players who were directly involved in those years left, I believe the five year mark is cleared and it's okay to vaguely talk about what made that possible.
Plus 1 to Nymphali there. Work in the shadows, be a shadow org, but let some info slip for the little guys. Have rumors spread on gossip. Let people know of the shit actually happening. I've heard lots about big guys in the past. People tell lots of stories about things that HAVE happened long before I started playing. I don't hear anything about what's happening now or how i can get involved in those things beyond "Don't talk about it, you'll die."
I believe the ideal is a tricky needle to thread, you basically want to give the audience enough to get their imaginations going about all the cool stuff that's happening, but maintain distance and mystique so they feel like they're getting a special glimpse into a secret world.

If no one in the public knows something happened, it effectively didn't happen as far as the game's storytelling is concerned, but by the same token, if you show too much it makes the exceptional and mysterious into the mundane. I don't think there's really a surefire way to walk this tightrope though and players usually have personalities which incline them to one side or another, which I think is fine as long as they keep in mind the potential virtues of this balance.

In regards to whether Syndicate members are pulling their perceived weight or not, I would say no.

Syndicates are the Official Big Boys Club. Nobody but people staff likes are allowed in the Official Big Boys Club. Even have an official vote to prove they like them or not. They get the super special privilege of saying they're part of organized crime.

That also excludes literally every other character's background from saying they worked for the Yakuza, Mafia, etc. Nobody is allowed to enter game having worked for any of these organizations, regardless of how long they've played. No Yakuza accountant coming in from Japan. No Mafia thug transferring in to lay low for a bit.

You get all of this and are told essentially to do your own thing with nearly unlimited funds compared to everyone else and zero oversight as long as the staff likes what you're doing. Everyone else wanting to be part of some form of criminal element has to be a ganger, a terrorist, or be told "Sorry, you must be this many UE to ride". If you're going to partition off the entire world of organized crime, you better be doing something to show for it.

Like, I could understand Syndicates being super exclusionary if they really were secret societies. The Order of the Black Flame. The Ministry of Red Masques. The Dark, but not incoherent lunatics. Some other dumb bullshit that make them stay in secret slowly pulling strings in a manipulative dance against each other. Kinda like what the Syndies are supposedly doing now. But instead you take criminal organizations and put them at a tier higher than Corps. Why? What makes a junior Syndicate greater than a senior corpie?

How are Syndicates different from other Megacorps? They do crime? How is that any different from any of the Megacorps that air it live on television? The only thing that's really illegal is guns and well, please note the thread how gun mechanics are treated as a joke.

So what even is organized crime when we can't even define what crime they organize around? What even separates them from each other? What does the Mafia do that the Tongs do differently? How does a player form a Syndicate that is recognized in the eyes of Withmore? Just fill out the paperwork?

From my understanding there is little to no actual structure given for how the different Syndicates should act. Just that they should drive plot as player GMs. Sorry, but I legitimately haven't seen much evidence of any type of organized crime underworld plots being ran. I know nobody sees everything, but in terms of reminding others that they exist, I don't really hear anything resembling what I expect to hear. So if they're claiming to be pulling strings they have to remember to occasionally bait the plot hook.

The public didn't know exactly what Al Capone was doing with his criminal empire, but they knew that his criminal empire existed and was doing crime. I don't see that here.

I am of the opinion that syndicates and lower UE characters' inability to participate them should be a separate topic entirely.
Players need to keep in mind that wanting to minimize heavyweights stomping through their lives and conflicts unexpectedly, and wanting more visibility on heavyweight plots, are not going to be fully compatible desires. It's easy to talk about 'plots' in an abstract sense but the practical reality is these things will, in some way or another, usually have bodies at the end of them even if it doesn't seem like they will.

I also think there's only so much to be expected of other players who are not ourselves, and setting expectations we don't have to meet is easy, manifesting them when our time arrives is a different story and often more complicated than it appeared.

