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> Shadowrun MMO (Dumpshock Vision), Not here (yet?), but what would you want
Lindt
post Dec 24 2007, 10:50 PM
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QUOTE (Stahlseele)
in 4th there's both hard caps for skill and attributes . . but of course things like smartlink and vision magnification and stuff still add more dice to that . . whoever thought that trolls for example were rolling too many dice when doing damage resistance tests seems not to have done his homework when they decided on the SR4 mechanics *g*

Hence why I dont like Sr4.

That makes it suddenly a massive balance issue.
Never mind how much someone is going to call "OMG HAX" when an astrally projecting mage power bolts someone to death.

Yep, its just not a 'good' viable concept. Beisdes, what are the end game people going to do, fly to Germany and "Down Lofwer"?
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hyzmarca
post Dec 24 2007, 11:26 PM
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ADIPD

All Death is PermaDeath. No resurrections, no continues. This would prevent characters from becoming too powerful and it would prevent characters who do become very powerful from just slaughtering bunches of people single-handedly. Characters who go crazy and start killing masses get killed themselves very quickly. ADIPD would also make PvP very scary for high-level PCs and less so for low-level punks, as it should be.

QUOTE (Lindt)
Untill the highest level players (who are 15 and have nothing else better to do) start demanding protection money from all the new players.
Id be laughing my ass off right up until I canceled my recurring subscription.


And then I round up a group of freshly-generated punks and scream "We never pay any-one Dane-geld, No matter how trifling the cost" while blasting the extortors to kingdom come with heavy pistols and SMGs.
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Kagetenshi
post Dec 24 2007, 11:42 PM
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Then the griefers use low-level characters in mobs. This is a solution?

~J
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Black Irish
post Dec 24 2007, 11:51 PM
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(Cross-posted in the other thread)

I think an SR MMORPG that doesn’t rely on grinding is a lot more workable than others have made it seem. The key is implementing a set of self-regulating controls (namely legality and availability), as well as several different (and somewhat related) resource sources.

First, Frank's idea about coding for GTA-style police attention is spot on. Set a security rating for each area, with restrictions on weapons carried and allowed actions. Break the law in the wrong area and find yourself drowning in Lone Star. In effect, this drives certain activities (PvP, griefing, high-noon shoot-outs with Panther cannons) to lawless areas like the Barrens, which is perfectly in line with the Shadowrun world. It also adds concealability as a factor in the gear grind, because all of the sudden that “+0 Predator� is a lot more appealing in certain situations than a “+5 MP-Laser.� Same could be done with foci – carry your bound Power Foci 5 into the arcology, and magical security all of a sudden is three feet up your ass.

Next comes resources, namely Karma, Nuyen, Gear and Reputation/Contacts.

Karma: awarded ONLY for completing jobs/quests. IIRC, something similar to this was done for D&D Online.
That’s one control right there – there’s no grinding for karma/xp, so players’ only method for advancement along the karma track is to do what the game is all about – taking jobs, whether that means shadowrunning, fixing, gang development or what have you. It also provides a nice death penalty: you die on the run, you get nothing (except medical bills and lost equipment).
You could have jobs for various occupations available: random or instanced shadowruns, ganger quests to eliminate neighborhood rivals, bounty hunter quests to bag paracritters, even fixer or Johnson “quests� (ie., get a fixing job with the Yaks to sell a certain number of HK-227s, or set up a certain number of runs).
As a result, there’s no karmic benefit to grinding or wandering the Barrens shooting bums and barghests. By making most runs too difficult for anything but a superhuman individual to solo, you enforce/foster teamwork, as well. The only way to get ahead on the karma track is to cooperate.

Nuyen: There should be tons of ways to get it, and as many ways to lose it. Charge for everything – the pad where players keep their extra gear, medical treatment, training, bribes, etc. – so players are always wanting more. Found gear could be sold (for varying percentages based on the type and level of a character’s contacts). Grinding could be allowed here (those bums in the Barrens don’t have much, but it’s something) but the reward ratio should be small compared to other avenues. And money is only as good as the contacts you have to spend it with …

Gear: The trick to gear is strictly enforcing availability and illegality ratings. Sure, everyone wants a Panther cannon or two to stash in the closet, but you won’t hold on to it long strutting around downtown in full daylight. Losing carried gear would be another good penalty for death or arrest. If PCs are constantly looking over their shoulders for Lone Star, they’re likely to make do with “sub-par� and easily replaceable gear except for specific runs. The heavy stuff will stay in the safehouse until needed for an appropriate run.
High-end “drops� could be used for some items, but developing the appropriate contacts would be the more likely avenue for acquiring high quality loot of all types (weapons, magic gear, cyber, etc). Randomized inventories or a system that gave a contact a percentage chance to have an item could also help control high-end loot and foster a PC economy.
For certain equipment, such as beta- or delta-grade cyber, there might be only one or two sources. Want a move-by-wire system installed? Better get in good with Doc Swanson at Shiawase by performing certain runs or building contacts. With the possible exception of some sort of organ-legging quest system, “looting� cyber or bioware probably should not be possible.

