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Fox McCloud

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Posts posted by Fox McCloud

  1.  

    Can we at least have the ability to put our fucking tasers back into our belts again. Kind of fucks over a Sec Pod Pilot otherwise.

     

    I'd much rather buff the security pod pilot where he's unique; his pod--as in getting the taser for that to work.

     

  2.  

    double-post, I know. Apologies.

     

    -Electric Chair-no matter how much you tinker with it, turn it on/off (and the assembly itself before you put it on the chair), this doesn't work, at the moment.

    -On sec carts, the bots section cannot locate security bots (and therefore you can't summon them or do other stuffs)

     

  3.  

    The second medal of captaincy is there to provide traitors with alternate means to acquire the medal of captaincy--that objective is literally impossible if there's not a spawned Captain in the game.

     

    I imagine 2 of the distinguished medals could be replaced, but no promises on them all returning.

     

  4.  

    I'm not familiar with the exact status of when things were changed or not on Paradise, but I am familiar with how it worked on both baycode and /tg/station code, as I experimented with both regarding this exact thing. (Specifically testing intercom ranges while I was mapping for /tg/station and sigurd in particular and designing rooms around it)

     

    While intercom placement may be differnet between codebases, I can demonstrate, objectively, that the intercomm range has not been 7-8 at any point in time on Paradise, TG, or even Bay; the current value of 2 is what has been used and utilized on all major codebases (well, open source anyway) since January of 2013---and again, this value wasn't just selected for game balance reasons, but was to also cut down on cost to the server and CPU cycles. I know it sounds like I'm repeating myself, but this is a case of "way its always been".

     

  5.  

    Security, with huge toolbelts

     

    So it was you.

     

    Yes, it was; not going to deny that--my PRs will usually detail most of the changes,---nerfs and buffs made; I do my best not to obscure things

     

  6.  

    My main problem right now with what we do code wise is all the damn nerfs recently.

    Stop nerfing stuff, please.

    I can live with the /tg/sprites(I guess.), but the less belt storage, the projectile firing for energy based weapons, the detective's revolver is now the most OP security tool, security starting out as loyalty implanted, etc..

     

    Everyone hates nerfs; I'm sure security officers would love to have more access, start with combat shotguns, have armor that makes them immune to stuns, the ability to 100% confirm antags, etc---but this isn't just a game about one particular role; everything has be balanced against everything else. Again, no one likes nerfs, but sometimes they're needed--science got their nerf (and will be continuing to get them via telesci in the up and coming weeks), and now security is getting theirs.

     

    Security, with huge toolbelts and webbing vests never had to make any real decisions on what to and what no to carry; they could essentially hold everything they ever wanted and then some--you could literally carry around an entire box worth of flashbangs in your vest, enough food to last the entire shift, etc. All of these things impact how and officer approaches the game and has to deal with a particular situation. When a player doesn't have to make any real choices, it ends up concentrating power within that role--to the point of a class/job having no real weakness (example 2.0 being R&D being nearly 100% self sufficient with its prior lack of lockboxes).

     

    Projectiles were chosen for multiple reasons: it allows things like reflecting to work properly and adds far more agency and skill when dealing with a ranged foe than before. Instant hit projectiles, especially in conjunction with auto-targeting is an "I-win" button. There's very little player interaction and there's no chance, at all,for the player who's targeted to deal with the the targeter if the targeter so wishes. It means that you can dodge, weave, and utilize his knowledge of player behavior to make the best of the situation as opposed to just auto-losing because someone got auto-target on you.

     

    Furthermore, due to projectiles having travel time and being dodgeable means players don't have to suffer at the hand of RNG at other players. It's incredibly frustrating when you fire 6 taser shots at someone and only 2 of them connect because of "missing narrowly". It's no fault of the player and it's no fault of the person getting tased (or shot); RNG just decided to hate you that day---with actual projectiles that can be dodged, then it puts the burden on the person doing the aiming and the person being shot at---if you miss, it's because you literally missed or were outplayed.

