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Wheatley29

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Posts posted by Wheatley29

  1. Just now, Spacemanspark said:

    We want antags to be interesting, not go "loud" with giant murdersprees across the station every round.

    I have difficulty understanding how this will make antags more interesting, could you perhaps please explain why you think it will help?

  2. I've made this thread as I believe this PR is being far too ignored considering the change it wishes to bring along, especially considering the name sounds incredibly vague and innocent. Essentially, according to what I have been told this PR will make it so that should you be hit with something such as a flurosulphuric acid syringe you will not immediately take 75 damage. Now considering how long this has been around and how little it has been complained about, it seems to me that this is much more of a "I ded pls nerf" than an actual needed balance change. Perhaps I could get some of your opinions on this PR?

     

     

    PR Link: https://github.com/ParadiseSS13/Paradise/pull/7708

    • Like 1
  3. Just now, ZN23X said:

    Can put a long cooldown on it. I'm sure people wouldn't use it any more than say...screaming.

    To quote Flattest Guitar a while back on the discord;

     

    "We're trying to pretend this place has standards"

  4. 2 minutes ago, Da Dman234 said:

    Pretty sure Science is already capable of making these, although it requires an obscenely high level of research that is only obtainable by deconstructing one in the first place. I could just be talking out of my ass though, or it may have been changed.

    Not possible, according to the wiki

  5. I feel like to a degree this is such a powercreep for science, as those who wish to work as a team as antags can very easily get their hands on single slot free healing chems. Overall the concept of a medibeam is only good because they are limited and rare, and thus their power is somewhat justified. 

  6. On 19/04/2017 at 2:19 PM, FlattestGuitar said:

    Bringing up @ZN23X's points from the first page, I feel that enforcement of general SOP is very hard for Security. There is no law that allows Security personnel to actually punish Civilians for running around in the hallways, sans ID, gas mask on and refusing a search on Red Alert, all of which are against SOP.

    Simply by virtue of the only punishment being a demotion, all Civilians seem to be completely exempt from SOP.

    People give Security a hard time just because they can and not giving Sec the proper tools to fight that seems odd to me.

    It won't be easy to solve this by limiting the enforcement to only certain select few entries in SOP, but I do feel that it will be worth it.

    My response to that situation is to just charge them with creation of a workplace hazard. It may not be awfully appropriate but I've noticed it stops some non antag shittery.

  7. For AI, learning your binds and hotkeys for doors is crucial

    Being able to flattern a traitor by swapping door safeties and shocks on can make the difference between a good AI and bad AI.

    Punish people who make stupidly long laws by abusing loopholes, you are now a lawyer, congratulations.

    You're better off speaking too much than too little, get involved with the station and know what people are up to.

  8. 3 minutes ago, Love-To-Hug said:

    I think the point is being missed to a great extent here.

    There is a limit to the security force, and the amount of antagonists we have in a given round is meant to be tailored to that amount of Security*. It's part of the balance of the round.

    The problem is borgs allow that limit to be surpassed to such a degree that, in that round for instance, there was essentially +50% more Security than there would normally be.

     

    *(And, to reiterate, the HoP simply increasing the officer limit is not the same thing, as it requires additional equipment from cargo, an experienced HoP, coordination in command chat, and then waiting for players to take the slots and get up to speed. Whereas secborgs start with everything they need and have sometimes been lurking dchat so already have an idea of what's going on, and even if they try not to act on that info it's still a situation they are comfortable going into.)

    Such a situation forces antags to learn how to go around something. If I have four security borgs against me, then I will not sit at maint doors hoping that a random greytider goes in, instead I will instruct my thralls to lure individuals DEEP into maintenance where it will take security longer to respond should I be discovered. The issue with antag players currently is that they do not plan ahead, if I'm going to storm the bridge I will emag my escape route doors and ensure that I have an escape to space with a hardsuit ready whereas most players will just dive the bridge and hope for the best. Prep work is key to becoming a good antag, it's not all how fast you can push over that seccie chasing you. Another big part of it is creativity, if you do something unexpected it's much harder for security to react properly. 

    • Like 1
  9. Just now, Love-To-Hug said:

    I addressed that later on. The shadowlings remarked after the round that while you did indeed make the kills, the secborgs were fanned out to such a degree they were being whittled down and unable to find thrall targets without a secborg being dangerously nearby.

    They allowed us to mass numbers, and one of these kills I literally just walked up to one of them they reacted to slow. We should not be hugboxing borgs because they destroy the unrobust. Infact, they even managed to grab the HoS which should prove that it's not as extreme as you are attempting to present it as. 

