|-||ReeferMadness||1h||May the bridges I burn light the way.|
|And 23 more hiding and/or disguised|
These engines were reporting they reduce fuel efficiency, which I was assuming was a grammatical mistake, but is it a possible there is an inverse value somewhere and they are using more fuel rather than less? Because the consumption is very high.
A lot of activities with AVs seem to be unaffordable now, so I'm hoping there is maybe something wrong.
Are you saying fuel efficiency is measured on a negative scale starting at 0? So all engines reduce efficiency?
I love the whole disguise system and I'm really glad to see most of the giveaways associated with it getting patched out over the last two years.
This would keep the realism of the current change, but also keep the QoL-feature of not having to keep track of trust in an annoying micro-managing way and would eliminate the quite silly situation that your character stops trusting their ace kool, just because they saw him put on a poncho.
This patch note back in November said the value of armor decreased when repairing, but the feedback seems to suggest the armor is losing (now possibly finite?) durability after repairs. Is that the case?
It's very easy to understand the strengths and purposes of vehicles, they each sort of have a niche of their own, and having freight to replace crates makes the huge costs of equipment and fuel have a tangible upside.
I reserve the right to say space flight was the best addition ever if I get to try it, but until then freight/vehicle changes are far and away my favorite addition to the game.
I don't know about the rest of the player base, but I'm looking forward to the future of MANPADS spiraling up out of the Mix.
*makes change to make more languages accessible so people use the feature more*
"the value has been reduced of languages."
No, the value of your languages isn't the UE, the UE spent towards languages doesn't even influence your cap. It INCREASED the value of your languages because now someone might actually use the feature.
Many people who were able to quickly go out and handle certain tasks are basically no longer able to do them at all, as a result of this change. I was imagining a couple hours of skill training when the changes were proposed, not this. This is ridiculously impractical.
I personally think this is a fantastic change.
Those that were swapping skillsofts in and out at will, it will hit hard, it will be a change of gears. But it does not detract from expanding your skill set with skillsofts if you stick to something you might work with for a while, like a job change or activity change.
The change seems to reward character diversity across the dome, promoting RP over slotting softs.
I trust the staff that if there is a hugely negative impact to the community that tweaks will be made, like all systems have been.
Lets just give it a chance, it could breed wonderful things in the world.
Having a really hard time understanding this change, especially since opting out of my socket is not an option if I don't want to bother.
Now, if you want to rock that Plat soft and push out people who have invested UE into a skill, you have to walk around with it in your head all the time. That's fantastic. Again, as someone who uses them, I love this. I either choose to invest in skills, or I walk around with thousands of chy in my head and make myself a VERY lucrative target. This is a much needed balance.
I know you reduced Language Softs, perhaps after a bit, look at reducing the cost of all softs to make the sting of losing them a little better and to reflect their role with a more selected and limited use.
I think the problem with the poll was that there wasn't another option, 'Skillsofts need a different change'. Because we're aware of the issues, but this fix ain't it.
Perhaps we should give it a chance though, embrace the change see how things go?
I am excited to see more player interaction, more deals brokered and so on.
Instead of spending 100k on a plat soft, why not get someone good at that job on retainer for 100k?
Because people love to come and go in this game VERY often, and just as often without a word. In my year+ of playing finding people to hire for particularly unpopular skillsets has been aggravating at best and hellish at worst.
Maybe this will change that, I don't know, but it's a significantly huge nerf to roll out so suddenly.
To play devils advocate here, there are people who invest in skills over months of irl game time that are overlooked because slotting a skill slot essentially erases the need to even interact with them in certain skills.
That can lead to anomosity and a feeling of not having a purposeful character even after huge amounts of investment. I have seen this IC and heard the sentiment OOC too, as well as personally experiencing that feeling as a player when offering a service to be disregarded because they have a skill chip.
I agree that this change will highlight the frustration of finding people. But I think that could be to do with people not wanting to stick to things for the long haul when they can be so easily replaced with an ingame item, especially those in the lowbie, midbie bracket.
This is of course not a reflection upon all interactions, but enough interactions to formulate an opinion that is apparent in the game.
If I understand it, the socket has a maximum amount of skill it can provide, and then the quality of the chip determines how quickly that maximum is reached? Is that right? And is that maximum spread out across multiple chips or is it per "slot"?
Skillsoft sockets can't be removed short of death (I don't think?), jobs (at least mine) are semi-permanent decisions, UE spent is all but permanent. I'm not even sure if I have the UE left to adapt to this change, I think at least this should qualify for the big code changes that loosen respec requirements.
