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Get rid of crowded effect
"I have bad ears, I can only listen to 2 people at once"

RP is the most important part of this game. Telling your character's story and being part of other character's stories. It should be something that doesn't need to be gated behind a UE check, right?

Based on conversation in xooc I suggest that we get rid of the 'crowded' effect that puts hearing people's conversations behind a stat check. Immies don't have enough stats to listen to conversations at crowded events or even at smaller hangouts and that is hurting the game.

"watch all" should not be stats-based. In fact, there shouldn't even need to be a "watch all" or "address /all" command at all - it should be the default. As BubbleKangaroo suggested in xooc, there should be a 'hushed' action instead, if someone's trying to be stealthy.

It's making the game seem dead and is actually disincentivizing attending large events. Let's take away the barriers to communication and allow new characters to hear all the exciting conversations that are going on around them without having to have superhuman hearing.

Just to echo the thoughts I made in XOOC here for discussion purposes: I agree very much, I have always believed watch/address and their stat rolls were actively harmful to the game and especially to new players, who not only will often fail to understand that the game is silently blocking them from noticing other player's roleplay, but will be often uninterested in jumping through the hoops and contrivances involved even if they do parse what's happening.

As I mentioned in the discussion, I think the contrivance of a 'roll for everything' social system is not only archaic but inconsistent, since SIC works in the opposite way: Everyone hears everything, and more since it is also padded with extra NPC aliases and chatter. I think if the goal is to effect the mood of a crowded environment to players, then making it quieter is very much an own goal and only harms impressions of the state of the roleplay available.

If anything crowded spaces should have all the PC feedback and additional messaging on top of it, rather than less of both.

As Svetlana said, I suggested that there be an active attempt to keep your voice from carrying in public settings.

In the event of lowering the threshold of being able to participate in public events (removing the 'crowded' effect from drowning out others), the 'hushed' or 'hush' verb would lower your voice. At this point, it's a stat check of Perception vs. Stealth.

The difference between this and whisper? It's a toggle. No having to shape sentences around the awkward parsing of 'whisper' and allowing 'whisper' to be a situational verb.

I don't really have a strong opinion on this but I think we should probably touch on why this code was originally implemented in the first place. I suspect it was because certain people would literally sit in locales for hours while idle then sell-off all the data they hauled from simply being physically present.

Is this an actual issue? I'm skeptical.

Should the payday game have an entry-level tier of engagement? Probably.

I feel like the issue of new players not feeling engaged with the world / the game feeling dead far outweighs the risk of anyone soaking up paydata by being a barfly.

Also, why shouldn't more people know stuff about what other characters are up to? It's difficult enough to get into the paydata game as it is.

I don't know if the crowded effect has an influence on people not feeling engaged with the world or the game feeling dead tbh - the crowded effect only has the opportunity to activate when those two things are very untrue locally.

Also, a final point, would the removal of the crowded effect reinforce the prior meta of perception not being a very important stat? It occurs to me the implementation may have been a response to players complaining about no indicators of the value/importance of perception in the past.

I don't disagree. I've made this case myself on several occasions. Johnny has a strong opinion on this being in place. The /all addition and the messaging about 'missing something going on' or however it is worded were the compromise we reached.
I'd like if we could revisit the conversation if possible. I think it'd encourage roleplay and I think the compromise/idea came up with by Bubble is a pretty nifty one.
That's a valid point, Reefer and Slither. I was just feeling like basic bar RP and interacting with other characters shouldn't be gated behind a stats check, especially when immies are the ones who would benefit most by being engaged in the world around them and getting drawn into new plots. Since SD isn't so much about the UE per se as it is the roleplay and stories itself, truly.

I may be wrong, but it feels to me like the Perception stat appears to be very much valued IC and OOC. People regularly complain about dips IC and the advice they get is 'Do eye exercises' or something cheesy like that. People definitely invest in Perception. Cutting off low-PCP immies from conversations happening around them is bad for the game as whole, at least that's what I feel.

I often lean toward the side of realism where possible in this kind of thing, and it simply isn't realistic for a person to hear and comprehend even two or three conversations, let along a room full.

On the other hand, I can definitely see how a lack of 'rp awareness' might be a detriment to new characters in terms of 'feeling involved'.

The question is, does it have to be all or nothing with /all?

I suggest this as a middle ground: When one character addressess another and is addressed BACK by that character, you have just entered a conversation that includes any other character that has addressed that player in the last...thirty seconds? I.E. You automatically start watching anyone that's interacting with that character - to the best of your ability (I don't want to talk about stats, but watch is goverened by them too).

Likewise, a player can choose to 'hush' (or something similar) to remove their character from all conversations.

Thoughts?

The idea here is to kind of...allow newer players to find rp they might otherwise miss by not knowing of the watch command, while still letting stats play a factor in limiting what is humanly possible.

Considering our borderline superhuman characters can shrug off bullets, casually lift a hundred kilos, run as fast as cars, and survive death itself, then I'm not sure hearing a whole conversation between 5 people is stretching the bounds of credulity.
Maybe a nice balance based on the number of PC's in the room to determine how crowded and hard it is to hear? Like you don't have to start paying attention to conversations until you hit "Party" level, but when the Barkeeps are saying its a party PC's tend to show up already, and NPC's filtering into the background to add to the noise level would be expected.

