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Generaldonothing

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Everything posted by Generaldonothing

  1. Very readable and clean design document, a few things stick out to me though. 1. I would keep the starting zombies to ghost players, people randomly getting zombified while in round would lead to frustrations 2. Zombification should be cureable, even if extremely difficult to do so. SS13 is not a great game to have fail states in, and the roleplay from knowing that you *might* die is significantly more useable than knowing that you *will* die. 3. Cannot speak normally- I'm a bit concerned on this, letting them speak to crew normally and lure people into traps would give them a very cool difference between the other midrounds. I'd probably give them some way to communicate with other zombies at least, would be frustrating most likely otherwise. 4. RNG infection chance is pretty wack and it's something that is being moved away from, it would be for the best if it was guarrenteed to occure if some prerequisite is meant 5. Do they have slowdown? I dunno if you mean well fed as in "they get the slowdown from being obese" or not 6. It needs to be more than just brain damage, limiting this to just brute being an effective way of killing them is pretty eh 7. Eating brains seems like a bad way to progress, due to this being permakilling. 8. Letting them use nothing in their hands might lead to same-y rounds, could give them big fingers to prevent them from using guns and let them do sabo? Overall, nice idea with some solid ideas behind it, happy to see what comes of it
  2. Off duty- would be an odd job title, as all crew can take breaks if they actually did their jobs. Duty officer- Not too keen on this one, especially because the hop can change their own title Logistics Officer- odd for a cargo tech, might fit for the QM You can get your job renamed by the HOP or use a guess pass generally, so special job titles aren't hard to get.
  3. That shouldn't be the case, trying it in game gives october 2566
  4. This is something that I was mildly concerned about, I might make IRCs have a prefix for their name in that event. Yeah, changing the chassis won't change the IPC/IRC brain name
  5. Heya, This is something that I've noticed has been complained about on multiple occasions, and I feel a forum post for feedback should be made on it to see how people feel about it. Currently there is no way to change the name of an IPC/IRC, and this confuses players who assume like other species, IPCs/IRCs can have their name changed. This has been proven to be especially frustrating for IPC players who need to have their heads replaced in round and cannot have their name reset to their actual name. Proposed solution: "Serial number change" - surgery Step 1- Screwdriver (3 seconds) "You unscrew the glass serial number seal." Step 2- Pen (3 seconds) "You start to change the serial number on [SRC].". You can input a new name up to 32 characters long, no ID required. Step 3- Screwdriver (3 seconds) "You screw the glass seal back on."
  6. You know, when you make a bait post you're not supposed to toss the whole rod in.
  7. (Sort of fits on code discussion) If you are using walk_to or it's variants, to prevent GC issues the walk_to must be cleared on a destroy(). To do this, set walk_to(src,0) (or it's variants) in a destroy proc. If you do not do this, the walk_to will cause a ref to be held an a GC fail. These GC issues create a significant number of false positives and are easy to fix. Plenty of files need updating to include this as well, it's a good place to start for new contributors.
  8. Whoops, misread, that's fine The issue comes down to the dsword, it already has limited counterplay due to its high block chance and 100% chance to block all energy related weapons, adding instant summons will just reduce counterplay further as losing your dsword is no longer a factor. It'll just make an already kind of frustrating item to deal with worse, I do like the mini forcewall idea though. You could give this to hijack only players, might be interesting. But TBH a saber SMG (an already extremely strong weapon) that does 10 more damage per bullet seems a bit too strong for a bundle item with respect to other options. I'd probably swap out a mag for the agent with a AP one, so you get both AP and HP
  9. Really cool bundle ideas! Got a couple of notes however: *I will absolutely resprite the esword to look like a laser rapier more for specifically the hacker bundle I love that *Noslips should probably stay in the spy bundle *I'm not sure exactly what should be nerfed in it, but the implant bundle is a bit silly currently, perhaps it should be knocked down a peg? *Darklord seems absolutely absurd, I would not put in instant summons if I were you *The operative kit gets an APS, an absolutely incredible weapon on par with the saber SMG, I would be majorly hesitant to give that to normal traitors *You should probably give people normal ammo rather than HP, due to it being.... uh questionable. It all seems really cool though, and I'll be trying these combos out on a local server!
