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The New questline coming at the end of Cycle 19

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  • Posted By: munk  homeworld | blog | gallery | player profile

    The New questline coming at the end of Cycle 19
    Hi. Today I'll be laying out the last of the plans we have for readying the game for a mailing to old players and a thrust at bringing new players into SSW.
    This has consistently been everyone's wish, but I've resisted a mass reachout for a few reasons, the most important reason being that we weren't ready for it.

    In November, we fired up the game again, expecting a few people to want to do a reunion whirl, and that's it.
    But it became clear pretty quick that everyone wanted more.
    In the past few months we've added daily quests and new content, and even new IOTMs.
    We then moved the game to a new server, but there seemed to be more load than the playerbase size warranted, which needed addressing before inviting a bunch more people to play.

    In the past couple of weeks we've taken a hard look at dysfunctional gameplay design (If botfarming is worth doing, that's a design flaw rather than a policing issue) and we addressed that. Yes, SSW is schizto and that introduces the difficult balance issue between the "KoL-style" planet content for <33s and the space content meant for 33's. Defining a split point for those two worlds of content and making it so that one doesn't interfere much with the other is difficult, but we gave it a shot, and I think it's working.

    Now if a hundred new players show up, they will hopefully find that the activities they're supposed to be doing are the ones that give them the greatest payout and fun for their clicks, and hopefully we've made farming suboptimal enough to make it not worth doing now that asteroids give the same stats and pay out better.

    Presently, we have turned our attention to the quests.
    Here is the Current Questline:
    --------------------
    01: Earth: Wake Up
    02: Stat Challenge: +25 combat_exp
    03: Earth: build passport, get teleport surgery
    04: Stat Challenge: +25 creativity
    05: Phallorus
    06: Stat Challenge: +25 luck
    07: Deep 6 Fauna
    08: Stat Challenge: +50 combat_exp
    09: Eroticon 69
    10: Stat Challenge: +25 confidence
    11: Laxloo (DP quest)
    12: Stat Challenge: +50 creativity, +50 combat Experience
    13: Solaris (Sushi Master quest)
    14: Stat Challenge: +10 constitution, +10 confidence, +2 HP if <=98
    15: Nortonia (Shields)
    16: Stat Challenge: +100 Power
    17: Pharma (rewards banannas and bof ore)
    18: Stat Challenge: +20 constitution, +20 confidence, +5 HP if <=95
    19: New Ceylon (rocket pack quest - Space)
    20: Stat Challenge: +200 power
    21: Trinoc (bank interest quest)
    22: Stat Challenge: +50 constitution, +50 confidence, +10 HP if <=90
    23: Yeranus (ACME Battlesuit quest)
    24: Stat Challenge: +10000 Trade, +50 Const, +100 Combat
    25: Barnimus (sex bomb quest)
    26: Stat Challenge: +10 HP, +20,000 Trade Exp
    27: Boria (Mining Tool quest - minor miner)
    28: Stat Challenge: +10 HP, +30,000 Trade Exp
    29: Xiao MeiMei (100 turns of One-Handed Casino Combat + Cassette Quest)
    30: Stat Challenge: +10 HP, +400,000 Trade Exp
    31: Tranquility (sex0r quest)
    32: Stat Challenge: +10 HP, +500,000 Trade Exp
    [voluntary stopping point for PvP sharks. Unlock Display Case at 32.]
    33: drone awareness (LSD - crypto)



    we are looking at making the Questline less random and grindy, and more informative and explainatory.
    Some stuff's getting removed, some will be re-arranged and some added, but most of the key skill-attainment quests will remain the same.
    There will be TWO quest tracks. One for "Zeroth Dimit" (your first run through the quests as a nub or right after a reset) and one for "Dimit".
    The only difference will be that a "Dimit" questline will have additional stat goal requirements to bring the RNG level up for dimit-racers, while virtually eliminating the RNG-ness for first-timers.

    Now a note on supposed "OP" nature of serial dimits:
    -----------------------------------------------------
    I've checked the formulas for dimit bonuses and it looks to me like I coded dimit bonuses to work like so:
    - first dimit: nice stat payouts, ok power bonus.
    - 2nd through 9th dimits: decreasing stat payouts, increasing power bonus.
    - 10th and above: no stat payouts, large power payout.
    Thus, it appears that dimiting more than once is actually only good for a larger Power bonus, and benefits your stats less as you do it more.
    Therefore it is optimal to only dimit once and then stay 33 to enjoy the max dimit bonus to your stats.
    I'm not sure if this is well-understood, the fact that serial dimiting only benefits your Yang Power, and no other stats.
    That bonus is still very powerful when a passing hit from a serial dimitter can yank you from one society to another, but that's really the only benefit it incurs.

