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Showing content with the highest reputation on 11/15/2018 in all areas

  1. Random comic based off of a round where Zeke was turned into a woman and pink (This was all Sparks' fault) Yay a kissing picture.
    3 points
  2. Time for some invasive surgery ... You can stop skreeing at me now, the jokes over
    2 points
  3. Normally I'd steer well clear but I've got to make an exception because Problem Description: Prior to https://github.com/ParadiseSS13/Paradise/pull/7832, Vox would go into deep crit within ~5min 25sec when breathing normal station air. Now, oxygen toxicity is trivial. Vox will most likely die of liver failure after 30 minutes rather than breathing the air directly. At ~5min 25sec a Vox will, on average, only have 40 toxin damage and will be able to continually recover from vomiting. I suspect this also affects how plasma/CO2 toxicity is handled. tl;dr: As Vox, prior to https://github.com/ParadiseSS13/Paradise/pull/7417 I would be in deep crit after 5min 25sec breathing regular station air. Now, I can breathe station air with nearly negligible ill effects. What did you expect to happen: Gas toxicity is an empty threat and no longer poses a danger to races who have it as one of their main balancing factors. What happened instead: I can spend a shift maskless and drink tea once in a while as a Vox while gasping straight dust without penalty. Why is this bad/What are the consequences: One of the core mechanics of the game has had a critical flaw for a year that dramatically affects the balancing of humanoid species. Steps to reproduce the problem: Huff toxic gas. When did the problem start happening: This was caused by https://github.com/ParadiseSS13/Paradise/pull/7832. It may be related to adjustments to breath math and can probably be compensated for by adjusting `safe_<gas here>_max` factors on the lung objects. Other information: While I have solid numbers on Vox station air survivability IDK what it was like for plasma or CO2 prior to the refactor. I posted this because it has been SO LONG without discussion/detection of this issue that it's probably good to figure how relevant this mechanic should be and what reasonable kill times should be in today's game rather than just posting a bandaid PR and get blitzed We could probably go about this by roughly dialing in TTK/Lethality with the ratios in places like this and then fine tune it using the values in places like this 3.5 minute TTK would be ideal in my opinion as ~5.5 seemed awfully drawn out for what was meant to be a critical balancing point. Pic below: Vox breathing station air for 5min 25sec on 2018/11/13 Some Vox related metrics: https://github.com/ParadiseSS13/Paradise/pull/7417
    1 point
  4. A buggah, then you're shit outta luck. Plan B, throw the nearest clown at the door till it opens magically
    1 point
  5. Clearly, Xray vision needs to be more realistic, instead. I propose that Xray vision is stopped by metal walls, but penetrates people, making them invisible when you have the upgrade.
    1 point
  6. The door was bolted and without power. Without power, bolts can't be moved. The apc in the room it lead to didn't have power, and I assume the door is mapped to belonging to that room instead of the room with power.
    1 point
  7. We might be going down a dark path, I'm not sure yet.
    1 point
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