And mentioning immies, this does remind me of some of my frustrations learning the ropes of conversation in crowds and how to bounce in and out of listening to conversations. There are entire swaths of conversations and RP that can be missed out because the Immie doesn't know to "Watch Slither" for the latest tips and tricks.

For example, if two Greeters want to talk with an Immie in a crowded bar, there may come banter between the two and they address the other Wicks with conversation helping the Immie. But because the Immie has a Perception of T - P in a crowded bar without any knowledge of - watch x and y-, it's lost to the ambiance. The player needs to be specifically told to "Watch Skipper. Watch Gilligan." and "Ignore Jake" since these things do not come natural to a new player.

Bar based ambiance building based around PC's present would allow for a quiet three person conversation at the Drum at 3am, but not when it's rocking a concert venue packed to the walls.

The idea with ambiance (as I understand it) is that the city is so overwhelmed with the population that there are places that are ALWAYS crowded. Most major public spaces are (bars/clubs/etc) are among them. And barkeeps don't say theres a party somewhere unless a group of PCs are already gathered.

@ox1mm

I seek realism where feasible is what I mean. If we want to throw it out the window using combat as a reference, may as well make it so characters can fly without proper gear too.

In any case, I feel my proposition opens the door for broader RP potential than 'watch', because it forces players to engage with eachother as an alternate for passing the appropriate stat check or having knowledge of the watch command. By interacting and being interacted with, they are included in that circle of conversation. 'Watch' can still be available for people rping there for other reasons, but of course it has a skill check.

As a note, there is cyberware that allows players to circumvent this issue entirely, and constantly hear 100% of conversation around them.

The cyberware page in The Mind needs updating, but it would be listed among those OOC knowledges, I think.

The issue isn't with the idea of 'watch'. It's with an OOC knowledge barrier to new players.

Encouraging and enforcing interaction as a mode of involving yourself in RP is what's needed, not blanket access to all IC data in your area.

I don't know. Hard to imagine a mechanic more dated than having to constantly move attention between characters via commands just to follow conversations. Perception checks on seeing roleplay falls very much in the category of THAC0; overly complex systems designed on the backend that end up getting in the way of fun.

Even moreso in the case of crowded rooms because it hints at depth that is not actually present. There is no later advanced usage of perception checks in crowded rooms to do novel things that makes up for the early limitations, or interesting gameplay of advantages and disadvantages in how players can interact with the crowded rooms. Or any underlying mechanical depth in determining the loudness or quietness of spaces, or how full they are or are not with simulated occupants, that might allow for emergent gameplay.

The game just labels public spaces crowded and characters simply get denied roleplay feedback until they hit a certain stats threshold for the number of PCs present, and then forget the system was ever there at all. So the questions are: How does this system improve gameplay experiences; and also, does it contradict the common argument made in favor of Sindome's very slow character progression, that roleplay itself is not gated by UE?

I can only speak to my own preferences for that question, and one of them again, is realism. I love that I have to "practice" eavesdropping effectively over time, or buy my way into it with chrome. I love that I don't naturally have the ability to just hear everyone at once with perfect clarity as a basic matter of state.

I like the idea of actively hearing the conversation I'm engaged in and shutting the rest out (a real life thing that happens).

Another preference I have is one of keeping ideas separate. This thread is addressing a few things now. 1. Ease of immersion for new players. 2. IC data barriers. 3. Ease of access to IC data. 4. Realism

I'm really really wanting to brainstorm ideas to find a happy medium between these things. Saying "turn off watch" is the wrong answer in my opinion, and the easiest one because it puts forth no effort to maintain a balance between the things listed above.

It's easy to say, "I don't like this because of this." And I agree in this case, but there are other factors that need to be balanced as well.

I do have another idea though. One that can work with and/or separately from the other.

Occasionally overhearing snippets of outside conversation without the need for 'watch' or chrome.

Character A and B are chatting with character C. All three can hear each other fine (this already works as long as all three players have spoken to each other).

Player D is talking to Player E when...

One of them overhears a snippet of the chat from players A/B/C.

You've just been given an in to interrupt the conversation. Politely, roughly, butt-in. Whatever. This would work exactly the way it does when overhearing whispers (which requires you to be watching a character to get a chance at, new players), except it's an inherent thing for normal volume talking only.

Other things to consider:

1. You don't have to be an immigration aide to OOC commands to people. If you want a new player to have the option to see what's going on, tell them about the watch command. Or do it ICly. "You ever just stop and...'watch' what's going on around you, choom?"

OOC: Try watch all. Or watch player X.

Watch has a targeted command option so you can pick and choose who to pay attention to - for when you know you aren't all seeing, but still have priorities.

You could even ICly explain what you know/think you know about improving that skill.

2. Like it or not, there -is- an IC theme and industry regarding data gathering. Yes, it seems rather much a closed circle in some ways. I legit suck at data gathering myself (because it requires more of a specific kind of RP that I'm unaware of/not good at, and less to do with stats imo) but I still don't want to see that facet of play reduced by wholesale access to data.