Now not addressing a specific player, I'll say: I like the change. I support the change. But I also recognize this would have been a *MASSIVE* deal for previous characters I've played. This is a game-dynamic shift, it changes the entire way we have to think of building characters, and it will hopefully create a lot of opportunities for characters to benefit from.
They were nerfed because they were over powered and it sounds like their use was negatively impacting the community in a way that was harmful enough to warrant the change. We gotta trust that staff make these decisions because they're solving issues that we can't see outside of our own experience, and that they'll continue iterating and making changes to make the game better, like they have been for the past year.
ill point out that the reason why skillsofts are so necessary is because people who have the actual UE in the skills are often too risk-averse to actually use those skills in risky plots. if it takes someone a week to load up a slot it can hold up roleplay for, well, a week.
You're not supposed to slap in a soft and do a job another character could, and should be doing, then stick it back in a safe hole where it isn't going to ever get stolen.
Now you either hire out joebaka the plumber to fix your broken pipe in a timely manner, or you keep the plumbing chip installed 24/7 and risk losing it.
also, RSB, i have personally witnessed midbies choose fighting against the shady people trying to get them to do shady things, over just doing shady things for profit for shady people. for no reason other than wanting to not do risky shady things. this is a real issue that has happened multiple times, not just something i have dreamed up.
It's very nice, and something I'm really looking forwards to incorporating into my gameplay.
(Edited by Slither at 8:16 pm on 3/13/2022)
There was for sure an issue with softs being too OP and needed archetypes not being able to fill their roles, no argument there. Please please please consider adding sockets to the list of chrome that is uninstallable though, it doesn't really make sense that it isn't and this would be fair given the drastic overhaul to softs. If after x weeks people decide the new system doesn't really work for them/their PC, that option would be great.
Right now when you unslot and reslot immediately it goes back to the beginning (I don't know if it has an accelerated speed time after just a short bit). So to prevent potential abuse of this feature, you could put a sixty second lockout alongside the grace period where the only skillsoft which can be slotted is the one which was just removed.
If the idea it to stop people from stopping bleed mid-combat like in the past, I'd prefer if there was simply a check to make sure the command is not being used while the player is in combat, rather than making it so you cannot apply it with something covering certain parts of the body.
If you can't see in a room that's dark, you now take massive combat penalties to attacking.
I think that what I am reported is related.
Currently if a character is a "dark" room, they cannot "see" into a lit room.
Conversely if they are in a "lit" room, they can see into a "dark" room.
This seems exactly opposite of how it "should" be. If I am outside in the dark, I can see what is going on in a lit room. If I am in a lit room, the light in the room makes it more difficult to see out into the darkness.
For an RL example, this is why in interrogation rooms with two-way mirrors, they have to keep the back side of the mirror (the side that you can look through, into the interrogation room) dark. They keep the interrogation room lit.
Can we either get more usable consumables or fix the reality of how useless those specific items meant to be used in/immediately after combat are?
If the intention is to make us load up on relevant cyberware, though, I can understand that as well. More utility ware at the expense of minmax ware is sensible.
After having finally used the updated bleed system, I'd like to just say that the patches are very unwieldly and impractical, making combat unwieldly and impractical as an extent.
@batko also wrote,
but high-end combat characters now need to get almost entirely nude after a combat to stop themselves from bleeding out.
Taking these out of order, I like that characters need to get almost entirely nude after combat to stop serious bleeding. That's pretty much the reality of serious injuries.
Trauma sheers are a thing for a reason. Note in the attached link that they will cut through things like seatbelts, rings (metal) and watchbands (metal). The first thing that "you" have to do is get at the wound. That means you have to get everything else out of the way.
That said, Sindome is the cyberpunk future of 2107. There should be some mechanic (like patches, injectors, whatever) that can quickly / easily be injected into a wound / placed over it to stop the bleeding (at least long enough, minutes perhaps, to get the patient to a trauma doc in a clinic.)
It seems like those patches exist (FOIC), but @batko believes they are too hard to apply.
My question is, is this a "bleed system" issue? The way I read it, it comes down to layering. Layering is a major FOIC system.
I wonder if the game "needs" something like trauma sheers. They would give characters a choice. Slice through all the layers to quickly get at a wound (and lose / heavily damage the armor and clothing in the process). Or, take the time / frustration penalty of having to strip off the layers.
