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2025 Poll Results
Results from poll in 2025

Archetype Selection => When you created your current character and decided on an archetype, which one did you pick?

OPTION VOTES

Ripper Doc 4

Medic 5

Street Samurai 14

Gear Head 10

Media Star 7

Enforcer 8

Fixer 1

Street Thug 6

Lord of War 4

Candyman 1

Cyberjockey 1

Tech Guru 2

Street Urchin 7

Puppet Master 3

Opinion Poll: Discord removal => What is your opinion of the Sindome Discord?

OPTION VOTES

Love it, keep it! 6

It's alright, could be used more. 10

No opinion 17

Dislike it. 4

Hate it, get rid of it. 4

Skip. 4

Staff Interaction NPS [2nd/Feb/25] => How would you rate your interactions with staff over the past few months?

OPTION VOTES

skip this question 8

0 (the worst) 0

1 1

2 0

3 1

4 0

5 2

6 2

7 9

8 18

9 6

10 (the best) 18

Game Satisfaction NPS [2nd/Feb/25] => How would you rate your happiness/satisfaction/enjoyment with Sindome?

OPTION VOTES

skip this question 0

0 (the worst) 0

1 1

2 1

3 1

4 1

5 9

6 10

7 16

8 13

9 7

10 (the best) 6

New Builds or revamp builds => In your opinion, would you like to see new builds brought into the game (Buildings/areas) or revamps of existing builds?

OPTION VOTES

I want new builds! Only New builds! 5

I'd like new builds more, but revamps would be nice. 28

I want revamps, but new stuff is nice. 18

ONLY REVAMPS! 1

Skip 1

new items wanted opinons => For new items being brought into the game, in your opinion, what should be the priority to be worked on?

OPTION VOTES

Food/Drinks 0

Drugs 1

Weapons 8

Vehicles 2

Robots 7

Cyberware 22

Medical Items 2

More Bombs/Grenade variations 4

Critters (Badlands monsters etc) 3

More Forensic Items 3

I'm pretty surprised by this cyberware result. My perception is a large percentage of the cyberware available sees no use, players strongly default to the core strong gameplay classics and there was (again from my perspective) very little engagement with the new cyberware that was brought it.

I don't really see a lot of design space remaining for novel cyberware. Players often pitch X tool except cyberware but where these chrome options exist they're almost always inferior choices in terms of engagement with a few niche exceptions like thermals.

I'm curious what cyberware ground there is to cover that players would actually use.

I think every weapon skill should have a corresponding cyber weapon to start.
One thing I recall seeing mentioned a couple times was the idea of different qualities of existing things as well. Like a cheaper part with higher PDS load, for example, as a means of making chrome in general easier to access.

Another thing that was mentioned in xooc a little while ago was about the idea of modules for limbs, similar to how there are some for other parts.

I agree with Reefer. There are weapon types disappointingly devoid of a cyberware option and I'd love if that were worked on first. I think out of all the non-firearm weapon types melee is the only one that doesn't.
Cyberwhip has melee covered, I believe.
We want gun arms, exploding corpses, and sledge feet.
A few more cyberweapons so that most if not every weapon type can have one. Would also very much enjoy limb modules to not only encourage more people to get them beyond forced amputations, but actually make them useful.
Conceptually I don't disagree with more cyberweapons (though I suspect if players were more aware they can't be specialized they'd feel otherwise), but it just appears like cyberweapons barely see use because when push comes to shove players stick to the standard solo chrome and will only rarely make the concessions that cyberware requires.

I've seen a Razor once in three years and that's the most popular primary weapon skill! I just get the impression that players really love the idea of new cyberware but they won't use it in practice, whereas new weapons that open up archetype options strikes me as far better way to impact the game in a way that people engage with.

I suspect that if there more affordable people would be more open to deviate from any standard formula but I think this discussion has also been had.
If the cyberwhip also works with the melee skill then that's great. I might just have bad information.
If cyberweapons were cheaper/less likely to be ripped I think they'd be utilized more.
Jetpack legs that let you jump/fly up a roof level or two.
Nailz and Knux got halved in price and their use went down. I don't know what the disconnect is but this just strikes me as something players love the idea of but will flat out not engage with like they say they will when push comes to shove if there are any tradeoffs compared to the standard solo chrome and nano allotment.

