Jump to content

Fox McCloud

Admins
  • Posts

    1,524
  • Joined

  • Last visited

  • Days Won

    13

Posts posted by Fox McCloud

  1.  

    Wait, so if I turned on all antags but have AI set to NEVER, I can still be put as the AI? I better check my antag flags. I would have assumed you needed to BE the AI to get Malf AI.

     

    Could it also make you Malf AI if you haven't unlocked AI yet because you haven't been here long enough?

     

    Malf AI, as an independent mode, doesn't exist anymore.

     

    You must be both AI and roll for traitor to get "malf" now.

     

  2.  

    People forget that it used to be this way. You could just take an epi-injector and syringe out the contents. It was basically everyone having sleepypens and instant win injectors. There's a reason it was removed.

     

    I'd be even worse, now; back then, medipens were only 5 units; now they're 10.

     

  3.  

    Slower atmos is NOT the reason the gameplay is so smooth. I encourage you to go and observe a few rounds on /tg/station, they use LINDA as we do, but they have a very VERY sped up version of it, and it runs smooth as silk over there. It's primarily a question of hardware that the server runs on.

     

    You're presuming a lot, here. Have you sat down and profiled our server, once--ever? Have you actually taken the time to see what is and is not expensive on Paradise, proc wise? Could you please name the most expensive loops for the game? What are the current major bottlenecks? What are some current inefficiencies?

     

     

    My point is, please don't go around making claims like this unless you've actively coded on Paradise and have some inclination of how much overheaded we do/do not have and just how expensive things are.

     

    It's not just a simple matter of "turning up the tick rate" as you're calling it. We have to unify the atmospherics system into one gigantic controller (technically the full atmos system is controlled by three separate controllers) before we could move up the speed at which it processes. In addition to this, it's not just LINDA itself we have to take into consideration---it's the entire game. Like it or not, Paradise's coding team is relatively small--we don't have the ability to make as many major leaps and bounds in performance improvements that TG does--as such, we're nowhere near as efficient as TG in terms of overall operating capability.

     

    When you're more efficient, you have more overhead...and when you have more overhead you can afford to run things faster or play a little loose with some feature's performance capabilities---we have to put more thought/consideration/performance testing into things like this before we can remotely consider them.

     

    It's not a simple matter of "maintainers/coders don't want to turn up LINDA's speed because they're a bunch of selfish sourpusses that don't give a flying fart in space about the community". No, we've profiled it, we've looked into it, and at the current level of optimization of Paradise, we really can't afford it---I'd even say that just turning it up because a few people want it fast would be acting against the community, because it would degrade overall gameplay for far more people and generate a far more negative game experience than LINDA being a bit on the slow side, as it is.

     

    tl;dr: Don't go around making claims unless you're actually familiar with/have worked on SS13's code. Also stop claiming how simple things are to change without understanding consequences of those changes.

     

  4.  

    Two detective slots is going to be bad, to say the least; there's already rampant complaints about how difficult it is to antag--now you're going to have two people who have the ability to solve crimes--not only that, but you now have two revolvers in play, which is a huge increase in overall security power, especially given how powerful ballistics are to begin with.

     

    The janitor's closet looks like it was tacked on, at best, and doesn't fit where it's at--it feels like a case of "let's find a spot to cram it in and put it there" not to mention it leaves an empty hole near engineering and paramedics....as for the job slot itself; we've tried it before and it didn't really work out well; really not sure why it would work out any differently this time.

     

    Some of the jobs here don't scale well overall tasks at hand, no matter if they have an additional locker, or not---cargo tech is a prime example of this; the fact of the matter is, there's really only so much you can do in cargo, and if cargo is full, the last tech isn't really going to be able to accomplish much but greytide around on the mulebot or something similar.

     

    +1 borg may also be a bit contentious, depending on who you ask, especially with the power of secborgs.

     

  5.  

    Heretic echoes my feelings as well. On paper, it sounds nice, but in practice, it gets abusive pretttttty doggone quickly. It also means that since everything is non-lethal, you're going to see a LOT more confrontations over the pettiest of things since there won't really be any repercussions for any of them just whacking someone repeatedly other than some IC punishment in some situations.

     

    Personally I think we need to encourage less kneejerk reactions and violence as a first go-to thing for dealing with altercations.

     

  6.  

    TG has a little script that, I believe, makes all sprites "fit" to female bodies better (without the need for making duplicate sprites)---but I haven't looked into it much.

     

    Respriting every single piece of clothing for male and female (which would have to be done for all races), though, is well, insanity--the amount of work that would have to be put into this would be astronomical.

     

  7.  

    In its current state, the Changeling role's first objective to take a certain amount of DNA from x amount of crew.

    This means killing them via husking.

     

    This is blatantly false, and was one of the things we deliberately changed to discourage such behavior.

     

    Changelings only have to kill, at most, two targets; with it statistically favoring only a single target. The absorb objectives can be accomplished via DNA extract sting.

     

    and points towards making it even easier to murder crew.

     

    We're not Bay/Polaris; this is blatantly False. The "absorb people for more points and thus more abilities" style changeling was killed off in early 2015; the only unlockable ability you can get now is the "spread infestation" ability that spawns spiderlings. Getting more genomes only allows you to re-attune your fixed points.