  10. On 4/9/2017 at 10:08 PM, Love-To-Hug said:

    Just got out of a shadowling round where things were looking pretty tense at the outset. It was really looking like we, the crew, were going to lose. Bodies were pouring into medbay.

    Then the secborgs formed a mob that went through maintenance. They were unstoppable. They stomped a mudhole into all the shadowlings.

    When i mentioned this after the round, someone said they wanted secborgs to stay because 'it's the only way to deal with shadowlings really'... but that kind of proves just how overpowered they are?

    Other stations have been getting rid of them and I'm really starting to see why. They're an enormous boon to Security in a way that makes the game much harder to balance, where the power difference between a Security team without secborgs and one with secborgs is rather enormous.

    Can I point out that it was not a posse of secborgs that killed the majority of them, I killed two on my own.

  11. Just now, Birdtalon said:

    Antagonists and Security are fairly balanced in my opinion already. Validhunting is against the rules and should be and is currently enforced by administrators. I don't believe that the game mechanics should be altered becuase of rulebreakers.

    Validhunting is something that is incredibly hard to determine however, if for example, we see someone running around maints during a sling round then yeah, that is valid hunting. However there are more subtle ways of doing it that are always going to be much harder to deal with. 

  12. 30 minutes ago, ZN23X said:

    I'm fairly new (been playing since December) and primarily work sec. First, if a HOS or anyone for that matter literally communicates with the exact text of "OMW" or something simimlar, that should be Ahelped because its against the rules. I rarely see it, I've gotten bwoinked for lesser chat rules infraction. As an admin once said, "we are not omnipresent, we CAN see everything but they doesn't me we DO see everything. If you see someone breaking a rule, report it so it can be corrected" If you don't report it the behaviour will continue and the quality of the server will continue to depreciate. This goes for any rules breaking. Such as valid hunting.

    As for the quality of security. It can be hit and miss. Particularly depending on who the HOS and Warden are. Some are real good, some aren't, whether it be by experience or otherwise. Good officers can help make up for bad sec leadership, and good leadership can help with bad officers. Having good officers and leadership is euphoria. 

    I think I make a fairly good HOS and Warden at this point, but I had my fair share of rounds where I was bad at it before I got a hang of it. 

    The reason I primarily work sec is because I want to help increase the quality of the department overall. When I'm HOS I don't just do the "you all know the drill, get out there" I like to say "If anyone is newer to sec, don't hesitate to ask questions". Show people how to do it the right way.

    As for RP. This has been a constant debate on the forums. This IS a MRP server, not HRP or LRP. Because of this, you get a mix of both HRP and LRP. There ARE people who like to RP on this server. I'm one of em. Once you get familiar with who is who it's easier to find good RP...and maybe just maybe your RPing will make someone else think to themself "hey...they look like they are having alot of fun..." and inspire them to give it a go.

    I guess the core of my conversation is, if you act how you want to see others act, others will see it as normal behaviour and be more likely to follow suit. Be the change you want to see :)

    EDIT:

    Also...welcome back! Let's work together to make this place better!

    I do ahelp things if deemed necessary, however in this case I merely said in LOOC "Hey man, please don't use things like text talk in IC, for example "OMW" and he never did it again. I think if we can alleviate some pressure off the admins by reminding people of super basic stuff like that, it'd be good as a whole 

  13. I'd like to call myself a veteran of Paradise, it's been my only Space Station 13 server since I started playing. There was something about it when I first joined that I found captivating, and how some godawful UI and constant abuse from the clown managed to create an experience that was hell, yet it was a fun hell - your first game of DotA 2 for example. I joined the server when we were initially unlisted, and was provided with the server link from a friend who also plays on the server. During this time the server was incredibly high in quality, with antagonists making the game enjoyable and security resembling some form of an organization as opposed to a disaster of human creation. The realms of competitive DotA 2 however managed to draw me away, with the potential of going pro being a much greater goal than securing my well earned greentext.

    A couple months later, when I decided to return to the server I discovered that we were once unlisted again. I thought to myself that the server would be in its prime again, however the truth was rather different. I discovered we had a time-based unlock system, which made me incredibly happy and increased my hopes that those who wish to ruin rounds with their rampant incompetence. Upon joining the server, I proceeded to select Security Pod Pilot, my old favorite job on my IPC, J.A.M.A.R and began to complete my normal round-start tasks: creating shoe rags; arming myself up for the shift; patrolling the station three times in a lap before taking a single lap in my space pod. Everything went smoothly for the first fifteen minutes, my return to the station being filled with nostalgic glee. I noticed that, very VERY few of the old regulars were left, with many either on new characters or have just left the server completely. And, after a few rounds it's come to my attention as to why. The quality of the players had decreased, and it's a blatant lie in my opinion to call paradise a roleplaying server at this point. A report came in that there was someone breaking floor tiles in the med-bay and throwing them at people, I immediately used my radio to communicate to my colleagues to respond with me as they may prove a threat. As opposed to being presented with a written okay or some form of coherent acknowledgement, I received a "OMW", from the Head of Security. 