I'd personally love two tiers of cyberweapons for every weapon type for variety but if I'm being honest with myself I think they'd see less than 10% of the engagement that standard weapon additions would, if that. Dev time being a finite resource I'd far sooner see alternative top tier weapons that broaden some of the archetypes is all and feel that a lot of work that went into chrome ended up being sort of wasted.

As an example, I was a loud advocate for chrome customization for years and years and there was such loud support for it among players and I was sure it would become a hallmark game system, and it turned out to be extremely niche. The players who like it, like it, but it was nothing at all the results that might've been expected by how vocal everyone was before it was an option.

I really feel like there are core elements of game mechanics that aren't sexy and don't attract a lot of ideas attention but end up having far greater impact on everyone's play.

I hear a lot of cyberware has weird trade-offs like if you use XXX you can't wear XXX.

Maybe the disadvantages is what keeps people from using them? If there were chrome for my weapon of choice I would use it to appease the rule of cool, but I am an outlier.

Cyberweapons would likely be used more if they didn't have weird clothing coverage requirements that force you to basically not wear armor. Armor is required for endgame combat so you have to choose between one or the other, and the answer is usually gonna be what helps you stay up in a fight longer. Would be great if you could use them no matter what you're wearing, or if you could modify the coverage on your gear. Reduce coverage, not add to it.
Don't get me wrong I don't disagree there are annoying aspects of cyberweapons, but I can tell you from getting @bugs put in for them years after implmentation that players are not using them and finding them wanting, they're not using them at all.

Building new cyberweapons and cyberware, if the choice was between developing cyberweapons/cyberware and developing standard weapons that have provable engagement and demonstrated interest, would be in my opinion a misdirection of limited resources.

Alternative top tier weapons that open new archetypes would have a way greater impact, whole character builds end up being shaped around what the pinnacle weapon in a category is and there's a lot of potential there (especially for melee, short blade, rifle, in my opinion) to open up more variety.

coughheavy weaponscough
I think by 'more cyberware', a lot of the people are asking for cheaper versions of already existing cyberware that comes with more downgrades/less effectiveness (more PDS load, etcetc), based on previous discussions that I've seen. Which I also share the same sentiment for. This could bring more roleplay to the street rippers scene out there, and/or motivate more people to want to play those archetypes more, and ofc make the world actually feel more cyberpunk with more people having cyberware.
I think the thing to understand is there are a plethora of street rippers but they are reliant on the secondhand market which def act becomes cheaper, downgraded/less effective, and sometimes pre-customized.

However, without people getting chromed out to harvest - the entire market suffers.

@0x1mm

It would be nice if more weapon types had top tier options, though there's no reason we can't have those plus new cyberweapons.

Playing with the weapon type I am right now and being similarly statted to a past character it's super obvious that some weapon types are just better because they can deal more damage. If you are at endgame there should be a way or ways for you to equalize with the current 'meta' builds. If I were to roll a new character for some reason there are only two weapon types I would even consider using next.

which DEFINES IF CHROME becomes cheaper...
want finger lighter
@Necronex666

All the top-tier weapons in the game run the same averages roughly. Some have fringe benefits like bleed chance, sever chance, to-hit chance, etc based on weapon type but overall damage is roughly equivalent.

From experience I'm not sure that's true, Reefer. It takes me way longer to kill people with what I use now, than with what I used on another character. Armor penetration is also a factor and though I can't see the numbers after being through dozens of fights to me it feels like in general armor dampens certain weapons considerably more. It's a difference of taking 3 or 4 more hits to put someone down and it's extremely noticeable.
RNG and Armor are exactly what you're seeing.
I hear 'cheap chrome more rippers' a lot but the most common piece of cyberware is, I believe, a cybereye and it costs 4500c (or less), the rest being installation margin. I'm curious how much design space players think there is for cheaper options while making a system that is worth engaging with out of opportunity cost. A 2000c eye that gives double PDS and only has a 1000c profit, on extremely difficult and expensive archetype, does not seem to be something that would ever see practical engagement except through novelty.

Cheaper cyberware leaves less room for rippers, not more. If we wanted to enable ripperdocs all retail chrome would triple in price with 10,000c+ installation fees coming back in but the complaints then were no one wanted to use it still.