    And now, here's a look at the New Questline we're working on.
    We'll be building out parts of it with hopes to have much of it ready by the time someone wins, so we can install it and test it during the anarchy period before Cycle 20.

    New Questline (current outline):

    Degree: Quest (on Zeroth Dimit - nubs, plus everyone at reset - first run through quests)
    ++ Dimit (addl requirement for Dimit questline)

    --------------------
    01-10: Earth Basic Training
    --------------------
    01: Earth: Wake Up
    02: Equipment - equipping Clothes and Weapons tutorial quest
    03: Eating/Drinking tutorial quest
    04: Medications tutorial quest
    05: Use Briefcase tutorial quest
    06: Craft Food/Drink tutorial quest
    07: Sell Stuff to Sid tutorial quest
    08: Databuddy tutorial quest
    09: Converse 10/Sex0r 10/Attack 10 mobs
    10: Craft passport. Get IPT Teleport implant
    ---------------------
    11-20: Travelling the Planets (IPT/DoppelPets/Ore Shield/Rocket Pack)
    ---------------------
    11: Laxloo (DP quest - now Mandatory DNA submission)
    12: Stat Challenge: level DP to 100 EXP
    ++ Dimit: +2 HP, +10 sexiness
    13: Solaris (Sushi Master quest)
    ++ Dimit: +2 HP,, +10 sexiness
    14: Thank You For Smoking quest
    ++ Dimit: +2 HP, +10 sexiness
    15: Nortonia (Shield quest)
    ++ Dimit: +2 HP, +10 sexiness
    16: Trade-Recharge Pump tutorial quest (given to you)
    ++ Dimit: +2 HP, +10 sexiness
    17: Pharma (rewards banannas and bof ore)
    ++ Dimit: +2 HP, +10 sexiness
    18: Casino bathroom tutorial quest
    ++ Dimit: +2 HP, +10 sexiness
    19: New Ceylon (rocket pack quest - Space and Probe Access)
    ++ Dimit: +2 HP, +10 sexiness
    20: Gather Spaceworthy Suit, launch into space and launch 100 Warp Probes (given to you)
    ---------------------
    21-30: Into Space! (Trading/Bank Interest/PsP/PvP/Mining)
    ---------------------
    21: Trinoc (bank interest/trading quest +5000 Trade Exp./+300 Bank Interest)
    ++ Dimit: +10000 total trade exp/+300 Bank Interest
    22: Port Trading Challenge: +10000 Trade Exp.
    ++ Dimit: +5000 trade exp
    23: Yeranus (ACME Battlesuit quest)
    ++ Dimit: +5000 trade exp
    24: Port Trading Challenge: +20000 Trade Exp.
    ++ Dimit: +5000 trade exp
    25: Barnimus (sex bomb quest)
    ++ Dimit: +5000 trade exp
    26: Tranquility (sex0r quest)
    ++ Dimit: +5000 trade exp
    27: Boria (Mining Tool quest - minor miner)
    ++ Dimit: +5000 trade exp
    28: Asteroid Mining quest (spend 1000 turns mining asteroids)
    ++ Dimit: only 200 turns mining
    29: Xiao MeiMei (100 turns of One-Handed Casino Combat + Cassette Quest)
    ++ Dimit: +5000 trade exp
    [new voluntary stopping point for PvP sharks. Unlock Display Case at 29.]
    30: War Talk, acquire Drone/Facility Awareness (awards 1000 drones)
    ---------------------
    31-33: To War! (Drone/Facility training)
    ---------------------
    31: Place 1000 drones (given to you - awards 1000 drones)
    32: Build mining colony and staff it (given to you - awards 1000 drones)
    33: Build drone factory and staff it (given to you - awards 1000 drones)

    Note that a few planets/quests are no longer on the list:
    Phallorus and Deep Six Fauna will probably be retired to make room for new planets with better content. The items found here will be scattered to other mobs or stores, as needed. Security Shark will prolly end up on New Ceylon, for your sex outfitting needs.

    Eroticon 69 is probably gonna get tamed down quite a lot, and the quest will probably be removed. Eroticon 69 can become a Non-IPT PsP daily quest planet, and we'll take it off the radar for nubs. I can't figure out if new users hate it because it's offensive or they just hate gaining sexual chi, but in either case, E69 is getting tossed from the questline.