3. Using a hush command isn't a valid answer because it gives those paying attention a weapon they wouldn't otherwise have - knowing who is trying to keep their conversations quiet. That itself is powerful data, and in a crowded space you'd never notice otherwise. Add a hush command, and people will start going out of their way to pay attention to the ones they can't hear easily. Because they must be up to something juicy.

"I can only speak to my own preferences for that question, and one of them again, is realism. I love that I have to "practice" eavesdropping effectively over time, or buy my way into it with chrome. I love that I don't naturally have the ability to just hear everyone at once with perfect clarity as a basic matter of state."

Seriously, Ratchet? This is not about paydata here. This is not about "eavesdropping" as a "carefully honed skill". It's about basic interaction with an engaging world.

Sindome is, above all, a game. A roleplay-intensive game. And we currently have a problem with player retention. New players are trying us out then quitting en masse. Why is that? In-person communication is inaccessible to low-UE characters – mainly because of the 'watch' command and crowded effect.

There have been complaints on the BGBB about the slow UE progression, and in response people say that UE doesn't matter so much because roleplay is the main point of this game – telling stories about your character and in doing so, collaboratively creating a shared world for people to play in. "Immies have so much potential and can get involved in mostly anything as long as they put themselves out there"...right?

In the past few months, I've talked ICly with many immies who have expressed difficulty making IC friends, difficulty realizing that people are plotting exciting things, difficulty engaging in conversations with multiple people. Some have contemplated leaving the game because they aren't feeling engaged enough with the world or other characters. Also, there's the problem of pubSIC dogpiling on immies who make a foolish statement or a silly mistake and suddenly become the "Main Character" of the entire game. Perhaps if basic in-person communication wasn't gated behind weeks of UE, immies and other characters would interact more in person rather than seeing SIC as the end-all, be-all.

Risikio's example of two Greeters chatting with an immy is a perfect description of how the crowded effect stifles RP. A brand new player might not realize they have to keep typing "watch all" or "watch person" or "address /all" whenever a new person comes in. And even if they know to do that, if their stats only allow them to pay attention to, say, 3 people in a "Crowded" bar. What happens when Person 4 comes in and starts talking about an interesting biz opportunity? The new character will have to sacrifice one of their "watch" slots to listen to this new person and stop paying attention to the other person they were chatting with. If Person 4 starts engaging all the other PCs in an interesting conversation and the immy can't pay attention to everyone, they're just shit outta luck.

It didn't use to be this way. "Watch" wasn't added until...February 2018 by Mephisto:

"Who's Watching? I wanna know what I'm watching! You can only watch people now, and can try to 'watch all'. If there's too many people, some might slip out of mind." (https://www.sindome.org/bgbb/game-discussion/new-game-features/recent-bug-fixes-267. It sounds neat in theory but really it is preventing people from doing what should be a basic, non-negotiable task in a roleplay-intensive game: converse with other people. Any "oldbie" who's playing a character that they rolled before 2018 has never had to deal with this frustrating experience with low UE.

From what I know, Ratchet, you've made a point of giving immies RP and acting in a WCS Greeter sort of role. I'm surprised that you in particular want the game to be more convoluted and difficult to follow for new immigrants.

Can't we put realism aside for the sake of the new player experience?

Also one more thing. You wrote:

"Like it or not, there -is- an IC theme and industry regarding data gathering...I still don't want to see that facet of play reduced by wholesale access to data."

Guess what? There is a risk attached to lingering in bars to eavesdrop on data. The risk is literally "being outside your safe and secure apartment". The risk of physical danger to your person. By being out in the open, in the Mix at least, you could get mugged, pickpocketed, or grappled. People could note your common hang-outs, plant incriminating evidence on you, or even follow you home. It's incorrect that people are getting "wholesale access to data" without any actual work or UE expenditure by loitering in a bar. Think of the alternative – people who just stay in their apartments all day watching cams. Loitering in a bar sparks RP and puts your character in a position to have positive or negative actions directed at them. And if you personally don't want barflies hearing all your secrets, then go talk about your secrets somewhere else.

That's all. Sorry for the long post. Praying that my formatting ends up looking good...

I understand your desire for basic interaction in the world, Svetlana. It's a legitimate desire that I share in this case. That being said, it -is- about more than that for me. I analyze everything. To an exhausting point for some, I imagine. I can't look at something without examing all sorts of angles, and all I did here was pick out some positives and negatives as I see them, address them, and offer solutions to meet in the middle.

No one has yet responded with feedback on those ideas I suggested, focusing only on the...I guess qualitative data I supplied with it. Looking at my reasons for x y z have been the focus of response, rather than considering the propsed solutions, it seems.

All I'm saying is that there's more to consider than that alone, and I have now provided two potential mechanical changes that seek to find balance these things. Neither has been adressed by any of the responses that I've seen

Whoopsy, last paragraph is a repeat. Moved it and forgot it was there.
I also wouldn't describe listening to bar RP to be meaningfully data gathering gameplay in any sense that would appeal to players looking for a cyberpunk roleplaying experience. I would just call that normal listening. What does the system give you as a player that finding a more perfect version would be necessary?