Not to sound pessimistic but anything that sees development comes straight up at the cost of something else, and as someone who spent a considerable amount of time and gigantic amounts of money engaging with all the new systems that Mirage added, it was a surprisingly small group for any of them. For whatever reason there is a disconnect between what players say they want and what they actually engage with and chrome is in my opinion a big attention magnet that never really paid off.

Top tier weapons are, in my opinion not balanced for end tier combat because their balance was based, in my testing, on overall performance against armored and unarmored targets overall and when top tier armor is bonused against certain damage types and not others it skews the actual metagame. I think there should be two options at a minimum for every class with different strengths, and two end tier armor options at a minimum with different strengths.

I agree with 0x1mm on all accounts except armor. The meta back in the day was all the oldbie outlaws would walk around in stolen WJF armor and for very good reason.

I think Jinx's vision was people mixing and matching all flavors of dough to find their own optimal combination but it is very much a risk/reward to how much chyen you want to walk around wearing. There are some rarely used outliers which are underrated though.

Idk I voted chrome 'cuz chrome is fun. All new chrome makes me excited and feels like good things to come, whether used or not, they add to making the world feel more cyberpunk. Maybe that's simpleminded of me. So be it. In the end it's up to staff what they want to implement and think is worth it.
Not looking to turn this into an argument so last post on that topic. There's a certain minimum number of hits to KO someone and I've tested it with several weapon types against many unarmored targets. With certain top tier weapons you can KO someone in as little as two hits, and with the top tier options for other weapon types I've never been able to do that in less than four, just as an example. I don't know if something was changed or if there's a bug but it's been very consistent for me.
It's RNG and the weapons #'s of attacks within a sphere of influence, Necronex.
What it comes down to is players see a list like the voting options above, and what they're really thinking subconsciously in my view is what makes the game more cyberpunk? And cyberware is the obvious snap pick to that end.

It's sexy, it's conceptually cool, it's open-ended so the dev imagination is the limit, but based on my experience in the difference between what players talk and what players walk when it comes to actual gameplay reality, this voting result is a red herring that is saying something different than what it appears on the surface.

I think we're taking "we want more cyberware" and stretching it to mean "we think there is a lack of cyberware" rather than players just saying more cyberware is a plus even if the current cyberware is all pretty solid.
There's chrome I've wanted for years but postponed due to danger, cost or loss of interest in a character. Just because people don't use it doesn't mean they don't plan to, either.
So we all voted wrong?

We voted on what we wanted. And the people want more chrome.
I don’t think it’s fair to imply that 22 people voted wrong or that players don’t know what’s best for us due to a supposed lack of experience or inner knowledge of the game.
I mean, there's no such thing as "voting wrong" I think this thread is just stretching what can be gleaned from the results here.

Either way, I think there's still a wealth of chrome ideas out there that would be cool to implement. Notably, almost all cyber limbs could have more things specifically added that only attach to them. We already went over the weapons, even if they aren't necessarily going to immediately fly off the shelves. There's also lots of movement-baseed ideas that I haven't seen any chrome for. Stuff to move faster, jump higher or further, fall from significant heights without taking damage, etc. just to rattle off some of the things that come to mind.

And to be clear I don't think anyone thinks the game is bad for not having those, but it'd sure be neat if we did.

"So we all voted wrong?"

No, I know players want chrome, or the idea of it. I'm saying that over many years of experience between what players ask for on the boards and at town halls as far as vehicles, robotics, chrome, and other cyberpunk staples, there is a disconnect somewhere in between what is asked for and what those same players do.

I don't have a full explanation for why there is, but there is. It's a big one. Player are incredibly enthusiastic out-of-character about several new game systems that came in over the years, but there was a stark difference in translating that OOC excitement to IC engagement. I would be surprised if any players, who were engaging with vehicle combat, robotics, advanced cyberware, and other systems Mirage added, didn't also notice this disconnect.

I just think prioritizing cyberware development might not be something that provides a ton of return on investment because of that difference that I've seen. Maybe we just didn't thread the needle in coming up with exactly the right stuff to appeal to exactly the right fantasy, but I just feel like the real work the game needs are in comparatively unsexy and uninteresting areas that don't win popular votes.