The other consideration is being able to quickly expose limbs to apply patches / trauma care. Maybe something like 'expose' command that could be used by medics. Maybe this proposed command requires @trust. Maybe medics can 'force' it upon unconscious patients who aren't able to @trust. Maybe too many layers, or certain types of layers (thick armor, etc.) prevent the use of the 'new expose' on limbs.
Just some food for thought.
I mentioned a new expose command for limbs.
Torso wounds: punctures, via blades, bullets or whatever, should absolutely require exposing the torso. Same thing with neck and head wounds. Though I could see the neck being a 'limb' for the purposes of being able to expose it.
However, I would appreciate the ability to use various patches through expose, or with less of a body exposed at a time. Maybe it takes more time with a message where you are digging under clothing to slap on the patch, but it would be helpful.
THAT is the issue - that it leaves you nude and un-armored and un-disguised. Stripping and re-dressing can be done very quickly, especially with preparation and practice, but even briefly, this is a large risk.
But, it seems like a healthy trade-off to me. The patch provides an option you have to weigh against the risk.
There are other possibilities regarding the shears idea, but that's for the Ideas, not the updates feedback.
If you don't want to have to do that, hire a medic to follow you around. Or get the nanogenic.
If you're finding it hard to stop yourself from bleeding after combat and it's inconvenient because you have to remove armor, you're being negatively reinforced to stop what you're doing because we don't want you to.
Increasing the baseline cost for combat characters was already accomplished by delegating this to expensive patches, but making those patches worthless and encouraging people to get the nanogenic just increases it even more. Not viable for low tier characters, too much of a pain in the ass for high tier. Why make everything painful for no reason?
* Clinics and kitbags are better at stopping bleeding than medkits.
* Failing to stop bleeding uses supplies now, before it did not."
None of this says you cannot heal out in the field with supplies. It just says there are multiple layers and better conditions and that you now have to have some ability to do so rather than the previous setup where you didn't at all.
If the patches work on major veins and arteries, why can you not apply them to the wrists, making it so you only need to take your gloves off?
Get a combat medic, or learn to heal yourself without the patches.
Even a relatively minor gunshot can be a life-threatening injury, and yes, you should have to stop what you're doing and book it as fast as you can to the local docshop. Personally speaking, it's seemed that for a long time, bleeds were mostly an annoyance that would get you killed every once in a blue moon, and I absolutely love both the mechanics and RP implications of the bleed change.
Players will adapt to it. We'll have more medics, we'll have more EMT's, we'll have more people suddenly interested in adding medical skills to their repertoire as the meta shifts to the code changes.
@TalonCzar I will say that suggesting LESS avenues for people to be using guns seems like a poor decision, although weapon usage around the Code is still kind of a "don't scratch the wallpaper" type of situation.
Right now, all it does is move the baseline of solo chrome suites to include a nanogenic. Nobody wants to take a kitbag on a job and potentially lose a 100kc+ item over a 20k hit job. Solo work and combat is already high risk enough. And medpaks, from what Mirage is saying, are not very effective and take multiple of them to heal a single bleed. Well, considering they all weigh absurd amounts, a kitbag is really the only way to go here, in my eyes.
The reason people do not widely play niche support roles is not because of skillsofts.
It would be nice to look at some ways to incentivize collaboration / playing these roles (carrot approach) rather than using the stick approach of locking down everything to try to force something that is not happening due to other reasons. While these things may give a shot of usefulness to these other roles, it is not addressing the core problem.
Regarding your other comment, we're looking at making everything in the game cheaper, per townhall feedback, but we don't have metrics and reporting in place and we won't be doing a wide scale change like that without tooling in place to monitor the data we want.
We make decisions based on data, not just gut feeling. There's no ETA on when that tooling will exist. It's waiting on me finishing another rewrite of Toast SQL support, and I am currently on week two or three of vacation from Sindome.
I get that this was a measured response, I'm just also suggesting other ways to encourage bringing more people into conflicts and making them want to get out in the field more. Kitbags, or maybe a lesser version of the current kitbag, are a great way to get people to think more on hiring a medic eho has one or even just trusting one with the gear you personally own.
In all fairness, the suggestion could have probably been an Ideas thread, but that's what happens when I post at ungodly hours.
There's not really any obvious way of handling a vehicle full of expired containers, or apparently verbs to interact with them, whether to return them to the original sender or otherwise, once they've expired.
I'm not sure how this is supposed to be handled but it seems like just allowing delivery to the destination for zero payout would be consistent with how crates work.