To respond a little bit to Risikio - you are right that syndicates don't get much direction. There's a lot of freedom when it comes to syndicates. The reason why you might be feeling the way you are (why are syndicates organized crime, what do they do that's different than megacorps, how are they culturally different between each other) isn't necessarily because of the game itself. When a character is part of a syndicate they get that same amount of freedom to set their own theme for the org. So it's really up to the players to differentiate themselves from other groups, play into how syndicates differ from megacorps, their role in the lore and so on.
Thank you, 0x1mm, I couldn't have said it better myself. I am sort of on the fence with any one viewpoint in this thread, but my overarching feeling is that people don't really understand what they are asking for.

Asking for high-UE characters to be more public invariably means asking for high-UE characters to be more tyrannical. The game is in a constant pendulum swing between complaining about about supersolos bullying people and supersolos not doing enough.

I think this topic is less about supersolos bullying people who can't fight back or 'punching down', as many like to describe it, and more about those at the top not fighting each other/their established competition with actual combat and acts of violence as much as history suggests they should.

The two go hand in hand. Just as someone mentioned plot 'trickling down' in cases of high-UE characters murdering eachother, so does, well, murder. Regearing and getting back on the saddle does not come solely from a faction, syndicates do pull resources from more than just the people they kill, and that tends to mean robbing a lot of uninvolved lowbies and midbies blind to put to the war effort, not to mention killing people for perceived affiliations as mentioned earlier in this thread.
I disagree that the two go hand in hand. You can have a presence without being a tyrant or involving yourself in everything that other PCs do.

The part about robbing people… I think beyond syndicates, it's the Mix. A lot of uninvolved lowbies and midbies get robbed and targeted for things for greed. I don't see why you think syndicates should be exempt from that (if anything, they have a specific role for that kind of thing where a massive part of their job is buying stolen things and selling them at a profit, it's a great opportunity to drive midbie conflict if midbies rob each other).

When it comes to people getting vatted over affiliations, while that might happen, it can be controlled. Not to mention it's always been a thing in SD where people depending on their affiliations (syndicate or not) get grouped up and targeted as a whole.

I don't think syndicates should be exempt from that, I am simply stating that I think that this all sounds very good in theory, but that the game has been a lot less receptive of antagonism as a whole and that wars are not fought on automated paychecks and reimbursements alone.

If you wish for syndicates to fight eachother more, they are going to antagonize lowbies more as well, which has been universally decried in the past 3-4 years. Robbing people and stomping through the every day lives of normal people is how syndicates were so public before, and so rich before.

It sounds great to say that high UE conflict is going to be…

- Only between equally matched opponents with backing

- Either opponent will take the loss gracefully

- Nobody else will suffer but the high-UE characters involved

- Any antagonism will be empathetic and fun for the victim as well

- Very publicly known, but not public enough that innocents are getting hurt

- This all happens with much more frequency than it is right now

But is that realistic? The game has never ticked all the boxes, ever, and it never will.

In all honesty, I’ve found that the whole “target anybody who is even vaguely affiliated with XYZ syndicate” just results in people being less willing to engage in RP with high UE and syndicate characters. Because we all know how that’s gonna end. And it’s generally lower UE characters who bear the brunt of these conflicts because of being easier targets.
We need reasons for people to WANT to engage with syndicate and high UE characters instead of it being seen as a death trap.
Players have sometimes claimed that being killed or targeted by proximity to bigger conflicts has driven them off the game but I'm sort of doubtful it's true.

Most players quit out of apathy or boredom, very rarely out of fear in my experience. A big chunk of the people who got massacred during the big war we were discussing are still playing and many of them very prominent characters.

Like real talk: Players love the danger that criminal organizations represent. They find the violence and risk attractive in an abstract sense, it can just be a little overwhelming when the distant storms start raging down on them directly, but as an idea that gets the heart racing and the pupils dilated? Where else are they going to get that?
Evil Incorporated is very sexy, yes.

