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FlattestGuitar

Retired Admins
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Posts posted by FlattestGuitar

  1. You're inevitably going to make mistakes.
    You're going to spend literally 10+ hours of mindnumbing work on finishing this.
    It's only going to help really clueless people who would figure this out on their own in under a minute.

    The time will be better spent fixing issues that will have an impact or coding up something cool.
    If you're going for hacktoberfest PRs just find some simpler issues and get to work.

  2. To whom it may concern,

    Unfortunately, due to recent events in my life and the amount of personal projects I'm taking part in, I am retiring from my position as an administrator.

    The last two years I've spent here have been an incredible adventure I can't thank you guys enough for.

    As always, I'm online on Discord and will be there most likely until the end of my days, so feel free to PM me for a chat.

    See ya.

    • Like 4
    • angryeyes 2
  3. This isn't metagaming, as per our rules and what happens literally every round.  People just know what they can expect from antagonists, since it's possible for the characters to have seen them previously. 

    Things like these are a perfect example of an interaction that should be removed with a code change, not the Admin tram trying to reign specific people in for something that doesn't even break the rules.

    • Like 2
  4. Hah! 

    The taste feature is a pretty recent one. Before that, we didn't really have a system for telling people what tasted how. The main reagent responsible for making people get fed is just called 'nutrients' and it's present in almost every food out there. As such, almost all foods taste like nutrients - bland. 

    I'm looking to do another pass on the taste system, possibly adding a way to make things taste better or worse depending on how well you do in the kitchen, but I'm not yet sure how I'll go about doing that. 

    In any case, it's not your fault. 

  5. I moved this to General Discussion, since it's not really an Admin Complaint.

    I could drone about this topic for hours, but I already did numerous times. There are threads like these popping up almost every week now.

    Like this one here: https://nanotrasen.se/forum/topic/10695-the-problem-with-most-security-officers-and-the-crew

    If you see an officer breaking the law, adminhelp. If you're being annoying to people, expect them to be annoying in return.

    • Like 2
  6. I think this has nothing to do with meta knowledge or strengthening realism. You can catch someone with documents and just let them go knowing full well what these are. As long as you're not selectively letting your metabuddies go on rampages and dunking on everyone else, things should be fine.

    I think the issue stems from the fact that antagonists rarely have any sort of mercy when confronting Security. If you lose a fight against an antagonist as a Security Officer, you can expect to die pretty quickly, especially with certain players, who, for example, would cut your head off and melt it with acid. It's just a part of the way things work right now.

    Because of this, you don't want to risk the person you caught with documents to later come back with a revolver/acid/whatever and murder you violently, so you cuff them and ensure that doesn't happen.

    In my opinion, the attitude most Security run with is only a reaction to the way antagonists treat them and it's them that should somehow be nudged to be more interesting than just murdering all their targets and smirking to themselves as they escape on a welded pod.

    • Like 5
  7. Nuke Ops that don't declare war are in general pretty boring in my experience. By the time someone screams about them having boarded the station they can already have their hands on the disk and everyone wastes 30 minutes of their time and has to start over with whatever they were doing that shift.

    I think it'd be a solid idea to make Nuke Ops /have/ to declare war. In my current pitch they'd get a five minute grace period to get a good pun going and declare war themselves (using the pun, of course) or, after the five minutes, the war would be declared automatically.

    Ideally, this would go together with a rebalanced and pop-dependent amount of TC, which I'll be looking into regardless of whether this suggestion itself gets any traction.

    I'll be implementing this myself if this gets enough support.

  8. There seems to be quite a bit of misunderstanding about this change here. 

    It's NOT a mere delay to what the chems do, but a large part of chems' functionality torn out. Things like Strange Reagent proc not on every life tick, but on application - their "mob reaction". This tears the whole behavior out, while leaving the thing proccing when injected with a syringe or drank. 

    You'd have to go look at the specifics of code behind alle the chems to see what exactly this disables. For example fluorosulphuric acid will no longer deal its massive damage on application, but only 1 burn and 1 toxins each tick (or similar numbers, I'm not quite sure), meaning it becomes pretty much completely useless when applied this way.

    The behavior is not in line with syringes and I think making mechanics this unintuitive is silly. I believe we should nerf the specific memechems people overuse and not just put this monstrosity over the whole chem system. 

