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block1

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Everything posted by block1

  1. I could make the sprite for plasma glass spears if it gets accepted, should be easy.
  2. Just an idea that came to mind after seeing a post on reddit about the karma system. Randomized objectives that are assigned to you when the round starts as whatever job you're playing, if you're an assistant the objective will be the same but instead of "As the [x]" it'd be "Get a job as [x] and do this.." So for an example, you spawn as.. say.. a Chef, you'd get a randomized objective that'd say to bake two cakes, if you follow through with that objective at the end of the round you'd be awarded two karma for doing the objective. So players would earn karma for actually doing their job and could also get karma from other players for good roleplay. Some other examples could be, As a Security Officer, handcuff and bring three wanted criminals to the brig, with a reward of 2-3 karma at the end of the round. As a Botanist, grow and harvest five different plants. As an Engineer, set-up one solar panel and repair three hull breaches. As a Blueshield, prevent the Captain from dying until the end of the shift (round). Of course this system could be exploited but that's what admins and mentors are there for, to prevent this system from being exploited. So if an Officer simply wants and arrests random players to finish his objective, obviously some people would a-help that. If an engineer intentionally destroys some stuff to repair it, I'd imagine there'd be a log showing they destroyed a wall and repaired it. Tell me your thoughts, this addition to the current karma system can encourage players to do their jobs and get things done that usually are rarely done and in return reward them with anywhere from 1-5 karma at the end of the round. It'd be fully randomized every round for each player and the amount of karma rewarded (1-5) would be randomly generated with the random objective. It'd definitely sway players away from simply walking around the halls the entire shift and not doing their jobs.
  3. I'm pretty sure if suicide was made bannable than lot's of people would just plain leave, this isn't concentration camp 13 y'know.
  4. Rejuvenate has a 60-second cooldown, let's the wizard heal some of his damage over the course of 5-30 seconds when activated. Requires the wizard to be wearing his wiz-shit. Heals all types of damage. Why? Because wizards shouldn't have to waltz into the medbay half-alive trying to look for a medkit. They should have a spell to do that for them! It only seems reasonable for a wizard, master of the magics to have an ability to mend up those boo-boos he gets in combat after he blinks away.
  5. I don't want to be that guy but I think I should at least be able to voice my opinion / suggestion on this since I personally feel pretty discouraged now a days due to some wiki articles not meaning anything anymore and other reasons listed below.. a lot of people have contributed a lot to the wiki, many articles would still be unmade if it weren't for a lot of players that enjoy this server and contribute as a way to help other players become more familiar with certain features, our contributions rarely are acknowledged and that's okay. But I do believe that at least a small amount of credit should be given back to the wiki editors simply as a gesture of noticing that we put a lot of time and effort into polishing the wiki a little bit more. For an extremely long time the locations portion of the wiki was very unfinished, Artorp single-handedly completed the rest of the articles which numbered over about ten. Sure I did one or two and other did the same but I realized that Artorps contribution pretty much went completely unnoticed which is pretty.. sad. He should at the very least be thanked or rewarded. And also the fact that since a lot of features have been either revamped or removed that also renders a lot of articles that people put work into non-valid anymore. Sure that's what happens over time, things change and such but the point I'm trying to make is that the wiki editors that further attempt to improve the wiki are never remotely noticed for what work they've done. I simply believe that the admins should maybe do something as little as reward karma for completed and polished articles, say two karma. I once made a suggestion about rewarding people for completing wiki articles and an admin replied saying they did reward karma, maybe that was in the past and long forgotten but I think at the very least it should be re-introduced to welcome more people into wiki work and a simple token of appreciation for older wiki editors that don't really have much motivation anymore to continue. But anyways, that's how I personally feel about the topic. I can't speak for others on whether they care or not about being acknowledged in the slightest for their work but I do still believe everyone who contributed should at the very least be rewarded. I'm not entirely sure what reaction this post will get, whether it be negative or not but at least you'll know how one of your older wiki-workers feels.
  6. ArtVend is a vending machine that dispenses art supplies like crayon boxes, wire, cameras+camera cartridges and pens of all color. ArtVend in total has four sprites (on, off, broken/damaged and the wire panel.) This is what it looks like Best placed in the art storage. Download: https://www.dropbox.com/s/2d2dueitzm8vh ... d.dmi?dl=0
  7. I like to cover myself in vaseline, get fully nude, head to the market and crawl around and pretend I'm a slug. I'm currently banned from said market for two lifetimes. Worth.
