New to SS user here. Just logged in yesterday. Now granted, I only ran around the welcome region and then my default home plot, and haven't been elsewhere yet, but I wanted to share/ask a few things coming from a fresh introduction to SS. Some background: I've now got a fairly high, pro-hobbyist level grasp of level design in Unreal, and have built many custom game maps that are still in regular rotation on busy servers for a mulitplayer war game. I enjoy building those levels, but I've grown a bit bored with the limited (understandably) constraints of a specific type of gameplay. I've begun dabbling in SL for a few months now, and found that though there is a steep learning curve (and thus a vast social gap between newbies and established users) it does feel like a stable, mature, usable platform in many ways (using the Firestorm browser). What is a bit frustrating is the challenge and cost for building on SL's platform. And I can't shake the feeling that SL's time has come and gone though. I heard of SS in a casual side comment on SL's forums. Curious, I searched for it and found what I have possibly been looking for: a creative platform akin to AAA game development, with the SL-type social platform built around it (and an active, informative community to support it). So let me begin by saying, with the limited exposure I've had so far, I'm actually feeling a bit excited for having discovered SS. I'm hoping to find out it is what I've been looking for. That said, here are some first impressions and newbie questions... UI, UI, UI... sigh. I get all excited to try out a next-gen creative platform, log in, and am greeted with a elementary school interface from 2002. Cyan everything with bright green bubble buttons? Really? Seems like an odd choice, and a bit jarring given your web presence is very current and appealing visually. Cues could be taken from the Firestorm viewer, and at least, the color palette toned down a bit, IMHO. I find the camera controls incredibly confusing. Yes I know, I haven't spent more than an hour using them, but... it is so different from Unreal defaults and Firestorm/SL defaults. I find it extremely tedious and frustrating to navigate out of the box. For example... right click free cam should dolly in/out on mouse up/down. And default mouse sensitivity is way too high. I don't know, maybe there is a magical input settings panel I haven't seen yet, but I would suggest focusing on a smooth, intuitive navigation system because that (and UI) is the first impression players have. The basic avatar is okay, and the sliders appear comprehensive, but there should likely be a larger amount of basic hairstyles, for example, to choose from immediately in viewer, rather than have to learn about the currency and store system first. And physics...umm... why does my avatar lean at the ankles when he turns?? No one I've ever seen walks like that. I find very distracting to the immersive experience. So currency...I understand the gold. Straight forward value, clear and fixed(?) exchange rate... got it. But silver? That is confusing. It appears to have no value. The FAQs say it has no value. Than what is the value to having it in-world? Simply a social motivator? I don't know, I don't get the point. Sellers will ultimately only want gold no? I just don't see the point if there is no exchange with gold. (Perhaps there is a cool business model that makes perfect sense... if so, please enlighten me.) And regions...I assume the 128mb limit is only in file (?) size and not in in-world dimensions. And each region appears to exist in visual isolation right? No nasty neighbors to spoil your view? But when creating, especially in Unity editor, how can I check the limits of the scene I'm working on to verify it will fit? Also, what is meant by concurrent users in the subscriptions? Visitors to a region? I don't mean to be harsh or mean in this post, though I may sound like it. I am actually excited by the potential I see on this platform. Thanks.