If the the Watch and Address system allowed for extraordinary gameplay mechanisms beyond the baseline of normal experience: Like watching people from a distance, listening through walls or doors, watching and responding indistinctive to danger, instilling stat bonuses to an audience through persuasive rhetoric... whatever, then perhaps it would have raison d'être; but it doesn't, and it doesn't.

Watch and Address were solutions in search of a problem. Sometimes a game helps players by empowering them, but in this case I think it could help them best by getting out of their way.

I always think of RP scenes as more like movie scenes.

In crowded bars/areas there's obviously a lot of people. There's a lot of noise. But it's all background noise that doesn't really register. PCs (the main characters) get the screen time and are easier for the audience (that's us!) to hear and understand.

My idea is to flip the current meta on its head. What's more cyberpunk than the obviously shady characters in the corner talking in hushed voices? When you can hear everyone but notice that 2+ players are notably not easy to hear it leads to the potential for FUN.

The basic premise is: Perception (Awareness) vs. Stealth to hear (kind of like whispers already).

However, there should be a flip side: Perception (Outlook) vs. Stealth (for those trying not to be heard to realize they might have eavesdroppers)

This creates more skill rolls and allows people to react to being watched in what should be a crowded club. This is counter to what we have now, which is that you won't notice who is watching you, even if they are.

I'm wondering if I didn't express my ideas clearly, so I'll try again, and start with this: both of these ideas require back end work, not more effort on the player.

First, the "Conversation Que" idea.

This mechanic works with a timer. It checks every so often to see if a player in the Conversation que has been engaging with anyone else in that same que. If not, it ejects them from the que altogether. The que grows as more players include themselves in it by ACTIVELY RPING with characters already in the que, and has a snowballing effect as more people RP amongst eachother. It requires no command on the player's part other than talking to people.

For purposes of the example, Conversation Status comes with a number. That number represents the number of people each person is actively and effectively paying attention to regardless of stats. The example will become complicated. This is something that would work codedly and not as a state of THAC0. Let's go with six characters in a room as an example, A, B, C, D, E, and the bartender.

Players A and B are an immigration aide and an immigrant.

Players C and D are chums having a conversation.

Player E is sitting at the bar alone, drinking, and making no verbal conversation.

A and B walk into Carnal Desires. Moving rooms clears watch/address identifiers. This is already how the system works, I believe. They each have a Conversation status of 0.

C and D are at the bar talking back and forth. They each have a Conversation status of 1.

E hasn't spoken to anyone recently, and has a Conversation status of 0.

A offers to buy B a drink, orders a drink, and begins telling B about places to avoid in the mix. A has a Conversation status of 2 (B and the Bartender), and B has a Conversation status of 1 (having been addressed by A). B asks A for clarification, thus joining in A's conversation que. This grants access to hear A, along with all people involved in conversation with A, as addressing someone automatically includes you in the circle of conversation so long as they address you back, or have already addressed you. This occurs regardless of stat pairings.

A, B, and the bartender all have Conversation status 2 now.

The bartender (NPC in this case) says nothing else, and thirty seconds later, drops from the Conversation que. A and B have a Conversation status of 1.

Players C spots A, waves, and says hello. Player A is included in C's Conversation que. A says hello back, and C is included in A's conversation que. Player A has a Conversation status of 3 (B, C, D), B has a Conversation status of 2 (A, C), C has a conversation status of 3 (A,B,D), D has a Conversation status of 2 (A, C), and E is still lonely with a Conversation status of 0.

Player E is watching A and B, and chimes in about one of the dangerous places, addressing B in the process. Player E join player B's Conversation que, but not A. Either A or B must address E in order for E to be included in A's que. Let's say A responds to E. E joins A's Conversation que. By engaging in conversation with A at this point, E has just gained access to a Conversation que that comprises every player in the room, and can maintain this indefinitely without a stat check so long as he keeps engaging in RP. I.E. Addressing others in the que.

If B (the immigrant) says something to Either A or E at this point, B too, will have access to all player conversation in the room.

Now let's say players C and D go back to their conversation don't address and aren't addressed by anyone else in the que for thirty seconds. They are removed from A, B, and E's Conversation ques.

A,B,E have Conversation status 2 each, and C,D each have Conversation status 1.

If C wants back into the conversation then they must address A, B, or E. Addressing any one of them gives access to that player's que, but not the others. When A, B, or E address C, then C has access to all of them again.

Now, pair this with the second idea I proposed. A natural inclination to overhear things from time to time. If a player isn't engaged in a specific Conversation que, they can still overhear things ocassionally - so long as the speaking volume is normal or louder. Catching snippets of normal chatter will give the player an idea of what is being discussed, and provide opportunity to insert themselves into RP.

Together, these seem to me like options that can:

1. Improve RP quality of life so long as players attempt to ENGAGE with other players.

2. Grants IC info without a stat gate so long as you make active effort to RP.

3. Removes you from IC info when you cease putting in the effort to RP, or willfully choose to remove yourself from certain RP.

