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Coul

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Posts posted by Coul

  1. I’m personally under the impression that no one should survive past -100 health, that’s 200 combined damage of any type, crit occurring at 0 health as it does now, this is what it used to be and makes sense as all the weapons in the game were balanced around this. This keeps the changes of new crit while still not turning people into tanks. While this can make fights more interesting people can accommodate for this by using stuns along with their murder weapons and it can also be underwhelming in situations like executions where it’s unlikely the person you’re executing will be able to fight back

    • Thanks 1
  2. 8 hours ago, necaladun said:

    We are in no way denying players the ability to record admin feedback and improve upon it. This is just completely untrue.

    Allow me to clarify, when I said denying players the ability I meant by allowing them to view there own notes, both admins and players have to juggle the game and the conversation and finding a way to record the discussion during all this is pretty cumbersome having this all handled in game would be more convenient and wouldn’t require as much maintainence for the players I guess that wasn’t clear

     

    And my comment about saying that it’s not much to discuss notes with the players was more directed to the admins who said they did not want more work dealing with people and their notes, I was not implying admins don’t currently do this voluntarily I was simply saying that it’s worth the work to ensure players aren’t evaluated wrong - again I’m not implying admins evaluate anything wrong I’m simply saying that notes should be a correct indicators which I assume they are but again everyone makes mistakes and there are LOTS of notes.

  3. 1 hour ago, Tayswift said:

    As for the argument of "learning", which we've literally addressed multiple times throughout this thread, the rules are literally just one page. Most people in this thread don't even have multiple notes for the same thing. It's really not that bad. If you're a player who is here in good faith to try to have fun and help everyone else have fun, you won't have any problems. A note saying you were warned isn't going to help that much. If you really absolutely do need a record of every time an admin talked to you, you can open up the PMs panel and copy and paste the conversation into a file. If there was information you needed to know, we would've told you already.

    The rules are enforced differently by each admin and they all have different ideas on what is and isn't okay, having notes that reflect that give you an insight generally on what is acceptable for admins in general, i'm not going into detail or going to provide any examples on how much admin opinions can vary, but the point still stands. Of course extreme situations are all going to be responded to the same way but context is important for a lot of these things and notes would simply be added context for the players

  4. Henk's point is, the whole point of having your own record of your own notes is for your own benefit, You can use it to reflect on your own behaviour and avoid making the same mistakes you've made prior and if you do manage to make the same mistakes then an admin can bring that up fairly and can even double down on the fact that they are now aware of their notes.

     

    The concerns about people screaming about hidden notes is strange in my opinion, If you warned them you should give them a note as well and if you give them a hidden note after warning them that just goes against the whole point of the note and warning, and you can still apply hidden notes for usage in cases of RDMing or tiding or just suspicious players, they'll have no clue as long as you don't bwoink or tell them. I'm not sure how the player would be aware a hidden note would be written on them unless the admin themself came out and told them directly. If you really worry about people requesting their hidden notes to be revealed then you can simply make a rule about prior notes being unrequestable.

     

    I see this as a win for everyone, admins can continue to make hidden notes and players can now keep track of the things they've been warned for or have gotten in trouble for and improve their character. Sure it might cause drama short term but it'll improve the server environment long term and for the players that actually care about the server and want to be a net positive they certainly will take their notes into account and take admin feedback very seriously and act upon it and their notes will just be a tool to help them.

     

    Denying players the ability to record admin feedback and improve upon it feels counter intuitive when the one of the points of appealing on the forum is ensuring the players learned from their mistakes before returning to the server, allowing players to see their notes helps support that exact same view. You will help them learn from their mistake by giving them a record of it, and to the point of worrying people will try to appeal their notes. I see nothing wrong with this, why would you want players to correct their incorrect notes if the appeal had merit?

     

    Admins are humans as well and sometimes things on the surface aren't as they appear. And if it doesn't have merit then there was no harm in clarifying why to the player. I understand adminning is a volunteer job and that you use up your own time to do it but I personally don't think it's a lot to hear someone out if they truly believe that a note given to them was unreasonable then I feel like they should be heard out as notes have weight on the actions of admins.

     

    We all just want to play a silly wacky space simulator with a community of close-knit friends, Nobody wants to worry about a note they had from a long time ago that they might not even remember biting themselves in the back when they make a mistake. Giving players a record of their notes allows them a little bit of breathing room when they know what they've done wrong and evaluated themselves.