I’m not that familiar with SR4, but the variety of gear in SR3 is sufficient so that I don’t think you’d really need “+5 Predators� – sure, anyone can pick up the basic version at Weapons World, but with the right contacts and reputation (or skills) you could have a weaponsmith add a custom grip, extended mag or burst-fire function. There’s always ammo, too – hit the right warehouse or develop the right contacts for a couple clips of APDS, for example.

Reputation: This is where an SR MMORPG could really set itself apart, although it could require some complex coding. In addition to an over-all rep tied to karma or completed runs, you’d want to implement a system of individual scores for various groups (corporations, gangs, initiatory groups, etc) and individuals. Higher general reputation could lead to tougher or higher-paying (karma and nuyen) jobs, as could faction reputations. Group reputations could lead to jobs, too (or retaliatory hits), and could grant access to better gear. For example, Fixer X may be able to supply APDS ammo on a regular basis, but you’ve got to gain Fixer X as a contact first (perhaps by gaining reputation with the local Yakuza), then boost your reputation with him (through jobs, bribes, or repeated business).

Magical initiation could be handled similarly, although you could set up a more difficult avenue for self-initiation that requires more karma and maybe certain magical texts or other found materials.

The real kicker would be to set up a reputation system involving other PCs. So, at the end of a job, each runner gets to “rate� their team-mates, resulting in a reputation boost or hit to general reputation -- as well as with every group the rating PC is affiliated with. Word gets around in the biz, so someone that routinely screws their team is going to gain a bad rep with everyone the rest of the team knows. Same with runners who consistently act stupid in secure zones – they gain a reputation as a hot-head punk, hurting their street-cred, which then affects the availability of jobs and contact-related gear.
-------------------
Taken all together, I think those factors would steer most players in the desired direction while leaving a number of viable play options.

Want to build a prime runner? Get a team together, act professional, complete runs and build up karma and nuyen. You’ll still need to spend some time doing social/reputation “grinding� however, if you also want access to high-end gear.

Want to be a fixer? Karma’s less important, so focus on money and contacts, stock-pile rare gear (available through said contacts), then start selling to your less socially adept fellow players. Want to join a gang? Take ganger quests, which could require extortion, brawling with rival gangs, etc. Want to be a street-doc? Build up your Biotech, work up some contacts with a cyberware supplier and run a chop-shop out of your apartment.

Griefing is still possible, but appropriately and realistically punished. It offers no karma and a high risk of arrest or death by Lone Star. But if someone wants to do it, they can. Hell, you could basically build up a character the “right� way, then set up your own kingdom in the Barrens, blasting trespassers and demanding tribute. Seems pretty Shadowrun to me, and creates an appropriate incentive for other players to shell out the nuyen for a nice doss in a part of town with fewer crazies.

But overall, its simply not possible to advance by playing like an asshole 12-year-old. You can’t get karma from griefing, and you can’t gain the (good) rep necessary for better jobs by acting like an idiot. Worst case scenario: some l33t-speaking doofus grinds bums in the Barrens, saves up enough cash to buy a PC-auctioned Panther Cannon, goes postal outside Club Penumbra and gets geeked by security/Lone Star, thus losing said Panther and gaining nothing for the effort. Which would be completely SR-realistic and awesome.
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Kagetenshi
post Dec 24 2007, 11:55 PM
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Please don't cross-post, the structure of the boards makes it pretty unlikely that the sets of readers of the threads have a meaningfully large symmetric difference.

Not a mod, no special authority.

~J
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hyzmarca
post Dec 24 2007, 11:59 PM
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QUOTE (Kagetenshi)
Then the griefers use low-level characters in mobs. This is a solution?

~J

Yes. When griefers use large groups of low-level characters then what you have is no longer griefing; it's gang warfare.
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Black Irish
post Dec 25 2007, 12:01 AM
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QUOTE (Kagetenshi)
Please don't cross-post, the structure of the boards makes it pretty unlikely that the sets of readers of the threads have a meaningfully large symmetric difference.

Not a mod, no special authority.

~J

Sorry Kage. Point taken.
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Kalvan
post Dec 25 2007, 01:38 AM
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QUOTE (Black Irish @ Dec 24 2007, 06:51 PM)
(Cross-posted in the other thread)

I think an SR MMORPG that doesn’t rely on grinding is a lot more workable than others have made it seem. The key is implementing a set of self-regulating controls (namely legality and availability), as well as several different (and somewhat related) resource sources.


