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JWaffles

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About JWaffles

  • Birthday July 27

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    johnwaffles

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  1. The moment you turn into an antagonist of any type, you should be provided with a link to the corresponding Wiki page along with the welcoming antag message. It should apply to everything from antagonists chosen at roundstart (such as, you're a syndicate this shift), through mid-round antagonists (revenant etc) to things like cult conversions (most important). Our Wiki is a great source of information, but it's clear for some reason most players do not use it at all. Worse - most probably do not even know it exists. It'd help newer players learn, take some burden off our mentors, so on. Optionally, we could extend it to all jobs as well. You get to be a Medical Doctor, you get a link to the Wiki as well.
  2. Currently vampires activate their powers via big, square buttons in upper left. It's smooth, quick and does the job. Changelings, on the other side, have all of their stuff in a "Changeling" tab above chat. It is a huge issue given that some changelings have really a lot of powers (think epi overdose, tentacle, armblade, augmented sight, mute sting, EMP, plus 4-5 of the basic stuff), some of which need to be ready for IMMEDIATE use (say the tentacle to disarm an officer just as he's taking his taser out). The font is small, everything is clamped together, and in the heat of combat the risk of clicking a different power is ridiculous. The entire cling UI is just damn unwieldy. Therefore I think we should push all of the powers (perhaps besides stuff like absorb, augmented eyesight and evolution menu) to upper left, just where vamps got theirs. It'll make cling experience much, much smoother. It's just a QoL change.
  3. Bananium is quite a luxury in RnD. Having it as their requirement will make the magboots rarely, rarely seen.
  4. Trust me that for many reasons (such as SS13's fucked chat and chaotic display) guiding more than one player at once (or even just the one, if they are really new) it isn't that fun. At least for me. It would be, if the game was less chaotic. You speak "Look, we may use this rune to teleport stuff above it. Just touch it." and you're never fucking sure if they actually got it or it got lost among the countless spam of other (potentially important) things as well. Space Station's chat is TERRIBLE, but at least it trains quick reading and processing. And if you're skilled enough to teach, you're probably the one who needs to take charge of the cult and coordinate stuff anyways. Only once or twice besides my own humble person (Sollessa you're a nerd anyway!) I've seen another person take efforts to make sure shit gets done right, such as plasteel supply, people are equipped with cult gear (because, obviously, nobody reads the wiki and nobody knows about this downright OP shit we get from cult structures), there is a safeword set (and, if there's no radio in your base, somebody to relay the radio shotouts into blood voice) and caught people (how do you get caught in the flagellant's robes? =P ) are rite'd out. So if you can teach, there's much more important stuff to do anyways. I enjoy interacting and teaching new players a lot (sometimes I go into a round with just that purpose, such as finding some newbie, buidling a space outset with him and whatnot), but cult is a bad time for it. That'd be right, and that'd actually make it a terrible idea. One thing to note that it's not always elitism, but rather a preference to play with competent players. Sometimes I see old players (including mentors) side with each other and form a tag team, just because it's funnier after hours and hours of dealing with newbies / people who don't give a fuck.
  5. That's god damn right. Remember friends, true robustness bends the universe's rules. Divided, it multiplicates. If you cannot lend a hand to your smaller brethren, the higher secrets will remain evasive to you and what you already hold in hands shall crumble to dust. You're robust for others, not for yourself. A true warrior never strays from the path. The wiki article and careful experimentation is more than enough to attain highly above average proficiency. If you only sacrifice your time to think instead of waiting for somebody to explain it to you (anyway, why would you prefer a chaotic sermon about culting from a random player instead of a nicely formatted and thought out wiki article?), you'll get there quickly. I believe one round is enough to turn somebody from a weight into a helpful cultie. For many reasons SS13 is a game which you need to actively learn - if you remain passive, playing hundreds of hours won't teach you anything. It is your duty to take care of yourself. Other players guiding you is, obviously, a beautiful thing, but it's your obligation to be smart about it, and you're much better learning the basics on wiki anyway. Given that, I'd be pretty glad if at the very start of the round everybody received an information how many cult rounds (or minutes?) the other parties have played. The same would apply to conversions. It would make much easier to know who you need to take care of.
  6. The list is available here (click!) - pastebin.com Around 750 items in Paradise's code have a Tech Origin, which means they can be analyzed in the Destructive Analyzer at Research and Development for research levels. These are not RnD levels required to produce an item, only what the given item yields when analyzed. An (almost) complete list of levels required for production is available here (click)
  7. Greetings. Since I've started playing on this server, one thing annoys the hell out of me: there is no button that, once pressed, will keep you walking in one direction. Essentially you cannot talk while moving (surprise, you'd need to loose the movement button), which is something (I believe) we should have. You cannot look into your PDA, so on so on. When there's somebody running at you, you cannot even yell at them to keep the distance, you'll get fucked for spending so much time typing instead of running. This feature should be easy to code, as far as I'm concerned, so even if a limited group of people request such thing, perhaps we'll get it in.
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