     

     

    As for detection? We had that, it was awful; it literally led to Code Red and security raiding every department and lining up every single staff member (regardless of rank) against the wall and forcibly testing them. No, I'm not being melodramatic or kididng; this is exactly what happened on multiple rounds.

     

  8.  

    Most people already avoid visiting medbay unless they have a broken bone, and even then it's not really required they do.

     

    Agreed with this statement here, at least on the level being discussed in this thread.

     

    It's one of the reasons that, despite the fact I think Goon's medical vending machines are really neat, I'd rather not see them added to Para because....it invariably means that only severe injuries will ever warrant a trip to medbay---otherwise, just buy things from a vendor and be done with it.

     

  9.  

    The gamemode was out and out removed because it didn't function.

     

    Even when the mode was ran, it was eventually turned off---why? Because even with just two xenos and a high crew population, the more robust players just bided their time and nabbed a person who didn't stand a chance...then...after about 10 minutes, there were 5-10 xenos running around and the crew was helpless to do anything....and would often just call the shuttle and hope they could hold out.

     

    Once in a while the xenos would be dumb and just rush the crew and get killed 5 minutes in, too.

     

     

    There was really never a back and forth--it was an extreme win for one side or the other, in nearly all cases.

     

    Even in a high roleplay environment, Xenos are really bad (if not worse)---their problem isn't really related to high vs low RP---it's just how strong they are that's problematic.

     

  10. MemeGodhand and chainsaw hand both have the severe downside of permanently making you unable to utilize an entire hand----and godhand, specifically, does burn damage instead of brute (weaker against human mobs as it won't break bones or cause internal bleeding).

  11. It has more armor penetration than any other chaplain weapon (besides two other null rod variations), still deals the same damage (18), AND you get a free companion--it's pretty much already a straight upgrade over some other chaplain weapons (scythe and high frequency blade), I don't really personally think it needs a buff; it's already pretty unique.

  12.  

    how this space-deathtrap-built-on-atmospheric-simulator has all but ditched the 'atmospheric simulator' bit.

     

     

    No offense, but this statement shows a bit of ignorance of SS13 history. SS13 was built on FEA, which was a tile-based and just as slow as LINDA is---this is all there was for literally years, until Bay ran out ZAS.

     

    LINDA was based upon FEA, but optimized so that it would "sleep" so to speak, and not process, constantly; its mechanics are similar to the original air system the SS13 utilized.

     

     

    As much as I may have my own gripes with LINDA, I would like to point out that I learned everything I know about Atmos from the legendary David Buck, during the times of ZAS.

     

    And, surprisingly enough, it was a fucking borefest 99% of the time too. Because Atmospherics has been, is, and always will be, a job that depends on other people screwing up immensely in order to be able to do anything. Even under ZAS, unless anyone poked holes on the station, you were still consigned to trying to improve your personal preferred layout. Except not, because the Space Loop refused to work properly, which meant using the shitty freezers and/or heat transfer thingymabobbers, which was basically useless if Science did not upgrade your stuff.

     

    This, so much. For all the talk of that's ran out about how there's nothing ever to do in atmospherics "under LINDA", it was no different than under ZAS unless there was a large explosion or something else, of the like; the vast bulk of rounds was just ripping up atmos pipes and re-arranging the pipes to your own personal preference. Plasma fires were pointless to fight, on the front lines, because it was all zone based; either the entire zone was on fire, or it wasn't; there wasn't an in-between; hell, fighting fires was usually pretty lame under ZAS; you just RCD'd the floor, and bam, the fire died, instantly, and all the nasty gas was sucked out---then RCD the open space or grill+floor tiles and let the system refill, on its own.

     

    I'm not saying LINDA is somehow perfect or anything like that, but there's a lot of rose-tinted lenses and nostalgia glassed being handed out here.

     

  13.  

    Goon tried this out...and having seen the impacts of it, it's just not really a good idea.

     

    It has the same problem as syringe stabbing and auto-injector refilling has---it's the go to thing to use in most situations as an antag (or even as a defensive weapon), and will be utilized constantly by anyone with even the slightest of "powergamey" leanings.

     

  14.  

    It also means that you're conveniently able to get a ton of extra protection, for free, just because you're wearing a coat.

     

    DZD did extensive math on this, and it's a ridiculously huge additional advantage, to the degree that you have to dramatically nerf armor stats for it to be balanced against vests.

     

  15.  

    Clearly peculiar colors are the true pertinent cause of ills and problems in SS13 and not the condescending, hostile, and trollish behaviors a lot of our players (even regulars) routinely engage in.

     

    To be fair, saying neutrally, the peculiar colors are part of the reason that happens.

     

    Peculiar colors don't make people condescending, hostile, and trollish; it won't matter what colors you can select, those people are still going to act that way no matter what Want to know how I know? Because at one point in time you couldn't select any colors like that, and guess what--shocker, there were still assholes then, too.

     

    Likewise, if you're approaching this from the inverse and saying that "if there weren't any peculiar colors then there wouldn't be that toxic behavior" is ridiculous. If someone is treating someone poorly because the color of someone's character it's the person doing the poor treating and not the person with the peculiar color that is the problem.

     

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use