4. Maintains a semi-realistic approach to how human interaction actually works, and how conversations naturally develope.

5. Removes the need to use watch/address

6. If watch is removed as a command, this would prevent players from idling afk for hours in public places and then reading the backlog for data.

I personally still think watch should be available as an option for players that want to use it. Train needed things if you want to go that route, or buy chrome. I'm not personally concerned about people idling for a stream of data. I don't think it's in the spirit of the game, but it is what it is. Or I don't know...make the client auto clear the log every so often so that can't be done. I'm not an expert on these things. Don't know how it works.

Hopefully this has cleared up something I may have explained like mud before. Thanks you for coming to my Ted Talk.

I see this coming with cool bonuses too. Players with the largest Conversation que in a room get bonuses to charisma based on the number within. And ambient messeges might suggest to other players not in the que that, Player A seems to be drawing a crowd.

More flavor and opportunity to join RP.

@BubbleRoo (heh)

I like that contested check a LOT for eavesdropping/detecting eavesdropping. Could be an escalating bit of data too, over the course of several rolls/time. If the eavesdropper doesn't realize their target knows...the person trying to stay hush hush gets rolls to pinpoint who is trying to eavesdrop.

Like if three people are sitting at the bar, the first hint might be like, 'you feel eyes watching you from the bar'. Go on long enough and it alerts you directly to who it is.

It could use poses and action commands (sitting/standing/etc.) to narrow down the people in the room.

That is pretty much an elaborate illustration of the issue at hand: An excessively elaborate solution to a non-existent problem, and one that makes a ton of assumptions about interaction that requires complex edge cases and stipulations and ends up getting in the way of players talking to one another. To say nothing about having a help file for new players to read that looks like a primer to differential calculus.

Alternatively we use the paradigm common to online interaction since the dawn of the internet: Avatars in a virtual room together may freely talk to one another. This makes no assumptions about the type of space, the type of interactions occurring, requires no advanced teaching, doesn't assume any spatial metaphors, doesn't make assumptions about how avatars interact, and instead just lets people roleplay without rolling for lung pressure and checking an atmospheric density chart.

I'll say this blunty then. If there's no problem, then why are you describing the watch command as a problem?
No need to answer that. I'm getting frustrated here. It's starting to seem like your goal here Ox, is to remove something that isn't fun for you, and that no attempt to seek solutions other than remove the object of your scorn is acceptable.

So I'm gonna step off from here.

Can anyone explain why the system was implemented in the first place?

It seems like the kind of system that would have made sense and been desired when Withmore was much smaller.

It's easy to imagine a limited number of public places to RP. People in those places are antagonistic to each other. The code is developed to allow people to surprise each other without tipping their hands and betraying their intentions. In other words, it allows roleplay leading up to the red text. As opposed to two antagonists going for each other's throats the instant they see each other in the same room.

I understand why people are asking for the system to be scrapped. This is the only M* game that I have ever played where I cannot see people's default poses, and they cannot see mine. It is disquieting and uncomfortable.

I also love it. One of my characters first jobs was bartending. He had no idea what was going on most of the time. He was missing peoples drink orders left and right. In a club with half a dozen characters in it, he had zero idea what was going on beyond the immediate customer that he was serving.

Because of that I spent a fair amount of UE on the stats to allow him to be more observant of his surroundings. I experimented with cyberware that I otherwise would not have experimented with. Months later, that character 'unlocked' certain elements of the game tied to those stats that I never even knew were there.

I love that the system increases the feeling of isolation and barely treading water in the deep end of the pool. I love that it conveys the sense of a crowded, shoulder to shoulder, overwhelming mass of humanity where my character, and me as a player, don't know everything going on around me.

I love the sense of danger inherent in large events. The worry that an enemy or enemies might pull out weapons at any moment after having spent the last 5 minutes scheming, their conversations lost in the din of the crowd.

I see all of these dynamics as an opportunity for roleplay. RP being overwhelmed. RP being scared of crowds. RP the society anxiety of not knowing what nearby people are doing. RP it as an opportunity to help a newbie out, to lend a hand, to take them under your wing. Use it as an opportunity to always have a buddy who you can trust when you're in a club, on a crowded street, or in a large event. Figure out ways to coordinate with other characters so that between you, everyone can keep an eye on your enemies.

This, exactly.
Hek: “I see all of these dynamics as an opportunity for roleplay. RP being overwhelmed. RP being scared of crowds. RP the society anxiety of not knowing what nearby people are doing. RP it as an opportunity to help a newbie out, to lend a hand, to take them under your wing. Use it as an opportunity to always have a buddy who you can trust when you're in a club, on a crowded street, or in a large event. Figure out ways to coordinate with other characters so that between you, everyone can keep an eye on your enemies”

Ok let’s try that. You’re a new character with 3 “watch” slots because you have low UE. Which of your 3 slots are you going to allocate to your buddy? To the bartender? To the ganger you look up to? To the pretty mona at the bar next to you?