Okay, and I'll give my reactions

QUOTE

First, Frank's idea about coding for GTA-style police attention is spot on. Set a security rating for each area, with restrictions on weapons carried and allowed actions. Break the law in the wrong area and find yourself drowning in Lone Star. In effect, this drives certain activities (PvP, griefing, high-noon shoot-outs with Panther cannons) to lawless areas like the Barrens, which is perfectly in line with the Shadowrun world. It also adds concealability as a factor in the gear grind, because all of the sudden that “+0 Predator� is a lot more appealing in certain situations than a “+5 MP-Laser.� Same could be done with foci – carry your bound Power Foci 5 into the arcology, and magical security all of a sudden is three feet up your ass.


I suspect that the first metamagic technique most runner magic users will choose will be Masking, followed closely behing by Focus Masking

QUOTE

Next comes resources, namely Karma, Nuyen, Gear and Reputation/Contacts.

Karma: awarded ONLY for completing jobs/quests. IIRC, something similar to this was done for D&D Online.
That’s one control right there – there’s no grinding for karma/xp, so players’ only method for advancement along the karma track is to do what the game is all about – taking jobs, whether that means shadowrunning, fixing, gang development or what have you. It also provides a nice death penalty: you die on the run, you get nothing (except medical bills and lost equipment).


Except that quite a few people (though not me) consider that to be the very definition of grinding.

That said, there's grinding and then there's grinding. Personally I like this solution, even if it means I can't earn Karma cooking and applying health magic to the homeless at soup kitchens.

QUOTE

You could have jobs for various occupations available: random or instanced shadowruns, ganger quests to eliminate neighborhood rivals, bounty hunter quests to bag paracritters, even fixer or Johnson “quests� (ie., get a fixing job with the Yaks to sell a certain number of HK-227s, or set up a certain number of runs).
As a result, there’s no karmic benefit to grinding or wandering the Barrens shooting bums and barghests. By making most runs too difficult for anything but a superhuman individual to solo, you enforce/foster teamwork, as well. The only way to get ahead on the karma track is to cooperate.


There's a fine line here. On one side, it could easily get newbie runners who desperately want to play to the spirit of the game getting toasted before they can draw their weapons on the run because the run is simply impossible unless you've upgraded your stat set to at least semi-experienced. On the other, a Prime Runner can, with the proper equipment, get through an entire run with only a mage as a minor sidekick. Testing every run before puting it up on the server is going to be a major pain in the rear end.

QUOTE

Nuyen: There should be tons of ways to get it, and as many ways to lose it. Charge for everything – the pad where players keep their extra gear, medical treatment, training, bribes, etc. – so players are always wanting more. Found gear could be sold (for varying percentages based on the type and level of a character’s contacts). Grinding could be allowed here (those bums in the Barrens don’t have much, but it’s something) but the reward ratio should be small compared to other avenues. And money is only as good as the contacts you have to spend it with …


I would include hunger/needing to eat as a nescessary expense, so that people won't completely lack a life outside the run.

QUOTE

Gear: The trick to gear is strictly enforcing availability and illegality ratings. Sure, everyone wants a Panther cannon or two to stash in the closet, but you won’t hold on to it long strutting around downtown in full daylight. Losing carried gear would be another good penalty for death or arrest. If PCs are constantly looking over their shoulders for Lone Star, they’re likely to make do with “sub-par� and easily replaceable gear except for specific runs. The heavy stuff will stay in the safehouse until needed for an appropriate run.


Well, as I rarely play a Troll, and my Sammies tend to prefer Bioware to Cyber (so I've never had a gyromount in me), I usually skip Panthers, Stingers, or RPGs. My gunbunnies prefer Skorpions, FN P90s, and the ocaisional rifle grenade or HESH round from a custom some assembly required sniper rifle based on the Blaser action in .30-06.

There has to be a system where Concelibility Rating influences (but does not absolutely determine except at the extremes of the scale) the ability to hide a weapon on one's person, and there needs to be ways to creatively conseal it.

QUOTE

High-end “dropsâ€? could be used for some items, but developing the appropriate contacts would be the more likely avenue for acquiring high quality loot of all types (weapons, magic gear, cyber, etc).  Randomized inventories or a system that gave a contact a percentage chance to have an item could also help control high-end loot and foster a PC economy.

In my game, Corporate Security has Biometric Safties that can't be hacked off (in either sense of the term), Lone Star prerecords the ballistics of all firearms before issueing them to field officers, and the weapons of high level Yakuza and Triad bodyguards are weapon foci with a permanant "Hot Potato" spell that activates if anyone other than the wielder or the Oyabun/489 handles it.