I'm also not explicitly against any of this, I am just saying what I feel, which is that a majority of the playerbase is not ready for the actual consequences of returning to past behaviors among syndicates, which is that everyone tends to be seen as walking loot crates that can fund whoevers next swing at their team deathmatch opponent.

I'd hope there's a middle ground somewhere between perceived inactivity and outright tyranny.

Hey gamers.

So, I was just finding my footing in SD during the old way syndicates used to operate. The elusive war that's been mentioned during this thread a few times, and boy, lemme tell you.

That war was hell.

That war was at times, quite literally, getting vatted for being even remotely relatable to a syndicate member, right down to buying candy from em, having a polite conversation with em, or even just existing within their vague bubble. If one faction thought they had a reason to kill you, they'd find the loosest fitting justification to do so. Why? Because they could fence your gear to further their endless conflict that was often, very bloody, with multiple deaths per week. It was a race to permtown, except 90% of the time, the people perming were the people at the bottom.

Y'all really don't want syndicates going back to that, because it leads to syndicates turning into isolationist shells that won't interact with anyone outside of their circle unless they're killing them for loot or loose justifications. I died during that war myself, and while at the time it was super fun for me, the weirdo that loves this suffering, to be pulled into this whirlwind conflict. With how the game's general vibe has been over the past few years (pre, and post my big break I recently returned from), I don't think it'd be a healthy move for the game.

Max UE conflict should be more shadowy and manipulative. It should be playing pawns against each other, and the actual big clashes? They should be climaxes to a story, not borderline daily occurrences that give the rest of the dome no rest, because you're actively trying to wipe out any support network your rivals have built, which often means killing midbies, or lowbies.

THE Syndicate War

I started playing Sindome as it was kicking off. That character hasn't been dead for 5 years, so I cannot get too specific. I will share what I can.

My character was loosely affiliated with Chinatown. Mark Gray influenced what my character ended up doing. He was looking for NEW ways to hurt the opposition. That one person's vision for how to wage conflict shaped my character's 5 year life arc. My character went down a rabbit hole that by and large most people just used skillsofts for and called it a day.

My character got vatted. A lot. As a lowbie, he was affiliated simply from working in a syndicate controlled club. I saw a lot of red text for what seemed like no real reason. Eventually I came to understand that my character was dying because he was a pawn in a game larger than he was. A game played by long term, very established characters.

While a lot of people decry those times as the bad old days, I think that the MOO was a better place to play a few years ago. It was more vibrant. There was more going on. There was a real sense of danger and fear of loss.

I don't suggest that we need full on syndicate war 24/7. That would be too much. But maybe once every other year. And in the in between years, the corporate equivalent of that. Or even a hybrid of that, where corporations are using syndicates (and gangs) as proxies to fight each other.

My sense is that a large percentage of those syndicate war antagonists are not playing anymore. They took with them knowledge of "how" to play. Not just combat mechanics, but social mechanics. Like others have said. Vatting associates. Blowing up clubs. Destroying resources. There were many facets of "What is possible on Sindome" that were laid bare on a regular basis. EMPs. Drugs "nobody" sees on the regular. Stakeouts. Frag grenades.

And throughout it all, people were still out there roleplaying. There were often half a dozen characters in any given club. There was an attitude among the belligerents that they would keep "their" club open, no matter what. Even if they had to wear Xo3 and have an MK23 equipped because nobody knew who was going to come through the front door.

One thing that has been overlooked is how inflated the economy was compared to now. I think the first time my character sold a (big ticket item) to a ganger, the payout was ~25,000c. Drugs were similarly inflated in price. My sense is that made it possible to re-gear fairly quickly.

@Cowbell

How far up the ranks of leadership do you believe an American born gaijin should be allowed to rise within the ranks of the Yakuza? What if you and I have wildly different opinions on what is realistic? The problem with taking the real world organizations of today is that are expectations somewhere of what to aspire to.