You’re an older character. You approach a newbie and write an elegant pose about walking into the crowded bar, maybe including some detail about a limp your character might have or chattering with some of your other chums. The newbie doesn’t answer or engage with you. Are they uninterested in RPing with you or do they simply not have enough “watch” slots to allocate their attention to you? You find out later that they thought everyone in the bar was just really quiet and not doing anything at all.

If you wanna RP being overwhelmed by crowds, go for it! But don’t be surprised when your poses and conversations are ignored by the majority of newbies around you - out of no fault of their own.

Let’s try it. Let the immies free from their game-enforced isolation. Hell, we could open up more watch slots to immies if you want the system to stay so badly. Give immies 6 watch slots. Give them 10. See what happens. See how engagement with the world and other characters becomes easier.

Put it this way Ratchet, as a hypothetical.

A game presents a confirmation dialogue to a player every time they want to do an action. The mechanic is often annoying to players and adverse to basic gameplay. So someone complains it's (very literally) getting in the way of doing things.

Someone suggests making the confirmation blue instead as a compromise, another says they like having to get good at clicking the confirmation quickly, still another posits a complex timing system to only show the confirmation sometimes.

These are all alternative viewpoints and perhaps valid suggestions, but none actually addresses fundamental obstruction, or answers the question: Why is there a confirmation at all?

Some players may find switching watch targets to follow conversations fun gameplay, but I have to say I think, to me, that is pretty much the lowest bar imaginable for describing something as play.

If we're taking the 'make it realistic' tack as opposed to 'what is fun?' then I would say that a character of average stats only being able to hear, what, five characters? Is nothing close to realistic, which I can confidently say as a human with average stats who pretty routinely interacted with 20 pretty lively students at a time.

At a minimum, a game designed to be at least in part as genre escapism should not make basic existence more laborious than actual living, but rather seek to make the extraordinary into the ordinary, and the impossible into the possible.

If Watch and Address are to justify their existence I believe that they should be implemented along that paradigm. That a character of average abilities and acuities could easily overhear and converse with many, many more people at once, and a character of extraordinary ability with advanced technological acuities would be able to track and parse every conversation in a kilometer.

But of course then there are not so many characters in the whole game as to make that a meaningful ability anyway, which returns back to the question of why even bother having such a system in the first place.

@svetlana

Your hypothetical about the oldbie losing their well crafted pose isn't a reality.

The following comes directly from 'help speaking'

THE BOTTOM LINE ON BEING HEARD:

To guarantee someone hears you, simply start any conversation with the 'to' command or any @social.

The bigger issue is with newbies not knowing that there is conversation going on around them. This was partially addressed by the reminders that display the message along the lines of, "All of the noise makes it difficult to pay attention to what is going on around you."

That could be more clear. Perhaps even with an explicit reference to 'help watching' .

I have not gone through the speaking tutorial in years. If watch / address is not explicitly called out and re-enforced in there, it should be. If it isn't too big of a hurdle perhaps it could even be made mandatory for new players. (Maybe have a simple check for rollover UE to determine if a player is a new??)

I will admit to missing a bunch of RP when I first started playing. It was frustrating.

I am curious to see if anyone jumps into this thread in the next couple of days to provide some background about why the system is what it is. The thoughts that went into it. The perceived benefits of it.

@0x1mm mentioned

(summarizing) "I interact with 20 pretty lively students at a time."

That's a bit of hyperbole. There is some pretty widely accepted research that the average person can only keep track of 7 plus or minus 2 (between 5 and 9) distinct SENSORY INPUTS at a time. That includes sights, sounds, smells, internal dialogue, etc.

https://en.wikipedia.org/wiki/The_Magical_Number_Seven,_Plus_or_Minus_Two

Advertisers and marketing use this all the time. They flood the audience with a bunch of inputs and then "sneak" in what they want the subconscious to latch onto. It's like a buffer overflow for the brain.

A game presents a confirmation dialogue to a player every time they want to do an action. The mechanic is often annoying to players and adverse to basic gameplay. So someone complains it's (very literally) getting in the way of doing things.

It's getting in the way for a reason, and frankly, I believe the reason it's "getting in the way of RP" is at least in part why it's there. By that I mean it's an RP tool, not a hindrance. I'll explain further below, but for now, I think that saying "it hinders RP" is subjective. We can argue until we're blue in the face that watch and crowded chase a mass of new players away, but there's no real evidence that watch/crowded is to blame in every case, in some cases, or is the -only- issue in any one case. There's only anecdotal evidence at this point from what I've seen above.

I've already said I agree that the system is flawed. It's flawed both because of how it blocks the potential for RP with nothing but a stat gate for governance, and because it shouldn't require you to confirm it by refreshing watch every so often. I do believe these are the two primary causes for issue yes in this thread, yes? Cited from both Svetlana and ox1mm respectively?