That should take care of that sort of thing

QUOTE

For certain equipment, such as beta- or delta-grade cyber, there might be only one or two sources. Want a move-by-wire system installed? Better get in good with Doc Swanson at Shiawase by performing certain runs or building contacts. With the possible exception of some sort of organ-legging quest system, “looting� cyber or bioware probably should not be possible.

I’m not that familiar with SR4, but the variety of gear in SR3 is sufficient so that I don’t think you’d really need “+5 Predators� – sure, anyone can pick up the basic version at Weapons World, but with the right contacts and reputation (or skills) you could have a weaponsmith add a custom grip, extended mag or burst-fire function. There’s always ammo, too – hit the right warehouse or develop the right contacts for a couple clips of APDS, for example.

Reputation: This is where an SR MMORPG could really set itself apart, although it could require some complex coding. In addition to an over-all rep tied to karma or completed runs, you’d want to implement a system of individual scores for various groups (corporations, gangs, initiatory groups, etc) and individuals. Higher general reputation could lead to tougher or higher-paying (karma and nuyen) jobs, as could faction reputations. Group reputations could lead to jobs, too (or retaliatory hits), and could grant access to better gear. For example, Fixer X may be able to supply APDS ammo on a regular basis, but you’ve got to gain Fixer X as a contact first (perhaps by gaining reputation with the local Yakuza), then boost your reputation with him (through jobs, bribes, or repeated business).


Of course, the more often you do runs for a particular syndicate to the exclusion of the others, the harder those others will treat you, and the more likely the head of your (or his/her representative) syndicate will casually order you around, and not accept "no" for an answer...

QUOTE

Magical initiation could be handled similarly, although you could set up a more difficult avenue for self-initiation that requires more karma and maybe certain magical texts or other found materials.


Should we use the rules for Alternative Traditions from Street Magic?

QUOTE

The real kicker would be to set up a reputation system involving other PCs. So, at the end of a job, each runner gets to “rateâ€? their team-mates, resulting in a reputation boost or hit  to general reputation -- as well as with every group the rating PC is affiliated with. Word gets around in the biz, so someone that routinely screws their team is going to gain a bad rep with everyone the rest of the team knows. Same with runners who consistently act stupid in secure zones – they gain a reputation as a hot-head punk, hurting their street-cred, which then affects the availability of jobs and contact-related gear.


Me Like!

QUOTE

-------------------
Taken all together, I think those factors would steer most players in the desired direction while leaving a number of viable play options.

Want to build a prime runner? Get a team together, act professional, complete runs and build up karma and nuyen. You’ll still need to spend some time doing social/reputation “grinding� however, if you also want access to high-end gear.

Want to be a fixer? Karma’s less important, so focus on money and contacts, stock-pile rare gear (available through said contacts), then start selling to your less socially adept fellow players. Want to join a gang? Take ganger quests, which could require extortion, brawling with rival gangs, etc. Want to be a street-doc? Build up your Biotech, work up some contacts with a cyberware supplier and run a chop-shop out of your apartment.

Griefing is still possible, but appropriately and realistically punished. It offers no karma and a high risk of arrest or death by Lone Star. But if someone wants to do it, they can. Hell, you could basically build up a character the “right� way, then set up your own kingdom in the Barrens, blasting trespassers and demanding tribute. Seems pretty Shadowrun to me, and creates an appropriate incentive for other players to shell out the nuyen for a nice doss in a part of town with fewer crazies.

But overall, its simply not possible to advance by playing like an asshole 12-year-old. You can’t get karma from griefing, and you can’t gain the (good) rep necessary for better jobs by acting like an idiot. Worst case scenario: some l33t-speaking doofus grinds bums in the Barrens, saves up enough cash to buy a PC-auctioned Panther Cannon, goes postal outside Club Penumbra and gets geeked by security/Lone Star, thus losing said Panther and gaining nothing for the effort. Which would be completely SR-realistic and awesome.

Yup!
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FrankTrollman
post Dec 25 2007, 09:04 AM
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QUOTE (hyzmarca)
QUOTE (Kagetenshi @ Dec 24 2007, 06:42 PM)
Then the griefers use low-level characters in mobs. This is a solution?

~J

Yes. When griefers use large groups of low-level characters then what you have is no longer griefing; it's gang warfare.

But they don't. They take one of their mules, load them with explosives, and set them off. In a world where weaponry is as powerful compared to character power as it is in Shadowrun, it is completely unacceptable for people to lose all of their work into a character just because they took a hit. Because "all" might literally be months or years of complex roleplaying, or it might literally be hitting the "create" button, the "random" button, mashing the keyboard to generate a unique alphanumeric name, and then logging onto your real character and sending the new one a package with some C-12 in it.