    Quality of Security overall has decreased dramatically, I remember distinctly another officer shooting a double esword waving traitor with a taser, which rebounded and hit those trying to baton him down at melee range, allowing him time to promptly remove my head in possibly one of my least ceremonious deaths in my history of Paradise. I thought nothing of it at first, It would be wrong of me to expect that everyone in security understood fully how to deal with situations, especially one as rare as this. However, as I continued to play it became a more obvious issue. Security, have absolutely no idea on how to deal with criminals, so much as allowing a prisoner to build WALLS, METAL WALLS in their cell during their sentence. 

    I'm rather tired so I shall make this brief. But the quality of the server is decreasing, and I only have expertise in two departments. And of course, like all dedicated players, I will be trying my best to teach these new players when possible and educate them on how to properly deal with situations. And while the Mona Lisa was not finished in a day, there are some ideas that I have that will take very little time and will hopefully have a rather monumental effect on the quality of the server;

     

    • Place increased scrutiny on security, and extend their ability to punish those who intentionally try to disrupt them. Make throwing prisoners who refuse to cooperate into solitary a standard thing, properly cordon off prisoners who continue to harm themselves in a straight jacket naked, for their own good. 
    • Allow mentors to cooperate with admins to create departmental training sessions during certain shifts, were random individuals will be picked out for a basic quiz on how to play that department and if they fail, receive the correct training to flourish. Insert into their notes when they have completed this training to prevent unnecessary re-dos.
    • Increase antag freedom, I should not be risking having an admin bwoink me because I killed someone as an antagonist. This should apply more heavily to individuals who are validhunting, which moves me onto my next point.
    • Buff antagonists and Security. By doing this, it makes validhunting a lot harder, as the gear they have available becomes much less effective overall. This places heavier emphasis on security to properly understand how to handle an antagonist, as opposed to allowing those pesky scientists throw their nuclear bombs in a 5x5mm grenade at it. 
    • And finally, enforce SOP more heavily. The classic statement regarding SOP is "It's standard operating procedure, not always operating procedure" is something that has always baffled me, why would Central Command produce a list of guidelines that they don't mind if people follow. I understand that his point mainly revives around station emergencies, however it has become increasingly apparent that Captains carry their gun the second code blue is declared because they saw a scary man in the shadows. 

     

    There are many other ideas, and if you have an idea yourself as a player, I beg of you PLEASE try your best to get it out there. Thank you, here is some music I like: 

     

     

    • Like 5
  14. I completely agree with xeno spawns, its not fair for those not yet robust enough to insta-jump down vents to be smited by a robust officer simply because RNG decided they need to become good friends with securities baton.

  15.  

    It is not directly related to the topic, but would reduce the mentionend problems with the greytiders.

     

    Maybe it is time, we restrict the jobslots for civilians to 15 or something like that.

     

    Instead allow to spawn as a cyborg (maybe 4 extra slots) and/or as NPC or drone. I often see round where the ai has only one to three borgs, and there are over 100 players. I would think it is good if for every 10 "human mobs" one silicon avatar is there.

     

    Would be good :

    - more Cleaning Borgs

    - maybe more Service Borgs

    - Security and Medical support

    - reduceing the ammount of greytiders, blowing up the station. Give the Ai a little more helpers (less drama because they are bound to the Silicon Laws)

     

    Maybe the possibility to spawn after roundstart directly as a Posibrain or MMI in robotics (PS: Speak enabled). SO you dont have to spawn a civ go to hop for paperwork then go to robotics and wait.

    To me that sounds like far too many borgs, one sec borg is powerful and having an entire ARMY of them would destroy pretty much all antags and make AI traitor objectives too easy

     

  16. I believe if we make the Research Director a more vital aspect beyond "I am a scientist with special goggles and suspected to be a traitor more". I feel as if any experiments that do involve danger such as explosions MUST go through the Research Director first. That way the science comms channel will end up seeing more use and as will the Research Director role as a whole

  17. There is no issue with these bullets in my opinion, they can only be used with the sniper rifle which is a rather hefty investment if only used to kill the AI. They are intended to be powerful although expensive. They are limited in practicality against the crew, providing some balance.

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