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Showing content with the highest reputation on 09/18/2023 in all areas

  1. maybe instead of changing how the assassinate objective currently works, add a new objective "teach XX a lesson by killing them, take photo proof"; which would bring some variety into violent objectives and sometimes just wouldn't force you to permakill your objective thoughts? /s shower thought
    2 points
  2. uh uh yeah come on and get it on 'cause it's time for @S34N he gonna knock on ya door drag ya cross the front lawn cause your *squish ain't cool and your slime ain't neat and your RP kinda subpar your ass? get beat gonna adminbus pop a cap in yo ass then crabwalk away with the girlies swoonin' so fast (or boyfies, whatever you're into sean) (it's cool with me either way) ain't got time for your games or for you askin' why leave you kickin' and screamin' in the ACs brudda no lies word
    1 point
  3. That is a fair point @Aligote. As I said I maybe expect too much RP which makes things inconvenient for players. It's not heavy RP server after all. But yeah I agree there's a difference in how you should treat other people. It's all context. I think I didn't do a good job in separating the cases of when people break in or just walk in so let me explain myself. When I said I meant that when the guy commits theft, that's the moment when I'm calling security regardless of what the guy says or did to get into my workplace. Obviously if the guy breaks in I'm gonna be more agitated than if the guy just asked. so yeah to TL;DR on my stance: if you act like asshole, people will treat you like asshole. If someone is an ass we have IC and OOC ways to deal with people like that. I'm fine with people getting legit access to do some work in other department, I'm ok-ish with people breaking in if something is really needed but no one is present to do this job. I'm not ok with people stealing stuff from other people's workplace. I'm also not ok with people getting aggressive over someone being incompetent. Don't break into other people's workplaces. Don't be an ass. it's a God damn funny multiplayer spess people gaem.
    1 point
  4. As for the original post. I play mostly engineer. And honestly for engineering 90% of people that come there are there to ask for stuff not break in. People break in only if they need these blueprints for their antag missions. I had seen assistants going to HoP to become engineer, sometimes they even ask for a title "Engineer Trainee" or "Engineer Assistant" and then start learning engineering and actually helping. I also had seen assistants walking up to the engineering doors and just asking if we have spare toolbelt for them or smth. We usually give those out without a problem. But someone breaks in (or walks in when the doors are opened by engi) and just tries to take anything? Fuck this guy I'm calling security on this guy ass. If you respect other people they will respect you back. Be an ass and people will be an ass to you too. I think spark made a very good point here. I also don't think doing someone else's job if they are not present is that bad of a thing. If the chef is long dead and there's no fodd I have no problem with someone doing their job. But for the love of god, go to HoP and get access to kitchen legit way. Maybe I'm expecting too big level of RP from people I dunno, but when I see people just breaking into places when they could've ask head for a temporary pass or just get access from HoP, I straight up cringe.
    1 point
  5. Chef is probably the best singleplayer role on station. Not only do you have the kitchen to yourself, but the game mechanically reinforces your autonomy by giving you CQC to give the beatdown to assholes who break in. As much as I appreciate the sentiment that SS13 is a cooperative roleplaying game, that only works if the other crew aren't the most obnoxious brats ever to grace the sector. No amount of roleplaying potential can fix a situation like: Assistant: *walks up to kitchen door with a locker slamming the airlock* Chef: What do you want? Assistant: Let me in. Chef: Why? Assistant: *starts hacking door* Chef: Stop it, I'm warning you. Assistant: *breaks in* Chef: *knocks their block off* Assistant: I BROUGHT YOU MEAT, I'M TRYING TO HELP Chef: I DON'T WANT YOUR HELP AND I DIDN'T ASK FOR A BUNCH OF ANIMAL CARCASSES AND WHY DIDN'T YOU START BY SAYING THAT INSTEAD OF WORDLESSLY BREAKING INTO MY DEPARTMENT (repeat every shift)
    1 point
  6. Wizard as a game mode is a very controversial topic, but most people agree that it's not fun to have rounds that usually end after 20 minutes because the wizard dies, but not much has been done to solve the problem. After the removal of the round start blob, I decided to make an unofficial poll to get the server's (and maybe the staffs') opinion on the wizard. This poll is unofficial and the result is only an indication of what the server wants, not what will happen to the game mode! I have come up with 6 options which I will briefly explain below. Feel free to add your own options and/or thoughts in the comment section! 1. Make it a major midround Wizards are usually less of a threat than xenos/blobs/terror spiders/..., simply because most wizards die after causing minimal to moderate destruction. Making them a major mid-round would be a (hopefully) refreshing alternative to the other mid-rounds and it would remove the short wizard rounds from rotation. Considering that some players are able to wreak a decent amount of havoc while playing wizard, it would be comparable to the other mid-rounds. However, some changes could be made to the spawn chance and to the spells (removing too strong spells, adding weaker ones) to ensure that it is not too much of a threat for a major mid-round. 2. Turn it into raging mages Raging mages would make each wizard round last much longer than it does now. It would also cause much more chaos, comparable to an average Nukie round. However, this could easily be too chaotic or stressful for players and make the game mode less fun for the player base. 3. Increase the chance to roll the gamemode Many people argue that the reason most wizards die so early is because they simply don't have the experience, as most people only play wizards after hundreds of hours of normal playtime. By (temporarily) increasing the chance of the game mode, the player base could learn how to play a wizard. After the average player's skill has increased, this could be reversed. 4. Make the round continue after the wizard died (potentially reroll the gamemode/add other antags) By continuing the round after the wizard died, you don't have to start the round over and potentially lose any progress you have made on personal projects. Adding a chance to spawn more antags also keeps departments like medbay or security from getting bored, as it doesn't become a guaranteed extended round. The problem with this is that sometimes wizards cause too much chaos for the round to simply continue. In these cases, however, the captain could be allowed to call the shuttle. 5. Remove it. In case somebody really dislikes the gamemode. 6. Leave it as it is There’s nothing wrong with the gamemode. 7. Simply buff it Adding more powerful spells or more spell points would make the wizard more powerful. This would create the problem that not only experienced players could become unstoppable, but also that it might not change much. (Don't take this as a criticism of our coding team. I just want to point out that this will probably be the case, since at least as far as I know they have tried to do it this way so far. The problem here (in my opinion) is that we depend on volunteers, who of course cannot be forced to do ten different PRs to add more spells. The other options would actually only require one PR (like increasing the gamemode's spawn chance)) 8. Other (Comment) Comment your own ideas or like the suggestion of other players!
    1 point
  7. I have expressed my issues with Wizard in the past, especially during my office hours where I've talked about the design of the game mode extensively. The biggest key issues with Wizard are as follows: The game is currently designed for players to begin investing heavily in their roundstart job from the get go to start working towards mid-game to end-game tier progression, almost all wizards don't show up for the first 10 minutes and some even take 20-35 minutes before going to the station. This leads to frustration as it completely round-ends any progression people have with non-antag related mechanics basically. Any wizard that is not immediately killed will remove people from the round permanently either directly or indirectly through polymorph or transformation spells which means a meaningful portion of active players now have to observe for the rest of the round or play in a role that is something which they do not want to play whatsoever (think polymorphed into a slime or a difference species) (as to choice 1) Wizard is not balanced to be a major round and the only way to balance it would be to significantly nerf wizard and completely rework most spells Wizards can be incredibly anti-climatic especially if they're not great at wizarding, rounds should not end anti-climatically Wizard is still great content for the game, it should not just be removed So how to solve these issues when you cannot just remove the gamemode? Wizard will need to undergo significant changes pending dynamic gamemodes if we successfully integrate that system into our codebase. Here is what I propose as the "other" option: Wizard can no longer permanently remove any player from the round instantly, brains must be preserved upon death; Furthermore, the wizards spells should aim to injure and disable as opposed to kill (atleast with ease) Polymorph spells are purely temporary Entire round altering spells are completely removed (ghosts, guns, etc) The end goal of the wizard is not just to sow chaos but to complete a few select objectives and then finish their run by completing a "ritual" which will in someway permanently alter the rules of the round. I.e. if the wizard succeeds with the ritual, for the rest of the round portals will randomly appear occasionally which spawn random simple mobs (almost like netherworld portal but slightly less lethal). This not only prevents rounds by being completely derailed by a wizard but also punishes players for failing to contain the wizard in an interesting way that could actually be fun.
    1 point
  8. While I like option four the most, it does have some issues. Wizard can permakill nerds easily, with stuff like ei'nath (Yes, you can transplant their brain. No, nobody likes being bald human named monkey(726)), cluwne transformation or wand of polymorph. While yes, captain can call the shutttle if situation gets too bad, what if it's bearable? Someone's afternoon, during which they wanted to play spess, just got denied. Another thing that came to my mind - other transformation spells. Mime one and clown one. They are just annoying after wizard dies. While I believe they could be fun to RP, I am also sure at least some players would reach for russian revolver. This one could MAYBE be fixed, if deemed bad enough, with possibly reverting the curse upon wizard's death? I still LIKE that option however - it adds concequences to wizard rounds and creates some work for crew, who could focus on fixing the wizard's masterpiece.
    1 point
  9. I like point 4 ( Make the round continue after the wizard died (potentially reroll the gamemode/add other antags)) the most. My biggest problem with wizzard is the attitude/behaviour of the crew. As soon as the Wizz is confirmed (which happens almost immediately after roundstart 90% of the time), it feels like the crew is split in two groups. One half stops doing whatever they're supposed to do and start hunting the wizz like madmen (like they do when its blob time). The other half doesnt care to do anything because there is no reason to do so. When the wizzard dies, the round is over and most of the time it happens really quickly. Why bothering doing anything this round. All other points, except removing wizz, cause thats just not good (also we lost enough antags in the past), are way to arguable for me.
    1 point
  10. All of the #wiki-development pins.
    1 point
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