Gang warfare is fine, but what you have described is Suicide Bomber: The Reckoning.

-Frank
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Zak
post Dec 25 2007, 02:31 PM
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If you allow PvP there will be griefing. Griefing will make sure there are not alot of serious players left in the game. Except on private servers.
If you make it GTA style there will be some stupid punk running you over with a Lone Star truck right after you entered the gameworld. anywhere, anytime.

The only way to make this work is on tightly controlled servers, which isn't possible except you allow servers run by players. Which again leads to other abuse problems.

There is just no legal and effective way to punish idiots who ruin the fun of others. And if you dont allow random PvP and random PvE that wouldnt be shadowrun anymore. dilemma :(
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hyzmarca
post Dec 25 2007, 02:46 PM
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QUOTE (FrankTrollman @ Dec 25 2007, 04:04 AM)
QUOTE (hyzmarca @ Dec 24 2007, 06:59 PM)
QUOTE (Kagetenshi @ Dec 24 2007, 06:42 PM)
Then the griefers use low-level characters in mobs. This is a solution?

~J

Yes. When griefers use large groups of low-level characters then what you have is no longer griefing; it's gang warfare.

But they don't. They take one of their mules, load them with explosives, and set them off. In a world where weaponry is as powerful compared to character power as it is in Shadowrun, it is completely unacceptable for people to lose all of their work into a character just because they took a hit. Because "all" might literally be months or years of complex roleplaying, or it might literally be hitting the "create" button, the "random" button, mashing the keyboard to generate a unique alphanumeric name, and then logging onto your real character and sending the new one a package with some C-12 in it.

Gang warfare is fine, but what you have described is Suicide Bomber: The Reckoning.

-Frank

That is a good point. Such an outcome would work better in a game based on Over There.

Hey! The game could be set during Desert Wars. Then suicide bombers would make sense.
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FrankTrollman
post Dec 26 2007, 10:39 AM
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Even in Desert Wars it wouldn't work, because the suicide bombs would be coming from your own team.

Personally, I think the best compromise is that the difficulty of coming back from "severe injury" is based on your character's highet connection rating (which you get from doing jobs for people) and your number of Stars when you went down.

Make it a little bit harsher than GTA as far as weaponry use in public and murder, and you're probably good to go. So if you're walking around and some griefer starts flame throwering the crowd, his character is automatically locked up in jail (removed from the server) as soon as the police take him down, and you repawn in the hospital.

And if you've been playing for a while and have some Yakuza connections, then you can actually be being chased by the cops, get shot in the head by a griefer, and then wake up in the hospital anyway because the Oyabun "pulled strings" (you probably get a message that the Oyabun now requests a favor).

So in this manner, long running characters have "llives" which they can get back by doing faction quests. And mules and instant action characters have only one life. But getting whacked while you hadn't been caught doing crime doesn't even cost lives.

-Frank
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nezumi
post Dec 26 2007, 03:04 PM
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QUOTE (Lindt)
QUOTE (Ravor @ Dec 21 2007, 07:30 PM)
Total PvP would be a must, but combine it with realistic enforcement, gangs making everyone they see their bitches if they don't cough up protection money is doable, but watch out what you carry in the good side of the 'plex..

Untill the highest level players (who are 15 and have nothing else better to do) start demanding protection money from all the new players.
Id be laughing my ass off right up until I canceled my recurring subscription.

There are a lot of controls to combat this. One is simply that every powerful character is going to have a very difficult time, no matter how powerful he may be, trying to tax the entire 'plex. There's no reason you wouldn't have a section run by the Spikes, a section run by the Ancients and so on. If your uber PC is charging people money, that makes you a gang in their eyes, and therefore a good target for whacking (to take your territory, prove how tough they are and so on). Meanwhile, new PCs may decide that paying you 100 :nuyen: is a lot rougher than paying the Ancients 5 :nuyen:.

If the PC realizes he needs to mob people to stay alive, that's called a gang. If he's running a gang, he needs to set up a method that gang-members can advance, make money and so on, so he can't be charging everyone all their savings or no one will join his gang (or a gang-member will backstab him). If his gang decides to gang-rape all the people in their territory, they can do so, but people will then move to other territories, pay their protection money there, and likely Lone Star will get called in to put the boot down. If the system naturally encourages controlled aggression, not random slaughter, then that is what will arise. I for one think the idea of a new, player-run mafia is absolutely awesome, even if it means a few low-level PCs get cement shoes now and again.

Additionally, the power curve in Shadowrun is different from WoW. A 'level 1' character CAN take down a 'level 15' character, with luck and planning. That means that no single character is going to start picking fights with everyone else, since there's a very real chance HE will get raped. He'll need to be smarter about it, play more politics to create a proper gang.