"As far back as I can remember I always wanted to be a gangster."

-Henry Hill, Goodfellas

So when you ask what you should be aspiring to be, and the answer is a shrug and a "whatever you want to be, just run plot", the mystery of the Syndicates loses its luster a bit when the only difference between them is just their name and what quadrant of Red they're located in. If the Syndicates are as interchangeable as Deathball teams, then being in one boils down to just being Syndicates = "Verified Liked by Staff" organizations with the overarching goals being "Here's money, create plot."

The entire concept of anything involving organized crime is sectioned off from everyone. If the Staff maintains this to make sure that those who are allowed to join the Verified Liked by Staff Clubs can be trusted to adhere to certain themes and expectations of the Verified Liked by Staff Clubs, they should be able to say what those themes are and what the different expectations are.

And Nymphali is correct. I'm not sure why asking for some more underworld plot is causing people to say that it means going back to the dark times of rampant bloodshed where all the midbie and lowbies were in danger? Won't you think of the children? I mean… lowbies?

Apparently you had a bunch of horrible experiences revolving around Verified Liked by Staff characters. That sounds like the Verified Liked by Staff characters weren't actually doing their job in terms of running entertaining plots. Instead of waging a shadow war they just went full out war and made everyone miserable who wrote notes of their experiences bemoaning it all.

Well, that's also on staff then. Staff at the time must've been pretty comfortable with the actions of Verified Liked by Staff characters if they read everyone's notes of misery and it continued to drag on instead of staff intervening. Or did everyone else have a great time and people are just pretending it was universal misery?

Remember, the expectation of "whatever man, here's money just run plot" with little oversight implies that the plot is going to be good. Higher standards of roleplay and being Verified Liked by Staff should ensure this, else they should've been booted from the Liked by Staff club for being "bad for business" in regards to whatever flavor they were. If you flooding the streets with blood is disruptive to the community as a whole, @Rule 2.C still applies, and if you can't figure out how to make a profit without killing immies then you shouldn't be in the Verified Liked by Staff Clubs anyway because I would hope they'd expect some sort of competency in assessing collateral damage.

But that's also the beauty of it all. Because as much as everyone wants to quiver and quake at how it will just go back to how it was... well there's different members of the various Verified Liked by Staff Clubs, right? Nobody is supposed to do things in any set way, so that means brand new interpretations of how to do things. So you can't use the past bloodshed to predict how the current ones will wage their war. Sorry.

Why is it that the front page says 40% of you believe Sindome is too soft, but any attempt to spice things up more is immediately shot down?

We should really probably stop calling syndicate members "Verified liked by staff" because that's both not what they are, and has very negative connotations regarding potential biases and favoritism.

The reason syndicate slots are specifically so rare is because they're age gated, have a very low max membership cap per individual faction, have only 3 (used to be 4) factions that exist in that role, and require very specific archetypes to get into. You're not gonna see a non-combat enforcer, or an architect who can't plan for shit.

A lot of work also goes into even trying to get affiliated with syndicates, and even more to get into them from my experience. It's a drag, a slog, it can take a long time. It's not "staff like me" it's "Staff have made me work my ass off and prove I can act as a player GM to earn the facilitation to be a player GM with some support."

Risikio, you're using a lot of inflammatory language. What sort of attempts to spice things up are there that are getting 'shot down'? By whom? This thread is an attempt to garner constructive feedback and consider how to shift player culture away from the perceived issues that are holding people back from conflict.

Hate to be the one to use this tried and true platitude, but maybe you should be the change you want to see. Everyone in this thread can give it a try, instead of throwing responsibility on others.

While we appreciate the feedback and honest opinions given in this thread, there is way, way, way too much IC information flying around in here.

Locking the topic and removing posts. You are free to have an open discourse focusing on the primary topic, but if it gets into the IC realm again, we will shut it down again. Thank you.