    • Like 6
  9. As other admins have said, us admins are generally really bad at telling whether someone is pushing the limits of greytide, as we can't just follow a single person on their exploits throughout a whole shift. Adminhelp if you think someone's being an abusive greytide and not contributing to others' enjoyment of the game.

    As for the antagonists - I don't think there's an easy solution available to us. People have always powergamed to some extent and will always do so. It's not hard to come up with the names of a few people who have been around lately who do exactly that. Going blindly after objectives and stocking up on weapons, reagents and tools that will help them be the most robust in any situation. I think we should do our best to convince them somehow that even a defeat can be enjoyable and help them realize the wonders of making others enjoy the game.

    I'm personally not sure how to go about this. One of the ideas pitched some time ago would be to remove greentext. Leave objectives as a way to direct people towards specific antaggy actions and draw lines around what is allowed and what isn't, but not reward actual objective completion. We'd be able to add a lot more non-specific, RP-motivating objectives if we didn't bother checking for the green.

  10. I don't really see the purpose of this change. The Low/Medium jobs we have right now will just turn into Low/Medium/High jobs. More of a split, but will it really drastically change anyone's experience? You're meant to be able to just compete for one High job, because otherwise you're taking it from people who genuinely want to play it.

    I don't believe what ProperPants proposed will actually change anything in terms of job picking.

  11. I think this is a horrible idea.

    The amount of text you needed to describe these classes makes me firmly believe in the fact that this will be impossible to enforce.

    Civilians with firearms means either powerful antagonists or validhunt extravaganza. This will not lead to anything positive in terms of gameplay or roleplay.

  12. 100% with this. The Slimes over on /tg/ are way more interesting and diverse than what we have now. They're meant to be more of a "reward" species for xenobiologists, as far as I'm aware and they are powerful to match that, so we'd definitely need to nerf these bits, but things like toxins healing them and charcoal doing the opposite are very interesting and I'd like to see them in practice.

    That said, there are many more species that need improvement and diversification on Paradise much more urgently than Slime People, who are already one of the most popular species out there. If anyone wants to code it, go for it, but I think our efforts should be focused elsewhere for the time being.

  13. I made this thread a while back: 

    I was fiddling with a lot of new vampire stuff locally, but I'd rather wait for the massive backlog of PRs to clear before I start working on something more serious myself.

    It's late and I don't have much to add to the thread, but you can go read it for suggestions.

  14. 12 hours ago, Xantholne said:

    Chain of Command

    No amount of Science can justify giving out the Chain of Command.

     

    Also, I feel bad for posting here to help this sick joke of a feature work, but:

    Instead of a sheet of Uranium, use a reviver implant. Cheaper.

    Instead of a sheet of Diamond, use a diamond mining drill. Cheaper.

    You can use a Bola Launcher from Robotics to get to Combat 6. Don't waste the Chain of Command.

    You can get to Plasma 6 by using a Phazon torso, also from Robotics. Super expensive, but THE NUMBERS GET HIGHER.

    • Like 1
  15. The vast majority of the time I play spacemen I'm either Security or an Antagonist, so my view is pretty heavily skewed here, but I honestly don't feel like second-guessing every single thing your fellow crewmembers do is a healthy idea. We already have massive amounts of new players at places like Medbay and Engineering clearly not dealing with more chaotic antagonists. You'll see it almost every other round - bloody medbay with corpses all over the place as soon as something more chaotic than a glass of spilled whiskey happens. I have no solid data to back this up, but this isn't hard to notice if you look for it.

    I don't believe encouraging antagonists to take out more people out of the game is a good idea at all. We already have issues with the people who are less interested in RP killing almost indiscriminately, not bothering to make the other player's experience remotely interesting. I believe we should do everything we possibly can to fight this trend.

    The second idea you proposed is basically the same thing, just with slightly more restrictions on what you have to do after the murder. Just...no.

    Making antagonists interesting isn't just about giving them lethal force, patting them on the back and saying "go wild" while laughing maniacally, especially if this leads to dozens of people in dchat enjoying their .45 cal emergent gameplay.

    • Like 3
  16. The only issue with the carrot shiv is that it's made of a carrot.

     

    I'd much rather see new interesting non-lethal ways people can interact with each other. Sure, the combat can be fun, but it's very short-lived most of the time and stuns are already the #1 combat tool. On top of that, a shiv won't really help you do anything a stunprod and cuffs wouldn't.

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