I see absolutely no reason why players shouldn't be able to carve out their own empires. However, that plunks them in a bigger pond, with different threats. I also see no reason why PCs shouldn't expect to pay money to avoid threats. Just increase how much money they make to compensate. You'll have a bunch of new players fresh out of WoW who laugh at the big, mean looking troll and figure 'well, this zone seems appropriate for new characters, this Torgo fellow must be pretty easy!' It will be a quick, painful lesson as to why Shadowrun is different from other games.



QUOTE
There's a fine line here. On one side, it could easily get newbie runners who desperately want to play to the spirit of the game getting toasted before they can draw their weapons on the run because the run is simply impossible unless you've upgraded your stat set to at least semi-experienced. On the other, a Prime Runner can, with the proper equipment, get through an entire run with only a mage as a minor sidekick. Testing every run before puting it up on the server is going to be a major pain in the rear end.


Not a major issue if you use the method I've outlined previously.

A PC is given a check to build a security setup with X number of dollars. This is the 'value' of the run, since it defines the facility it'll happen in. It is also modified by basic metrics the computer uses to determine how well it complies with 'conventional' security setups. If the guy spent all his money on potted plants and no weapons, the value of the map drops considerably, and the designer's value as a designer is reduced.

X is modified by the rating of the environment (AAA, B, etc.), the precise nature of the run (wetwork, get the box, etc.) and so on. The result is X'. The Johnsons will only give the run to PCs who meet the requirements for X'.

As the map, X, is used for different runs (X', X'', and so on), it will gradually have a success rate attached to it, defining how good it is as repelling invaders. Its score will gradually change to reflect this. As the map's score goes up, the designer gets karma for it (literally getting paid based on the number of Shadowrunners hurt, killed or repelled), and he is used for more difficult maps.

Early on, we'll have a bunch of bums who don't take map design seriously. They'll all be designing level 1 maps, and these guys will make terrible maps. The result is a bunch of neophyte runners enjoy a number of cake-walks and get 'free' money and karma. The designers don't advance though. At level 2, you only have people who at least took the challenge seriously, and so things self-regulate. If you have a genius who makes tremendously awesome maps, well if you're the first guy to test it... them's the breaks, sorry. But overtime a level 1 map becomes a level 2 or 3 map just because it keeps killing everyone, and the designer advances up to design maps for more advanced shadowrunners.


Overall I like Black Irish's summary, except I do think Lone Star security guys or docwagon employees (who are PCs) should get karma for doing their jobs. Never for killing people, just for doing their jobs. Some jobs will reward more karma than others. The karma for some jobs will depend on what other people do. A Johnson's karma is based on how successful his runners are, a security designer's karma is based off of how effectively his maps wounds or repels invaders.
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Stahlseele
post Dec 26 2007, 03:17 PM
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heh, i just found a backdoor(me decker) to the old SRO Boards that were supposedly taken down ^^
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FrankTrollman
post Dec 26 2007, 04:00 PM
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The problem with player created security is that everyone is going to put back doors in said security and then that information is going to be variously disseminated. Other people are going to make the "security" simply be that the area is made out of plasticrete and there's no actual path to the objective. There simply aren't controls on that sort of thing, nor can there be.

I like fan created content, but I don't think it is practical or desirable in areas that people make runs in. Too many areas would be thematically jarring with unfinished or unmatched textures or giant clown heads or huge penis jokes.

-Frank
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nezumi
post Dec 26 2007, 04:11 PM
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QUOTE (FrankTrollman @ Dec 26 2007, 11:00 AM)
The problem with player created security is that everyone is going to put back doors in said security and then that information is going to be variously disseminated.

Precisely. People are going to put in back doors for themselves, and then they have to work hard to keep it secret. If they fail to keep it secret and its used by everyone, the map no longer works and the guy stops getting karma for successfully repelling invaders, its score goes down, he isn't hired for better jobs later on and eventually the map is shifted out of use. Granted, if the back door takes a long time to be discovered, it could result in a known back door being available for a longer time, but that's neither a huge problem nor unavoidable. On the flip side, if the guy makes a back door and keeps it secret, he can make a LOT of money selling that information at least once.

QUOTE
Other people are going to make the "security" simply be that the area is made out of plasticrete and there's no actual path to the objective. There simply aren't controls on that sort of thing, nor can there be.


That would be a basic requirement of the map design. Either make the map so the actual hallways and offices are set and you can't make new walls, but can rearrange stuff, or make it so the player does not get paid unless actual business can be done - people must be able to get from the elevator to each individual room to do work. It would be trivial to program the computer to check if every room is accessible, and foolish not to.

On the shadowrunner side, explosives work.