Flawed doesn't mean it's a bad idea, and I think the watch/crowded concept is a very good idea, and even in its current state, is a useful tool BECAUSE it blocks interaction. It forces me to pick and choose priorities based on RP I've already had. It forces my attention to be divided in that way so that I can't know what all of my potential rivals are saying to eachother all the time. A lack of local verbiage data is just as much an RP tool as having all of the data, and it arouses so much more intrigue than automatically knowing everything that goes on in the room. That answers your question as to WHY there's a confirmation right now. Or at least why I'd prefer there be one than none at all. It's a fantastic RP tool, but imperfect. I think it needs to be re-examined, adjusted to perform in a more fluid and natural state without EXTRANEOUS inputs (I.E. we should be holding natural conversation to increase the number of characters we can perceive at once, as opposed to typing watch x every few minutes), and implemented anew.

Conversely, I think it would hurt the game and its themes overall if it's removed entirely. As a player, I do not EVER want to see every bit of chatter that's going on in a room unless I'm trying to. It's boring because it removes a crucial part of the human experience. Not knowing something creates tension. It creates emotion for better or worse. It creates divides where we don't pursue the data we're lacking, and it creates opportunity where we do. These are things we as players should be using to inform our RP and develope our characters' outlook/behaviors/choices/etc.

This crowded/watch combination plays such a huge huge part in WHO my character is and how he's evolved, and who his friends and enemies are. He may have evolved into an entirely different archtype if not for this pair of features alone. It's wildly useful to me for character development, remembering theme, and identifying with my character. I think in general, it people make the attempt to examine it and make a RP tool of what they see as RP hindrance, and recall theme, that could help a bit in some (not all) regard to this topic.

Some players may find switching watch targets to follow conversations fun gameplay, but I have to say I think, to me, that is pretty much the lowest bar imaginable for describing something as play.

I'm glad you have a bar for fun. Some of our bars measure different things to gauge what's enjoyable. Doesn't mean it's any lower to us than yours to you. I don't have a particular feeling one way or another about typing watch x y z a lot. It's kind of reflexive at this point, but I agree that it doesn't need to be so tedious if others find it so.

That said, this argument is moot. I already laid out an idea that requires zero confirmation on the player end as far as extraneous inputs. Under the Conversation Que, all you as a player have to do is pose/spoof/talkto/interact with other players. As long as you the player make a consistent effort to RP, (facilitate normal human interaction between other characters) you will maintain and grow access to dialogue with no pesky interim commands - so long as the target of your interaction wants to do the same.

That's right. This system works in a way that allows players to remove you from their Conversation Que simply by ignoring them. So if you want to know what's going on you'll be forced to use your stat checks and watch to keep tabs. No need for another extraneous command like 'hush'.

And on that note, if there's someone you'd rather spy on quietly, the watch command still exists and tracks how many you can watch at once - separate from the Conversation Que. And I wholeheartedly endorse Bubbleroo's suggestion that watch be made into a contested roll with the target, so they have a chance to notice you being nosy.

Alternatively we use the paradigm common to online interaction since the dawn of the internet: Avatars in a virtual room together may freely talk to one another. This makes no assumptions about the type of space, the type of interactions occurring, requires no advanced teaching, doesn't assume any spatial metaphors, doesn't make assumptions about how avatars interact, and instead just lets people roleplay without rolling for lung pressure and checking an atmospheric density chart.

This isn't a chatroom, plain and simple. If you ask me, it's a case study of human interaction in a world gone more wrong than it already is irl. It's one of the primary reasons I still play the game, in fact. To experience and delve into terrible events, mull out how my character might respond to it and why, and how it shapes their outlook/actions over time. How it molds them into who they are. To constantly beat against a wall that never breaks, or to revel in the spoils gleaned by building unbreakable walls. It's frightening and beautiful and fascinating all at once. This is what I mean when I talk about realism in this case. Turning every room into a chat box removes a very human element from every social experience that exists in the game.

At a minimum, a game designed to be at least in part as genre escapism should not make basic existence more laborious than actual living, but rather seek to make the extraordinary into the ordinary, and the impossible into the possible.

I agree, and what I proposed could realistically solve the first part of that statement. As for the second, that's why there's chrome.

If Watch and Address are to justify their existence I believe that they should be implemented along that paradigm. That a character of average abilities and acuities could easily overhear and converse with many, many more people at once, and a character of extraordinary ability with advanced technological acuities would be able to track and parse every conversation in a kilometer.

I agree to a point, and that's why I'm offering solutions that don't involve removing it entirely. I don't know what many many is as a number to you, but Svetlana suggested a few options like 6 or 10. Ten is high. Six seems kind of high. Five might be a good start if we want to play test lowering the bar for entry on watch as a stat gated skill. It's been echoed more than once by now, that there are only so many en masse social situations. Five is kind of average for one place at a random time when 'nothing notable' is going on. Teaching a class of twenty is one thing when none of them are talking except the lecturer. Walking into the classroom five minutes before the bell when everyone is chatting amongst themselves? It's a lot harder to follow, if not impossible.

But of course then there are not so many characters in the whole game as to make that a meaningful ability anyway, which returns back to the question of why even bother having such a system in the first place.

I hope I've sufficiently answered this by now.

Speaking of extraneous inputs, I messed up the closing of italics in the last half. Sorry about that.

Regardless those esoteric preferences make for a worse experience for new players, or really any other player beyond a small niche who hunger for idiosyncratic programmatic simulations of social interaction.

