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tigercat2000

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Posts posted by tigercat2000

  1.  

    changleing absorption husking (requires advanced scanner or lengthy surgery), husking over time or due to fire effects(same as previous)

    actually

    A) can't husk over time anymore, fire doesn't husk you

    B) pretty sure changeling'ed people are cloneable by cloning machine

     

  2.  

    My only question is:

    Why in hell are we saying "No it won't happen because another codebase won't update it."

    Instead of at least trying to fix it ourselves?

    We are intelligent human beings, not parrots that copy them.

    It's obviously something the playerbase wants back quite a bit.

    Fuck, I'm shit at coding, but I'll take a look at it myself if I get a chance sometime soon.

     

    Because none of our coders have the experience to fucking make massive changes to the core atmos system, especially not ZAS, because it's a spaghetti mess that has never been properly maintained.

    Certainly we could rewrite the central controller into a proper process, but literally all of ZAS would have to be nearly re-fucking-written to comply with any of our code standards.

     

    Even porting ZAS is a fucking monumental task in and of itself. It's tied into everywhere, so is LINDA, but they aren't tied in the same way. We have multiple major systems that rely on LINDA now using things that outright don't exist in ZAS. You would have to majorly change the pipe system to work with XGM, and that would be nearly fucking impossible now, since we are using -tg- pipenets and pipes.

     

    That's ignoring that it's a pretty fucking fair chance that even if you had a working, cleaned port of ZAS (which you won't), it wouldn't be merged.

     

  3.  

    And also ZAS. Fuck yes. Please go back. I hate being able to just run through breached areas without any care in the world. The only thing I didn't like about ZAS was the whole "you pass out after 10 seconds becuz depressurization", suffocating and being tossed around everytime someone opened a door was enough.

    We will never go back to ZAS. It doesn't even register on the scale of possibility.

    If literally anything had changed about ZAS, I would port it myself, but nothing has.

    It's still maintained by Bay/Polaris, one of which is a dead community, the other of which is run by the worse coders of Baystation.

    Even disregarding that, Bay has never cared about their quality or performance of code. It's been a year since the process scheduler was released, and ZAS still doesn't even have a proper process- it has it's own controller that is just occasionally ticked by the process scheduler instead of the master controller.

    The only update ZAS has recieved in a long time is XGM, which makes the performance even worse, because it changes all of the gas operations into list operations.

     

    There is no excuse for hosting a server this popular in someone’s basement. We should have the funds to pay for a dedicated server in a datacenter. If we don’t, we should state up-front how much it would cost, and create a progress bar so we can track monthly donations towards this goal. Doing this would allow us to get better quality hosting. Better pings, less downtime, no absurd packet loss issues that go on for literally months. If we don’t spend donations on hosting, because Paradise is hosted for free in someone’s basement, then what are we spending that money on?

    Melandor has hosted paradise for years. It's only recently that we've had any problem at all, and it's completely out of our hands. Donation money has gone towards maintaining and upgrading the computer paradise runs on.

    It is very difficult to find a host that can provide the specs of a server that we need to run a BYOND game. BYOND is an awful piece of shit, that can only run on one core, and doesn't take advantage of the GPU at all. So, you need a high-end single-core CPU along with plenty of memory. We've looked into -tg-'s hosting, but that's something like 112$ a month for a windows server.

     

    For example, Atmos Tech only exists as a separate job because we once had ZAS. With LINDA, an atmos tech is just a worse-equipped Engineer with less access.

    That's.. not true, in any way? It's always been a seperate job, even on -tg-. They are meant to maintain the pipes. They didn't even fix breaches that often under ZAS, engineers are quicker responders. They might come along to fix the air, that's about it.

     

    Cargo is designed to have way more people than it currently needs given the mail/MULE system that was added.

    That's also blatantly incorrect. Cargo has always had the MULE and mail systems.

     

    I wonder what would happen if we changed these mechanics to draw from in-round players, instead. Would it encourage more people to play, and fewer to ghost? ERTs, Deathsquad, etc will always have to be drawn from ghosts, but I see no reason why rev/blob late-round events couldn’t pick a person from the active playerbase, rather than a ghost. It might make people ready up more often - and be less likely to cryo when they don't get antag at roundstart.

    People would decline and metagame to shit "there's a blob haha!"?

    If you made it undeclinable and it just snatched people out of their bodies, that would be incredibly awful. One second you're fighting George Melons, the next the game says "Fuck you, you're a xenomorph now. Hahahaha."

     

    “what you have to do to survive” and “what you should do if you want RP”.

    Back in my day, you could do both. When the situation calls for it, get your toolbox out and yell "VIVA LA REVOLUTION!", then whisper into your dying enemies ear.

     

    A robust player includes being able to fight, but it also includes being able to use the game mechanics to their advantage.

    You can easily talk without risking losing anything, use the chatbar and keep your hand on the mouse. It doesn't even show a speech bubble. If they start to run, you can follow them quickly without having to deal with any windows blocking input or what not.

     

  4.  

    Thirst I...kinda like because we already have drinks, and it actually makes sense moreso than hunger. You'll get thirsty faster than you get hungry. If it was implemented, rather than adding alongside hunger, I'd halve hunger's slowdown, and thirst would make up the other half of it.

    There really doesn't need to be a seperate "hunger" and "thirst" system at all. It strikes me as very irritating, "oh no I have to go to the bar or find one of the drink vendors now alongside the food vendors."

     

    Nukeops stopping in the middle of their assault because "oh i forgot my flask of water sorry guys just stop shooting for a sec thanks".

     

  5.  

    We see everything, admin logs, dead chat, regardless of if we are playing or not.

    Administrators are trusted not to abuse said information to their in-game advantage.

     

    All I see from Jayfeather here is noting in deadchat that you blew up a space pod. It's not like he stopped looking for you in-character, or magically announced over the radio "Yep, she's dead.". Just talking to dead people.

     

  6.  

    That's right. Close to none. Because all it does is give us a weakness and nothing else.

     

    that's literally the entire point, making your character more "unique" while not giving anyone an unfair advantage

     

  7.  

    Then we remove the ability to ever leave spessmens.

    More seriously, I'd prefer they ghosted instead of suicide.

    Allows me to cryo them and free up their job slot, it's much quieter, and gets less "SHITCURITY KILLED BILLY BOB JOE!!!1!!!1!1!1!1!".

    frankly the solution here seems like making suicide open the job slot, not removing it

     

  8.  

    I like the idea. Imagine, if you will, a traitor gibbing both himself and his target with a bomb. Nobody will know who was who in this situation, especially if the brains aren't labeled, allowing for some interesting interactions to find who was the culprit.

     

    What you refer to as "interesting interactions" I refer to as "wasting large amounts of time and resources to make MMI's and sort out the damn mess"

     

  9.  

    Changes should be fine as long as they don't have full telepathy again, every nuke ops round being meta'd 30 seconds in was getting rather stale.

    thing is, they couldn't even do that

    any antags that start off station (IE vox and nukeops) didn't show up on the telepathy list

    still nerfed for some reason

     

  10.  

    Jesus, sorry. I didn't demand it or suggest it in place of anything else. I said "maybe," "would be," and "if someone choose to do this." I was just saying that when another huge refactor or rewriting of code happens, be it days or weeks or months from now, mechs might receive that treatment. I understand vaguely how hard it must be to code something like that, because I've had enough work and stress after my three tiny PRs; I can barely imagine how hard an actual project is. I also overestimate how much free time people have because I've got a lot.

     

    Sorry, just felt it needed to be pointed out at a casual mention of another massive overhaul.

     

  11.  

    Perhaps this could be the next great task, similar to how surgery was. It'd be nice if someone could start it, even if it takes months to finish. There's also a thread discussing "modular mechs" somewhere that could be considered if someone chooses to undertake this. It would be wonderful and beneficial in the long term to have modernized code, even if it takes a few months or however long surgery did.

     

    do you have any idea how many things we have already done

    -tg- surgery, new internal organs, life refactors, bot refactors, expanding our hud system, replacing virus2, getting abductors, cameranets, the advanced camera consoles, -tg- shuttles, SNPC's

     

    there's a point at which we really need to pause for a second and look back at all of this and get it all working perfectly before starting another massive refactor

     

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