I see your point.

But also.. new chrome good.

I don't care about sounding dumb right now.

I agree that something like more weapons (god help me just add some more martial arts/brawling weapons) would probably be more immediately impactful in-game.
Yes I am not saying people voted wrong or they didn't know what they were voting for, but it's a single choice ballot and I just think such a huge landslide may be a little more complex than what it looks like on the surface. If there was ranked choice voting I think there was very probable to be a far more even distribution of preferences.

Anyway I'm not against cyberware, I'd love for cyberweapons to get attention and fixing.

How do you mean ranked? Would players have different ranks?
https://en.wikipedia.org/wiki/Ranked_voting

Short of it is basically instead of picking a single option, you pick how you'd rank them, which gives a lot better overview of a community's preferences.

Part of it is probably that cyberware in this discussion has clearly meant different things to different players, it meant new weapons to some, new vehicles to others (jetpack), new tech tools, and more. It's a blank cheque of a concept that any desired mechanic can be wrapped in, so it captures a lot of mind share as a generic idea.

Just over years of really prioritizing using niche stuff, finding niche mechanics, exploring them, testing them, buying the stupidly expensive tools no one really uses and trying to figure out a way to integrated them into the game, my overall feeling now is just that Sindome has a ton of mechanical content and technical depth that many (even most) players pretty much never see and don't know is there and new stuff looks cool but getting the stuff we have already into active use through various tweaks could really be a cheap and easy way to massively increase the apparent amount of game there is to play.

It seems like a simple thing. People want more new cyberware, probably for an equal amount of reasons as there are voters.

I can only tell you as a new player why I haven't invested my monetary resources in cyberware. From an IC perspective it seems unwise, the IC culture and advice is "someone will just rip it out of you" or "you will only have it for so long until they take it." Which strikes me as a both OOC and IC concern blending into what we see in game.

To me personally, I don't like the idea of investing a huge portion of my characters wealth into something that is guaranteed to be stolen. When I could use that money on perhaps something that won't (nanos, apartments, etc). Again, it all boils down the fact that we earn to little and want to spend to much. It is on theme but it isn't exactly conducive to fun(TM).

Most of us play a cyberpunk game and actually experience very little of the cyber. Out of fear of losing. And the fear of loss is a fear of loss of time. If you're a new player, earning 20-50k for a sweet ass cyberware weapons system is sometimes weeks of work. Who wants to devote weeks, get cybered up and immediate just get bonked on the head in your first hostile encounter and then ontop of that HAVE to reclone because now they'll actually murder you BECAUSE you had cyberware?

The cyberware ripping is extremely overblow as it's pretty rare to get killed for purpose of a rip, logistics to get this done icly unless you, yourself, are ripper/murderer combo are... Yeah, it's not that straightforward, and 2nd hand chrome market prices are very low. It really is not something I would worry too much about.
Re. archetypes: surprised to see gear head being the 2nd most selected archetype! Wasn't expecting that one at all. Also a bit sad to see decker roles being so unpopular, but not surprising given the state of the Grid.
I don't think cheaper cyberware with tradeoffs will be used. People already look to min/max their load out, especially with cyberware. People will just wait and get the 'better' option. What we would probably need to do is have two of the same flavor of cyberware that accomplish the same end goal (telescopic eye) but with different trade offs.

Even then, one will be better for the Meta than another and the other won't get used. We've sent that before. Everyone wants a full set of protek and a full set of xo3 or xo5. Everyone wants the best cyber. Everyone wants the best weapon.

Who has ever gotten a MK1 vision module instead of of a MK2, for instance, and not been disappointed that it didn't do more?

New and interesting cyberware would be cool but it has to offer meaningful improvement or new functionality, and it's hard to do that without making other in game items moot (progia or term cyber) which then prevents theft or forces people to gank someone to steal the cyber which creates a feedback loop where no one wants the cyber because it puts them at too high a risk, or people with it will, based on other threads I've read lately, not leave their apartment due to fear of gear loss.

(Edited by Slither at 5:00 pm on 3/10/2025)

FOOD EXPIRATION => Are you OK with prepared food and drink (like from a kitchenette) expiring and auto recycling after 2 weeks?

OPTION VOTES

Yes 47

Yes, but make it a month 15

No 10

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