    Same goes for Lucky Spaceman Distilleries. Prolly just make that one a daily instead of part of the questline. The crypto puzzle was fun to build and if anyone ever did it by hand instead of googling sharkey or relying on a plugin then maybe I'd'a kept it, but it'll make a good daily.
  • Posted By: xKiv  homeworld | blog | gallery | player profile

      Quote "munk":  


    - first dimit: nice stat payouts, ok power bonus.


    Also, a second ore mining tool.
    (can we get some use for extra ore mining tools? give them to doppelpets to convert them into better miners or something?)

      Quote "munk":  


    Note that a few planets/quests are no longer on the list:
    ...



    May we get a dump of all texts that leave the game?
    (mob/planet/place descriptions, hit/miss messages, successfull/failed conversations/sexors - ala what used to be on the wiki)
  • Posted By: Salen  homeworld | blog | gallery | player profile

    loves it! super excited for this new style, but sad to see Deep Six and Phallorus go. I loved those mobs, even though I know why you may be retiring them, ill still be sad to see them go :)
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "Salen":  

    loves it! super excited for this new style, but sad to see Deep Six and Phallorus go. I loved those mobs, even though I know why you may be retiring them, ill still be sad to see them go :)



    Can't actually delete stuff from the game, so they'll still be around, but deactivated. If nostalgia is strong enough, I could open them up during anarchy periods or something, with the quests turned into dailies. I just don't feel they advance the storyline or teach you anything about your skills, and would rather use the planet spots for new future content.
  • Posted By: Rickton  homeworld | blog | gallery | player profile

    I like it, although I think the combat training should probably come before the sex/convo training since during the course of trying to talk to/sex0r mobs you're probably going to end up in combat.

    Kinda sat to see deep six fauna go, although I don't think it's a place I generally ever visited after the quest, a planet full of talking animals and crazy vets was a fun idea, plus it foreshadowed the doppelpet stuff. But yeah, from a gameplay perspective, not much was going on there.
  • Posted By: BabylonHoruv  homeworld | blog | gallery | player profile

    I go to Deep Six fairly often to get pig butts for making chile pork. It's also where non space aware folks can access the auction house. I am looking forward to seeing what replaces it.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    How about if instead of making the dimit quests all grindy for hp, we just use the same one and go back to resetting all stats except power on dimit like it used to be?
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    How about if instead of making the dimit quests all grindy for hp, we just use the same one and go back to resetting all stats except power on dimit like it used to be?



    when was it that stats were deleted on dimit, and why should this be the case now? I don't recall that this was ever the case, and it would really remove any incentive to dimit at all, I'd think.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    You changed it sometime around 2009. Gulogulo used to have amazing records with no stats, that pyro smashed when he got to keep his stats. This also led to sub1000 dimits.
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    You changed it sometime around 2009. Gulogulo used to have amazing records with no stats, that pyro smashed when he got to keep his stats. This also led to sub1000 dimits.



    But what would be the advantage of doing that now?
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "munk":  

      Quote "crashnburn11":  

    You changed it sometime around 2009. Gulogulo used to have amazing records with no stats, that pyro smashed when he got to keep his stats. This also led to sub1000 dimits.



    But what would be the advantage of doing that now?


    What is the advantage of making then get 2 hp every level? I'm assuming the lower stats would create rng just the same
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    What is the advantage of making then get 2 hp every level? I'm assuming the lower stats would create rng just the same



    wiping all stats at dimit would also yank away the main advantage to dimitting, I think - PvP/PsP prowess, especially for serial dimitters. There are enough people who seem to enjoy grinding the current questline over and over that I feel they would enjoy a questline with less grind, but enough to keep them in a dimit for a day or two. So less grind, but a reasonable timeframe for dimits that doesn't allow for 20 dimits a week.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "munk":  

      Quote "crashnburn11":  

    What is the advantage of making then get 2 hp every level? I'm assuming the lower stats would create rng just the same



    wiping all stats at dimit would also yank away the main advantage to dimitting, I think - PvP/PsP prowess, especially for serial dimitters. There are enough people who seem to enjoy grinding the current questline over and over that I feel they would enjoy a questline with less grind, but enough to keep them in a dimit for a day or two. So less grind, but a reasonable timeframe for dimits that doesn't allow for 20 dimits a week.