    • Like 1
    • honk 1
  5. I'd like to add an item that works like a HUD upgrade that allows you to get a more detailed insight on examine when it comes to health status, mainly just which limbs are damaged for starters and possibly how much damage. Not as detailed as an upgraded health analyzer but enough information to help quick treatment and patching of someone using a trauma kit or other items. CMO would get this round start and science could research it around the same time if not the exact same time as they unlock the IMS

     

    Thoughts and Ideas?

  6. Going to use this topic to gather feedback on a concept I had in mind.

    Idea: Rework bleeding to happen on limbs instead of over the whole body, each limb that bleeds increases your bleed rate. Slight bleeding in general will be much less lethal but severe bleeding will be much more lethal much quicker. You will be able to use wirecutters to cut up clothing into makeshift rags that you can use to patch yourself which will reduce or stop bleeding depending on how bad the bleeding is and whether or not the wound is still damaged. Dismembered limbs will bleed a lot more but burn damage can be used to cauterize bleeding limbs at the cost of obviously causing damage.

    Please share thoughts and concerns

    • Like 1
  7. I appreciate you putting up this suggestion and sharing your opinion but I agree with everyone else here the main appeal of paradise are the personalities it’s a very essential part of what we have and we’d be losing a lot by taking away everyone’s freedom to play who they want to play

    • Like 3
  8. While I like the idea I have to give you the same response as everyone else who has suggested keeping tasers in,

     

    limiting the amount of instastuns you can do is not a solution the issue is that it’s possible in the first place, making it one or two uses will just infuriate everyone who already didn’t support this and not really cause the impact or change were going for here it can’t take one shot to win period, even if that was something you could use once per shift it would still be effortless for you and extremely unfair for the victim and removes all the excitement that engagement could’ve had and ruins anything the victim had in mind for tactics or roleplay even 

  9. 2 hours ago, Ping said:

    please don't threaten my family.

    When was the last time you called them? Asking for a friend.

     

    Jokes aside. I agree with all the points you just made and I also agree that this needs to be taken seriously and looked at with a fine tooth comb which is why I'm trying to raise awareness as much as possible and get as much opinion and discussion going all of the arguments made have been valid and even just not liking change is a perfectly valid argument for this situation but I really think for the many who are against change and want things to stay the same you may be surprised with change and the positive opportunities it may bring. I really urge you to approach this with an open mind and while this has been brought up many times I really hope for this to be taken seriously and treated differently as I really want to hit the pedal with this and make sure it doesn't become stale

     

    tl;dr: I want this to go somewhere and need all your feedback to make that happen, for the people who just don't like change my only request is to approach this with an open mind

  10. 2 minutes ago, davidchan said:

    I can't say I'm a fan of the PR, it really only removes security ranged stuns. It doesn't address antistuns which would be even more powerful nor does it tweak vampire, shadowling or wizard stuns. You can't really justify a change like that when it hardly touches antag stuns and negation, if doesn't encourage people to talk it just means security has to work harder to surround or get multiple shots on people.

    If you could point out some of the antag ranged stuns I missed that would be great as i've already said that I want it to be universal,

    Antistuns aren't actually more powerful, considering disablers do stamina damage it actually lasts longer and has more side effects than an instant stun would to say. I don't know what you mean by wizard stuns and the shadowling vs crew combat is already a lot more complicated than just stun and win as they have to work around dealing with torches and flares if security decides to gear themselves up with those things. Ebows have been nerfed and i'm not targetting security though this seems to be what the majority believe. but the truth is antags usually use security gear more than they use uplink gear for the instant stuns as well. getting rid of it from security also makes it impossible for antags to use it on security.

     

    What needs to be addressed about antistuns vampires or wizard? if you could go into more detail about that it would be helpful.

    It would also encourage antagonists to work harder to outsmart security instead of outstunning security. and trying to get multiple shots on people will be harder than getting a single shot which will help encourage security to use other methods of subduing people, wow bolas might even get a use now. anyway even if it doesn't encourage talking it will lead to a lot more interesting stories and help make a lot more rounds less extended or very short because either the antags have managed to get their hands on stuns and security is all dead or security managed to stun all the antags and they're all in perma or dead.

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