  8. Updated with wand because your love inspired me. https://www.dropbox.com/s/2jgh8bt4zxmp1o1/wandofregrowth.dmi?dl=0
  9. if people saw the notes written about them they'd probably hate the admins for the non-intentional mockery
  10. Should also mention that I could possibly try coding a placeholder in for the karma shop option, but I'd rather wait for an admins call on whether to do that or not.
  11. A new wizard staff, yay! The Staff of Regrowth when used on a tile causes mature space vines to emerge and expands for about two tiles in each direction, a great way to lose your attackers and escape as well as causing a distraction. I already made both the general item sprite as well as all four in-hand sprites so all that's really needed is some coding to allow space vines to begin growing when the staff is used on a tile. Should also mention that the vines should also be able to thicken like the standard space vine. As for anti-griffing I suggest this staff have a cooldown time of 25-seconds and the vines only being able to expand two tiles in each direction to avoid turning the entire station into a jungle. Another potential option you could add is if you hit a player with the staff of regrowth they'll turn into a dionea, cool right. Thanks and tell me whatcha think. download: https://www.dropbox.com/s/hh5w8coybdc86 ... h.dmi?dl=0
  12. Sorry, but your post doesn't really outline anything to alleviate my concerns over metagrudging, griefing, etc. It just reduces it a bit. Likewise, I don't see how you addressed Streaky's concerns over whitelisting either; it still has to be coded and it still requires the administrative oversight of selecting candidates....for a single...antag species (that was never really designed to be played by regular players to begin with). I mean realistically it's impossible to stop people from griefing or metagrudging completely but a whitelist will certainly reduce the amount. As for Streaky's concerns, yes it will be some effort for a single antag species but well.. disabling a species for an entire playerbase that's one of the most popular servers on this game is a big, big decision. Especially since Paradise was the only server to allow players to be spiders. Other popular servers such as yog, hippie, tg and aurora to my knowledge also have it disabled. So that's another unfortunate factor since this playable species is pretty much extinct now from every popular server. Option B could work much better with a lot less work from the admins, simply adding anywhere from a 2 - 5 minute cooldown on respawning again as a spider. This'll reduce the amount of grief since if you die well.. you have to wait five minutes now. And if a coder cares enough about the event they could also modify the amount of time it takes for an egg sac to hatch and the amount of spiderlings that come out of said sac to reduce the amount of spiders on the station. I understand you disagree but at least give it some consideration, it was a fun and balanced event that is now gone from one of the most popular servers. *Added a third option, might fit your tastes a little better. No admin effort needed and will significantly reduce grief as only regulars will have the kind of karma to purchase it.
  13. Well than you obviously didn't read anything I wrote. What you and streaky said was directly responded to in both argument and both options to reduce both meta-grudges and griefing.
  14. :!: Other thread is being removed at my request. I only want to focus on spiders since they have a lot more mechanics behind them. :!: Spiders are no longer playable and can only be computer-controlled (npc). For a long, long while spiders have always been playable but due to the recent amount of players using the spider to grief they've been disabled indefinitely. I feel as if this decision is extremely un-fair to the rest of the playerbase that enjoyed being able to be a spider or fight against them. They had a large amount of work, scripting and mechanics behind them that made playing them a newish experience. My primary suggestion is to re-enable spiders and put some restrictions on them such as white-listing them and putting a cooldown on how long it'll take before you can respawn again as a spider. Option A Whitelisting. Whitelisting is the process of having to apply to be allowed to play a certain role, creature, etc. It's extremely easy to enable a white-list however it will take the effort of the mentors, admins and above to review whitelist applications to play as this certain role and either approve it or decline it. This method is the most optimal and guarantees little to no grief however as I said it will require a sub-forum to apply, mentors and admins actively reviewing the applications and someone with basic knowledge to add a players ckey to the whitelist. Option B Cooldowns. This method will also reduce the amount of grief but not completely eliminate it. If you die as a spider you won't be able to respawn again for 2-3 minutes. This'll prevent the greytide from simply respawning as a spider the second they die, grief, die, repeat. And it'll allow admins some time to see what the particular player did so they can easily punish them if they used the creature to intentionally grief or break the rules. Option C Karma purchase. This method reduces the amount of griefing and metagrudging. Make spiders playable for 10 - 20 karma points. This'll prevent greytide from abusing the role. The Argument The common argument for re-enabling spiders is that spiders serve no other purpose other than running around and killing