    Sure. I'm just saying it will be annoying to have a quest that is "Sex0r 10 mobs", but then I have to go fight combat too to be able to get the HP gain that is required. The interest quests effectively mean your dimits must span 2 rollovers anyways.
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    Sure. I'm just saying it will be annoying to have a quest that is "Sex0r 10 mobs", but then I have to go fight combat too to be able to get the HP gain that is required. The interest quests effectively mean your dimits must span 2 rollovers anyways.



    Hmmn, well, hopefully some people who enjoy dimitting will weigh in on what they'd prefer - The current RNGness seems to be about right for keeping dimits at right around 1k or so turns, or at least brings them close enough that it's a bit of a squeeze to get a dimit done in a day with proper timing, and generally uses up the starting turns plus what they can get from food and drink. Currently it's a nice but grindy balance. My intent is to spread enough grind out in much smaller chunks, but with consistency throughout, and hopefully achieve a similar balance with a similar amount of turns played (a bit over 1000 on average) with a full one-day hard-cap. (basically the 24 hrs between the first and second interest goals)
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

      Quote "munk":  

    Currently it's a nice but grindy balance. My intent is to spread enough grind out in much smaller chunks, but with consistency throughout



    You and your hippie granola dimits. >.>
  • Posted By: Salen  homeworld | blog | gallery | player profile

    personally I would love the game to evolve into something where someone can't get to 33 in 2 days, or even into space in less than 24hours. should it still be a race? yes, but not one between the flash, superman, and blue beetle LOL!
  • Posted By: Kimo  homeworld | blog | gallery | player profile

    Alright serial dimiter checking in here. At this point, even with the new changes, there is not a strong enough incentive for me not to dimnit. Specifically, (I am speaking for myself here) even with the quests, I get bored. So I make dimits a fun competition for me. For example: Can I complete a dimit faster? Plus, can I be more turn efficient? After this next rollover you will see I did my last dimit in 5 hours. Here is my opinion to move the incentives away from dimiting to stay at 33 but keeping dimiting as a viable option:

    >Keep dimits 1-5 the same as the original past with the 1 rollover for Degree 21
    >Dimits 6-10 add another rollover in the degree path. So now it makes it a 3 day minimum dmit.
    >Dimits 11-15 add a third rollover requirement. Now it is a 4 day minimum.
    >Dimits 16+ add a fourth rollover requirement. At this point, a player has to decide to be in a dimit for almost a week or stay at 33. Hard choice if things start heating up in space. But could lead to an interesting choice point.

    With me, it is all about incentives.
  • Posted By: UniqueCrash5  homeworld | blog | gallery | player profile

    Overall - looks way cool!

    With regards to dimits - perhaps it would be nice to offer an incentive to do each of the different possible dimit paths. That way you're getting some variety out of them.

    Possibly (although this may be asking too much) a special event/quest/monster interaction that's specific to each path? Or a goodie when you've completed all of them?

    Also - perhaps temporarily permit/encourage the use of a single alt account per current user, so's we can all try out the new starter path?
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "Kimo":  

    Alright serial dimiter checking in here. At this point, even with the new changes, there is not a strong enough incentive for me not to dimnit. Specifically, (I am speaking for myself here) even with the quests, I get bored. So I make dimits a fun competition for me. For example: Can I complete a dimit faster? Plus, can I be more turn efficient? After this next rollover you will see I did my last dimit in 5 hours. Here is my opinion to move the incentives away from dimiting to stay at 33 but keeping dimiting as a viable option:

    >Keep dimits 1-5 the same as the original past with the 1 rollover for Degree 21
    >Dimits 6-10 add another rollover in the degree path. So now it makes it a 3 day minimum dmit.
    >Dimits 11-15 add a third rollover requirement. Now it is a 4 day minimum.
    >Dimits 16+ add a fourth rollover requirement. At this point, a player has to decide to be in a dimit for almost a week or stay at 33. Hard choice if things start heating up in space. But could lead to an interesting choice point.

    With me, it is all about incentives.



    Hmmn. It is mechanically possible to add requirements based on the number of dimits. Adding rollover interest stopping points also doesn't really add turns played to your dimit, so wouldn't affect the quest for sub-1000 turn fez much. Interesting idea. Any other dimitters represent?
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "UniqueCrash5":  

    Also - perhaps temporarily permit/encourage the use of a single alt account per current user, so's we can all try out the new starter path?



    as it'll drop after a reset, you'll have little choice except to try out the new dimit path. multis not needed. (: