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Showing content with the highest reputation on 11/17/2018 in all areas

  1. When I was porting them over to Oracle originally, I actually thought it was strange how little damage they were taking. I had to make "oxy_damage_multiplier" and add that as a var to the lungs. (This var could also make it so you could make more robust lungs, too!)
    2 points
  2. 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
  3. Fact, I'm a cute catgirl nyaaaah I was reminded of something that happened to me in a round a month ago, sadly I don't remember who this unathi was... So I probably drew them up wrong. I also wasn't the only one they confessed their love to.
    1 point
  4. The absolute state of paradise admins. I agree that slowing you down to walking speed is excessive but some slow down would really help both immersion and gameplay. If an armed madman is murdering your coworker you should not be able to carry them away at lightning speed.
    1 point
  5. Im nearly done gearing up n smoking my 2nd or 3rd cig by 8 minutes. Maybe. I don't keep track really.
    1 point
  6. 8 minutes 40 seconds. That includes travel time from the lower spawn to actually start.
    1 point
  7. What's that? A mechanical change that makes dragging an unwilling person more dangerous like in the real world? You have my yes.
    1 point
  8. Goonstation implemented this awhile ago. It took some doing and lots of feedback from the community, but now it's a pretty cool mechanic. Kidnapping someone by stunning and dragging away isn't as effective, which nerfs both security and antagonists. Dragging crates and lockers takes ages now, so belt hell and the mail system sees more use. Carts have a lower slow-down than crates, so carts have a mechanical difference from ordinary crates. Packing a bodybag or dragging a rollerbed makes transporting bodies a lot easier. In short, +1
    1 point
  9. Please see the updated version of the server rules.
    1 point
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