everything. This is simply untrue and I will explain why. Of course like many antagonists the straightforward answer is "Kill crew, kill crew and kill crew." But you should also take into consideration that Spiders (like xenos, blobs or any other role that is an alien.) had a lot of mechanics behind them that allowed for every encounter with them to be different, especially depending on what class of spider you came in contact with. Take the large spider for example ( guard spider) they had an average amount of health, a semi-large brute force attack and a very slow movement speed. Encountering a guard spider would require the player to constantly hit and move back until the spider either died or retreated. The hunter spider (the smaller one with purple eyes. ) had a very low amount of health, an average brute force attack with the addition of a toxin attack that applied passively and a fast movement speed. This required the spider to hide and ambush, much like an assassin. If the particular spider were to simply run into the halls it would be killed almost instantly. and the nurse spider (the fat one with green eyes. ) had a low amount of health, a semi-average amount of brute force attack and a sluggish movement speed, nurses had the ability to lay eggs after they absorbed a downed crewmember. The point being that all three of these spiders had unique playstyles and required some thinking and strategizing to emerge victorious. If you simply did the ol' run-and-gun you would almost certainly be defeated. So please spare me the straightforward and dull answer of "All they do is kill, nothing special about them!" Balancing Spiders are already very balanced creatures, all three of the classes have their own strengths and weaknesses and can easily be defeated. However the common complaint that is said is that they reproduce too quickly. Therefore I propose this, Egg-sacs hatch less spiderlings (2-4), spiderlings take 2-3 minutes before they evolve into a giant spider and the time it takes for a nurse spider to lay an egg-sac is increased from instant to 20-30 seconds. Although this isn't needed it should ease the players concerns that spiders reproduce too quickly. NPC vs Player Control This is a pretty obvious and straightforward topic, NPC-controlled spiders make the event much more boring and much more difficult to kill. Let's look at the pros and cons NPCs are well.. stupid. They were scripted purely to stay in one spot, spin the occasional web and chase a player down with no errors or mistakes until said player was dead. With a human controlling the spider it makes things much more interesting, people aren't robots so we make mistakes. Giving our enemy an advantage over us. Sometimes we'll mis-click and we definitely can't run at the speed of light behind our foes unlike NPCs. So with spiders being 100% NPC-controlled well.. it makes things extremely boring. The argument that the spiders existence is purely to kill applies perfectly to NPC-controlled spiders. as they can only chase and kill. With players it introduces teamwork, coordination and strategizing. It allows spiders to web up an area, making the place look much more spidery and expand their domain to the next room. It makes the roleplay experience much more in-depth, if you're walking into a room and everything is covered in webs well.. your character definitely knows something isn't right. Player-controlled spiders have the intelligence to break out a light and hide, the intelligence to expand and build up a spider headquarters for players to drag the incapacitated crew to absorb and lay eggs on and the intelligence to use their surroundings to hide and ambush. It brings much more flavor to the round since you know you're up against another player rather than a bland and without error npc. Conclusion To conclude, disabling player-controlled spiders was a bad call in my opinion. It took away a lot of fun and diversity for spider rounds and made the event ten-times more boring and bland. The crew knew that spiders would be easily killed since npcs possess no intelligence and that the result would always be the same just in a different room. Player-controlled spiders put much more uniqueness and excitement into the round. So please consider looking at some options to re-enable spiders to the playerbase and also consider the amount of work both the coders and players put into making the spider a unique creature. (Wiki article, lore, scripting to allow the spinning of webs, absorbing of players, webifying of furniture and players, the different stats between spiders and the work that also went into spiderlings as well such as being capable of fleeing, hiding and traveling through vents.) If you have any questions feel free to post away, I'll do my best to answer them since I'm an expert on spiderology. :ugeek:
  15. I'm sure it's a lot of work and hours of stress to enable a white-list for something. Not everybody hates it, spiders aren't a purely killing role.. they require expanding, hiding and teamwork to win. Disabling carp is understandable, spiders it isn't. Xenos have a similar way of playing. Plant weeds, hide, kill, repeat. Blobs have a similar way of playing. Plant structures and walls, have a good hiding spot, expand, kill, repeat. It's not fair to disable an entire playable mob because some people used it to grief.
  16. I'm calling all wiki contributors to arms, it's time to finish the remaining locations on the wiki. It's nearly done, it'll take too long for one man alone to complete it. We need a combined effort of wiki warriors to finish the fight.