     

    Again, no one likes nerfs to their own little niche--as a science player, I loved having no lockboxes and having a super-easy to solve telesci that lets me steal, literally anything after 10 seconds of time investment....but that doesn't mean having both is healthy or good for the game.

     

    In terms of karma, the only thing I'm not happy about is us removing Customs.

    If people bothered to have a little patience (Which can go VERY far in this game.), it wouldn't be an issue.

    If you REALLY hate Customs, go bug Cargo via PDA to let you through the back door.

     

    First off, let me make it REALLY clear right now.I have never, ever, ever said customs is for sure going. I've expressed a very negative opinion of it, but I've never said "it's being removed in the future". If someone else has said it's being removed, then refer them to this post.

     

    That said, I will say this about customs: It's a very toxic job that serves no purpose, with, literally, the only goal to be to irritate, annoy, and piss off other people. The role boils down to "I get to essentially sentence you to a 5-10+ minute wait time, to play the game, merely because I spent 15 karma". That's not healthy, in the slightest, especially for a role that contributes literally zero to the real security of the station---again, no one wants to wait to play the game because someone spent 15 karma (put another way, how would you like to click "join game" and you literally have to wait 10 minutes before your character spawns?). Even if people are perfectly patient and don't shove/go through the x-ray machine, players are still going to have to wait, particularly when busy, 5-10+ minutes (a 10 minute wait is nearly 10% of a 2 hour round). Furthermore, even if you, yourself never go through the x-ray---someone inevitably will---and the customs officer will then have to deal with them and delay all the other who wait patiently--So "by the book" players/characters are still punished with even more waiting because of someone else's actions.

     

  7.  

    -It used to be how you said something determined how the message came out: for example, something with a "!" in it would be "Fox McCloud exclalims 'what a nice car!'", something with a "?" would be "asks"---having a lot of brain damage would make you "gibber", drunk? "so and so slurs", and stammering was "so and so stammers". This occurred locally AND over the radio.

     

    -Vending machine's contraband entries (but not the items themselves) duplicate each time the vending machine menu is updated

    -when you purchase something from a vending machine and click "pay" it doesn't take you back to the main screen (where all purchasable items are).

    The duplicating entries was already fixed, and I've fixed the pay menu issue.

     

    I've tried fixing the message issue, but it seems our say code is an absolute cesspool. I don't know who kept making small additions to it, but it's become one huge mess. We're probably better off porting /tg/'s saycode.

     

    We ported over VG's say code for some reason; not really sure why or the advantages of doing so.

     

  8.  

    -It used to be how you said something determined how the message came out: for example, something with a "!" in it would be "Fox McCloud exclalims 'what a nice car!'", something with a "?" would be "asks"---having a lot of brain damage would make you "gibber", drunk? "so and so slurs", and stammering was "so and so stammers". This occurred locally AND over the radio.

     

    -Vending machine's contraband entries (but not the items themselves) duplicate each time the vending machine menu is updated

    -when you purchase something from a vending machine and click "pay" it doesn't take you back to the main screen (where all purchasable items are).

     

  9.  

    Sure, several reasons

     

    -consistency: all codebases use the same energy gun sprite--while there's nothing wrong with being unique, communicating what what item is is important

    -the previous energy gun sprites do not match the in-hand icons

    -new sprite for e-guns, in particular, has additional communication of when ammo is empty/low

    - subjective, I feel they're better. The same feelings you're expressing, right now, is how a number of players felt when we initially got the sprites.

    -the current sprites have a bit more detail to them

     

  10.  

    Intercomms currently have a range of 2; it's been this way since January of 2013--well before Paradise was even a thought; it has never been 7 on Paradise--ever and has always been 2 since day 1; even prior to January of 2013, they had a 4 tile range.

     

    This wasn't just done for game balance reasons--intercomms were changed/recoded somewhere along the way, and the range of 2 wasn't just to "nerf" intercomms but to keep the cost of the proc down.

     

  11.  

    The code base should be unique, not what we can port from fifty other servers, in my opinion. Porting a bunch of shit from /tg/ isn't very unique.