QUOTE
I like fan created content, but I don't think it is practical or desirable in areas that people make runs in. Too many areas would be thematically jarring with unfinished or unmatched textures or giant clown heads or huge penis jokes.


You don't make texture something the designer can set. The texture, decals and so on are going to be set by the corporation, obviously, and in fact a given map may appear in an Ares facility one day and a Renraku facility the next. Granted, the person could make a map which, when viewed from above, spells bad words or something, but people who go out of their way to do that probably aren't making very good maps, so they won't get past the starting few levels.

Yes, I certainly do agree that at the lowest levels there will be all sorts of terrible maps. However the ultimate test will be one of practical application. People who don't take map design seriously won't be designing maps for higher levels. If the designers are smart enough to comfortably design shadowrunners below the rating of starting PCs, that means those initial maps can be tested before humans see them, and can be eliminated. Otherwise, just assume that the early milk runs may look sort of goofy, but as you get to level 2, 3 and so on, they get progressively more realistic as loser designers are weeded out.
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Telion
post Dec 26 2007, 05:32 PM
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Wouldn't zone security codes help ease some of the PKing?
Also posting wanted posters for griefers allowing a bounty hunter type character to be played.
And what about giving those who want pure carnage of destroying anything in their path the ability to join one of the gangs in the sprawl who specialize in that?

Things like if your in a AAA zone your not going to worry to heavily about someone killing you randomly.

Also a reputation mechanic will prevent any lasting character from doing these kinds of things, leaving mostly lower level characters doing this.

This does assume a bit on mechanics but from a concept point of view this would curb it to some degree.
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FrankTrollman
post Dec 26 2007, 07:15 PM
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QUOTE
Wouldn't zone security codes help ease some of the PKing?


Not by themselves, but with additional mechanics they could be part of that. In Shadowrun, having a higher security grade means that Lonestar or Knight Errant (or Nightengale, or whoever) comes down on you extra hard if you start trouble. Now, the core of griefing is that you are actually trading a character which took you virtually no effort and and that you don't care about for someone else's character who actually matters in order to piss them off. So the fact that the Star is going to come and arrest you after you start throwing hand grenades in a dance club full of player characters means fuck all. Or rather, it means very little to the people who are actually doing the griefing.

Now there are a couple of ways to mitigate that.
  1. Security Zones Mandate Specific Behavior That is, in AAA zones you literally can't throw a molotov at a cocktail party. I don't suggest this, but it would restrict PVP to certain areas in an absolute fashion. This would have to be part of an arms race to stop griefers from "training mobs" or manipulating environments or doing any of the other crap that griefers do.
  2. Death Means More to Rule Breakers That is, if you haven't done anything wrong recently (that the Star knows about), then when you "die" you respawn in DocWagon Central and move on with your life. If you have, then you don't respawn at all because your character is in jail. Possibly other people can break you out with a run on the holding pens or the Star admin or something. This would mean that if people attack you for no reason in AAA zones you are slightly inconvenienced and they lose their character - which tilts the equation away from griefing.
  3. Death Means Less to Established Characters Characters who do more could have better DocWagon Contracts, which would bring them back from more things. Alternatively or in addition they could have influence with established crime syndicates or corporations (same thing really) who would get them out of jail when they "died." This would tilt the equation away from griefing as it wouldn't be that big of a deal to take down an established character.
  4. You must complete a lengthy tutorial with each character before you are allowed to do any PvP at all. If adjusting a PC to be able to harm other PCs, or transferring them to the area of the game where they interact with other PCs, or whatever takes more effort, then the griefing is disincentivized.

I would suggest doing all of that except the first one. You'd probably have to do more besides (like keep track of how many characters an account has "in prison" and ban their account if that number gets too high).

-Frank

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hyzmarca
post Dec 26 2007, 07:46 PM
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Or you could include an Alternate Reality component in which the personal information (mane, address, etc.) of chronic grievers are posted on public boards and players are given in-game rewards for beating the crap out of the bounty-targets in real life.
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Black Irish
post Dec 26 2007, 07:47 PM
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I like Frank's 2 and 3, although I'm less keen on the other two options. Another option would be figuring out some way (in-game) to tie a griefer's low-level characters to the established character providing the explosives/other griefing gear.

I thought about adding some sort of ownership tag to equipment -- so the grenades used to bomb the club could be traced to the griefer's character that gave them to the bomber — but I'm not sure how feasible or desirable that would be. Having guns/other equipment tagged as stolen offers some interesting possibilites, as would tying explosives/foci/etc. to their creators.