  17. Assuming he even gets caught; it's fairly easy to gloss over when there's 5+ of the buggers and said person also tries to attack someone else; it looks legit and there's a 100% perfect excuse, too. And when features gets 50% of the time or more, then you should start questioning if the feature is a good one, or not; the amount of abuse that players engaged in with spiders and especially carp was incredibly incredibly high; a good number of people literally just went around breaking windows because they could. Would there be a possibility of just whitelisting the feature so at least the regulars can play them without the worry of griefing? It's understandable for carp because they have no real objective other than break a window, kill crew, repeat. With spiders it's a different story. It requires a lot more coordination and teamwork, you need guard spiders to defend nursing spiders, hunters to incapacitate crew and bring them to a nurse spider and advance like that. Hunters are weak so they need to use tactics such as breaking a light and waiting for a lone crewmember to pass by, nurse spiders are rarer so you need to be extra cautious and etc. Spiders have a lot of mechanics behind them to be victorious and it's pretty disappointing that because of some people that abuse the creature that it's disabled for everyone. The best outcome is whitelisting the creatures and players have to apply and an admin has to okay it and to prevent havoc from players just charging, dying, and respawning you can simply have a two-minute cooldown when you die so you can't immediately respawn again. It evens it out for both the spiders and the crew. For me personally, I really enjoyed playing as a spider. I even spent an hour on the wiki making an entire guide on how to play them properly. Me along with others played the creature fairly and properly and tried to make it a balanced and fun experience.
  18. This---this to an insane, absolute "T". Also, since they're "antags" with no objectives--they're pretty much free to do whatever...and, not surprisingly, people would metagrudge with them. I still recall Bone White questioning a player "why did 3 carp just come after you, one after another for no reason at all?" This also brings up issues with the spider ling ability; it feels shitty enough when an NPC spider attacks you, but when ling victims actively start wanting to player spiders just to get their twisted form of revenge? That's bad. Very strongly opposed to this; it was removed for a reason. And if a ling victim becomes a spider purely to get revenge on their killer it's called metagaming, which is bannable. Case closed? You shouldn't take away a feature because of some bad-apples. A lot of people, especially me, enjoyed playing the creature and playing my role, not abusing it to grief or to meta-game. If it's such a big problem why not introduce whitelisting to be these creatures? At least everyone will be happy that way.
  19. Alright than bring back only spiders! Spiders had their own classes, mechanics and playstyles! Not bringing back carp is agreeable but at least let us have our spiders. Spiders can be balanced out, perhaps Nurse Spiders get less health and egg sacs need a longer time to hatch.
  20. NEW THREAD FOCUSING ON THE SUPERIOR SPIDER. viewtopic.php?f=12&t=3823 Let us respawn as them again, it's rare that either are spawned and now we can't even play as them anymore. The argument for disabling them is that players used it to grief, that's why we have engineers that can repair the windows they break. Regardless of whether a player is controlling the creature or not it can still break things. Not to mention the wiki guides to both of these creatures have gone to waste because of this decision. They've been enabled for a long, long time and it's never been an issue. If someone is intentionally griefing the station as a creature than simply, A. Ban them or B. Ban them from respawning as a creature Don't take away the fun from everybody because of some griefers that use the creatures to destroy the place. They were very fun events and the damage that both of these creatures cause is not that severe and can be repaired. Countering the argument that their entire existence revolved around griefing the station by depressurizing it is silly to say on a role-playing game as that's the straightforward answer without looking at the small details. The same can apply to xenomorphs, blobs, meteors or anything else capable of causing damage. They were a spice to the rounds and a way for ghosts to participate in the round again. They both have lore behind them, mechanics and goals like any other creature. Spiders have a goal to reproduce and take over the station, carps have a goal of getting into the station and killing the crew. Not to mention both of these creatures are extremely easy to kill and are much more difficult dealing with when a player ISN'T controlling them. (NPCs can follow you at the speed of light, constantly attack without fail and can warp all around you if someone clips into them.) So in short, bring the spiders and carps back. They were a fun addition to rounds and allowed ghosties to do something other than spectate a round. They added more flavor to rounds and removing them is just a way of saying "no fun allowed" for the playerbase. Both of them were well-balanced, easily defeated and easy to repair any damage they caused. They both required strategizing and teamwork to both be and be against. Ban anyone who uses them to intentionally grief the station instead of disabling it for the entire playerbase. Thanks.
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