     

    I'll second this; Paradise has very very little truly unique content; it might be a bit dressed up (slimes and Kidan), but it's ultimately still picked from other codebases or already in the codebase but changed around a little. Paradise's "uniqueness" has always come precisely FROM copying and implementing features from other codebases--we've always been "Bay+TG+a little Goon" from day 1.

     

    The seclites have been updated and they should now have an in-hand sprite.

     

    The other sprites will be staying, however.

     

  12.  

    Yeah Beepsky is pretty buggy all around, stunning officers holding their ID to change his settings, seemingly just *breaking* randomly, may be hand one to test and fix though.

     

    the ID thing is just the way beepsky behaves--no real way around that, to be honest...but the random breaking is due to a random event which has a chance to emag bots (should probably be removed, TBH).

     

    That said, his behavior is still a bit iffy at times (wanting to arrest monkies, for example). But the biggest bug, by far is the lack of auto-patrol.

     

  13.  

    They deal 5 damage where as punches deal a random amount of 2-4, if I recall, correctly.

     

    That said, the reason why claws are so powerful is because they have the sharp and edge vars both set to 1 (why they cause bleeding/decap so easily).

     

    That said, since Dave's dismemberment rewrite, I don't believe claws can really decap anymore.

     

  14.  

    Players, coders, and admins alike, we're moving to a new Git!

     

    What does this mean? Well, for you, as a player, nothing will change--it will be the same old Paradise you know and have come love.

     

    Coders? This means the repository will now be searchable, which should make pinning down bugs, missing features, and the likes all that much easier. This also means that all future commits will be done via pull requesting and not direct committing; everything will be more visibly and easily logged. Just keep in mind, when making pull requests, it will be to this new Git instead of the older one---and yes, this means that you will have to create a new fork if you would like to continue contributing to Paradise.

     

    Link to the new Git: https://github.com/ParadiseSS13/Paradise

     

  15.  

    Just checked on TG: Transit tubes there are protected from the elements: they're pressurized and have oxygen.

     

    Transit tubes here: underpressurized and no oxygen.

     

    DNA injectors:

     

    These are the adminspawned DNA injectors, not the ones from the machines: you can't inject yourself with them for some reason (mostly important due to the new injector from syndi bundles)

     

  16.  

    Still a ways from being finished, but I will say this.

     

    This is 100% something that players will never get to interact with, themselves---it's as its namesake; something for pure, raw, horrendous admin abuse =p

     

  17.  

    This is a really old bug that dates back to when click-code was rewritten over a year ago:

     

    -Cannot resist out of a neck grab, even if it's a light one.

     

    No matter how much you hit resist, try to move.

     

    -Transit tube pods do not revert direction when they hit the end of the track

     

    Basically they travel on down their tracks just fine, but once they hit the end, they just stop and refuse to reverse direction.

     

    -Can no longer send photos via fax

     

    can't sent photos at all; this used to be the standard feature.

     

  18.  

    DNA related:

     

    The last few blocks of the UI cannot be selected; it results in another block being selected---as such, you cannot alter a few characteristics about individuals because of this (including their sex).

     

    Cloning is odd, at best---if you yank out the brain of a humanized farwa (ie: Tajran), then slap someone else's brain inside of it and clone it (regardless of whether or not the original brain was Tajaran, human, or what not), the result is always a random human with a random name.

     

    How this USED to work is; whatever you slapped the brain into? It would have that mob's appearance and name (meaning if you humanized a farwa and wound up with an ultra green Tajaran named Aflred Butts, then when you slapped someone's brain in that body and cloned it....they would be a Tajaran named Alfred Butts....appearance might be different, though, due to cloning oddities and such, but name and species would be preserved).

     

    Similar note: often UI does not fully and properly store colors/styles (though this may be related to the last few blocks of UI being unselectable?)

     

  19.  

    I'll second that the snowmobiles being borked is likely intentional.

     

    After they were initially added, people started stealing them and riding them all over. I'll be blunt; SS13 isn't really meant to be a game with vehicles, nor does it handle them well .

     

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