Another possibility would be to use the reputation system, by creating reputation/connection hits tied to economic transactions. So, if Griefer character 1 (the established character) gives or sells Griefer character 2 (the new character) a satchel of C4 (creating a reputation connection) and character 2 bombs a night club, then character 1 takes a reputation hit, as well, because he's been "doing business" with character 2. This could encourage PCs to only do business with established, well-trusted other PCs (not a bad thing), but could be a pain in the ass overall. I can also see easy workarounds (leave the C4 in an out of the way place, then let griefer 2 "find" it) for committed griefers.

(BTW: Isn't it sucktastic that the majority of the thread is focused on mitigating griefing, rather than fun stuff to include in the game?)
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Telion
post Dec 27 2007, 05:55 AM
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Wouldn't there be some lone star strato drones passing through the AAA air space in reasonable numbers? And I seem to recall astral patrols as well.
Standard police in the area ready to call something in or run over the perp.

In a place like this, your not going to be able move far from a "Killing spree" without being spotted quickly and brought to justice.

A proper mechanic would be to give the player the option to have a safety to prevent the player from pulling out a gun with a missed keystroke.

When I consider a person hell bent on destroying others in a AAA establishment, I see GTA police reactions swarming on the person and other runners taking off to avoid being questioned. Throw in some elementals and spirits just for amusement.

Another mechanic could be that the players ties to a fixer which dislikes their employees being killed, or even the players others contacts who may investigate the players death. Being disliked means your not going to be missed.

I agree with others who have suggested a dynamic means to trace something from 1 person to the next. In general I'd like the game to have a dynamic feel to it.

If I could have 1 wish though, I'd wish that each player had their own apartments and the world had a feeling of having a finite number of objects. So that their could be some personalization rather than everything being copies of each other.
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FrankTrollman
post Dec 27 2007, 10:29 AM
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QUOTE
BTW: Isn't it sucktastic that the majority of the thread is focused on mitigating griefing, rather than fun stuff to include in the game?


Well yes, but that's because this is the 21st century and the internet has already devised a better idiot. Meaning that anything you create has to be better idiot proof or it'll fall apart to begin with. Once you have a working chasis and some solid guidelines for keeping things from falling apart you can add all the content you want.

What I would really want is an urban hellscape of sufficient size that I could drive around in my neighborhood. People should be able to cross Seattle (or Hong Kong, or Denver, or Cape Town, or Tenochitlan, or wherever) in an unrealistically short time, but it should still be long enough that I can cruise the barrens. That's my personal goal, much more than completing missions or killing horrors. That's a task for the server designers and artists, I can't even really participate.

---

But there's another thing. People want to occassionally accomplish something, which is not really possible in most MMOs. Certainly this is what makes me not play Warcraft or Everquest - nothing I do actually matters. There's no effect beyond increasing the numbers on my own character sheet so that I can fight more monsters and still not accomplish anything. On the flip side, writing content is actually time consuming and requires competent writers to do. It's not easy.

Some of that can be done in the form of legitimately random and non-repeated missions. If you rescue a hostage, that hostage will be a randomly created person and will then be added to the list of potential civilians walking around or hanging out in clubs. And in that fashion you don't have to contend with the fact that you're talking to the doctor getting missions from her while at the very moment other people are rescuing her from a prison again.

But some of it can I think be done with "shared goal missions." That is, you have a number of plotlines which will eventually "go off" if enough people complete associated missions. And when that happens, everyone who participated gets a special cut scene delivered to them. So for example, there could be a Yama King on the loose. He has a bunch of trained mad men, and he's corrupting various politicians, and so on and so forth. A bunch of the "get the dirt" missions are nominally exposing his plot. A bunch of the "rampage" missions are taking out portions of his organization. Eventually the mission where people can physically take him on in his compound opens up, and a recording of the final showdown goes to everyone who helped take down the Yama King.

This way you don't need to make an intractable number of new content missions for everyone to accomplish something, but everyone can still be goal oriented and make an impact on the server. Similarly, I also think that the Seolpa Rings, the Yakuza, and the Vory should all get bigger territories when people do more missions for them, and so on. So that players can take it on themselves to do stuff which impacts the world without participating in the big plots.

-Frank
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X-Kalibur
post Dec 27 2007, 07:28 PM
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QUOTE (hyzmarca)
Or you could include an Alternate Reality component in which the personal information (mane, address, etc.) of chronic grievers are posted on public boards and players are given in-game rewards for beating the crap out of the bounty-targets in real life.

I whole-heartedly approve of this idea.
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mfb
post Dec 27 2007, 09:51 PM
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[post removed because sometimes the things i type make more sense in my head than when they are actually posted]
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Black Irish
post Dec 27 2007, 10:13 PM
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QUOTE (mfb)
[post removed because sometimes the things i type make more sense in my head than when they are actually posted]

If only you had a datajack ...
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