Sindome has an extremely difficult New Player Experience, and asks an extraordinary amount of commitment and time and learning from them almost to the point of absurdity. Nevertheless, onboarding new players should be a major priority at this point.

Do you want to play with the same 4 people in perpetuity, or listen to me fill every BGBB thread with derisive commentary from now until the heat death of the universe? If not, and because there's certainly not going to be any extra developer time to add new ease-of-access systems for new players, then at the least we can think about switching off some of the stuff that is making the NPE actively worse.

I'd rather here derisive commentary if it means you'll eventually propose a solution that benefits the player base as a whole rather than one facet of it, that again, you can't prove is running away because of this issue.
I don't need to prove it to you, because I'm not arguing with you. I'm arguing a point at you for the benefit of a audience consisting of Johnny and the people who can influence Johnny. Who is ultimately the one who has to be swayed, and who certainly already has the metrics to know what I'm saying is either true or not as far as the NPE.
No one needs to prove anything when they don't actually care if their argument holds water. And I don't need to keep letting you intentionally derail this topic by using my attempts at constructive conversation as a weapon for your agenda, so I won't. I didn't offer my thoughts and solutions so an unpaid lobbyist hobbyist could feel good about themselves.

I'll rejoin the discussion if and when anyone else chimes in.

@Ratchet

Cascading checks would be good. After some thought I also think that for this idea an eavesdropper should probably get a bonus to remaining undetected depending on how the checks work.

If the Perception (Outlook) vs. Stealth happened every time one of the hushed parties talked then an eavesdropper would be found out very quickly.

If it was perhaps a contested roll every X amount of time (determined by the stealth of the listener) then an immediate notice wouldn't be as bad.

As a note behind this version of the suggestion: mechanics that lead to player engagement and reaction can only be a plus for the game. As such, any mechanic that points out people of particular interest can only be a boon.

For context, this is at least the third round of major complaints discussion about Watch and Address and Crowded. And two years ago, and three years ago the same patterns emerge where a million complex alternatives and expansions and refactors are proposed (often in great depth) and nothing happens. Nothing is expanded, nothing is changed, and we're still stuck with this bad system that erases roleplay for new players.

So in fairness Ratchet, you can see how I would not regard taking a complaints thread about disabling a system and making it into an Ideas thread about complex alternatives as constructive. My stance is very much colored by history here, and my focus is on what are realistic outcomes.

I think it is a fantasy to believe now there is development time available to take stable parts of the game and refactor them into something wholly new and even more complex. So realistic outcomes for a complaints thread like this, based on prior history over the last four years, are somewhere between nothing changing at all and something small being disabled, or a few variables being incremented, or a line or two of code commented out.

The only question to me is only, can this finally be done away with now or will it take more bleeding of players something with less obtuse requirements to finally generate some meaningful questioning of what players will really tolerate if given alternatives.

Could it be revamped a little? Sure. Does it really suck? Sure does. But guess what? I really like the system. Maybe not just as it is but i like the idea of it. I came back after a few years and got that notice for the first time about not being able to hear everyone in the room and I was like "Man! I forgot about this. This sucks!" Then I started eavesdropping on everybody in the room one at a time to see who was actually interesting enough to listen to. Whatever. No big deal. I'm not the center of the universe. I shouldn't hear everyone's conversation in a giant club packed with people.

Do you know what I hate? When I'm in a crowded place talking to someone I'm close to and Joe Schmo schmoozes in like I 'm supposed to give a fuck what he has to say. In fact - I might be like 'why are you listening to my conversation, baka? Who's paying you?" That's a pretty good RP opportunity if you ask me and that can happen with or without changes. But it starts only because I know the listener did so intentionally and not because they could blanketed hear every PC conversation in crowd of hundreds at the same time.

One change we can is to make unheard conversations in crowded places more like whispers/phone conversations when you only catch a part of what is being said. Then if the conversation or what you pick up of it - interests - you you can 'watch' them more closely. If this is the case, however, I think that those being "watched' all of a sudden should have a roll to see if they can notice their secret admirer, too. I think the system is supposed to mimic proximity, but it also makes sense that you could understand some parts of conversations from far away. Body language, lip reading, that can all be used to confer the verbiage when you can't actually hear what is going on. And guess what - yes, higher perception SHOULD mean you discern more of your surroundings. That fix addresses a lot of the qualms here while also upholding the usefulness of perception as a stat in social situations, too.

I've never liked watch and dice rolls to see if people are trying to RP with you.

It's always struck me as an anti-RP mechanic that, as mentioned, overly complicates the new player experience. I also find it annoying as hell to micromanage even at high levels of perception when things are 'better.'

If anything, I think the mechanic would make more sense if the situation was reversed, in that if there was a ton of chat scroll in a location crowded with players, that you'd see a generic chatter messages every Xth message, just to cut down on the sensory overload that trying to RP in a location with 10+ people actively RPing.

Also worth mentioning is that the vast majority of the rooms in the game have crowded flags, even if it doesn't really make any sense for them to be crowded. Like, I'm in an apartment building, on a floor with two apartments. It's crowded? By who, 300 PooberEats delivery drivers?