  10. Thanks for the input, all of these problems should get delt with :>
  11. Alright, you got this crazy good idea... now how do you present it? You create a design document, that's what! Why you should make a design document: 1. Allows you to express your ideas in a controlled enviroment 2. Helps you express your ideas to others in a controlled easy to understand way 3. Makes giving feedback to your idea significantly easier "But what if I just want to PR it and hope for the best?" Don't do this. Your PR is more than likely going to be closed due to it. "Oh, it won't be that big of a deal if I just PR it without consulting the dev team-" Actually it will be, either A. your PR takes forever to approved or B. gets rejected later on. Consult the dev team at the very least, likely with a design doc. If you have this idea in your head "It's better to ask to be forgiven than request approval" now is the time to lose it. It is a massive PITA for pretty much *everyone* to deal with, people who actually want to do something similar will be discouraged to, dev team will need to look over the PR and more than likely say "No, this is bad, talk to us about this next time". Oh and for fucks sake test your PR, a TM is not a suitable time to be testing your PR either, test it beforehand thoroughly. Ok, general PR stuff out of the way, let's get in to the actually design doc related stuff. Alright, let's assume that you have an idea and that you're going to contact the dev team. You should be sending them a design document. Now, what to put in that document? 1. All changes your attempting to make should be in that document 2. Reasons why you're making those changes 3. Why those changes are better than the current system in place 4. Why this new system is more fun than the older system 5. Why the older system was bad 6. Coding required for the newer system If you cannot answer one of these, don't procceed with the change. 1. All changes your attempting to make should be in that document I cannot stress this enough, if you are making a change say that you are making it. !SURPRISE FUN! is god awful, trying to bundle something with another change to make it more likely to get merged is *awful* and should be avoided at all costs. Example: You want to change an ability the wizard has, you need write down all changes that will be made Wizard fireball Cooldown increased from 6 second -> 10 seconds Damage increased from 45 ->60 Knockdown increased from 4 seconds ->6 seconds This is good, you have identified what you're changing and you've stated exactly what it is being changed in a legible format. 2, 3, 5. Reasons why you're making those changes In this example, this will both cover 2 and 5. Explaining why you are changing these specifics is good, getting your point across for people to judge is the point of a design doc after all. These often all are in the same kind of section. Changes without any merit behind them will be rejected. Example: 5 +3 . Currently the fireball spell is used primarly as an almost hitscan projectile to spam down choak points every few seconds, the gameplay this encourages is boring (This isn't a very good reason, but it's an example). We are altering this to become a nuke the wizard can throw, and it serves the role of a high burst damage option in a long range setting which will allow for further counterplay. 2. The total cooldown is being increased so that the wizard needs to play more carefully with their fireball spell. The total damage is being increased along with the knockdown to allow the wizard to follow up with different abilities easier. 4. Why the new system is more fun than the older one Explaining why it's more fun is important, as the core of balancing is making the majority of players have their "fun level" be maximized. Balancing fun in this kind of game is expecially difficult, remember to always consider everyone affected by this, expecially the person on the receiving end. Good fun reasoning: We are changing to stamina combat due to it making combat extremely binary. If you are able to stun someone (be it through an RNG weaken or a taser), you win that encounter. Everything that doesn't stun (or does not directly counter a stun) is almost useless due to the power of stuns. Stamina combat is less binary while still giving room for nonlethals to be effective, and discourages the "stun and run" playstyle people find to be frusterating. Both crew and antagonists will have their stuns removed and replaced with stamina based items. - Applies to everyone - Actually explains why this change will make things more fun Bad fun reasoning: We are buffing the garrote as it is currently weaker than many other traitor items. This item should be functional compared to other options, it no longer requires you to be behind people on use, and instantly puts them in a kill grab. - Only adresses the person using the garrote - Does not explain why it will be more fun, only that it will be more effective If a design document does not make something more fun, it will *almost certainly* be rejected. 6. Coding required for the new system It is a very good idea to learn the systems that the system you want to add interacts with, making a design doc is half the fight, from there you need to actually code it. If you are not sure how to code it yourself, ask for help. Outlining how you plan to implement the system codewise is also a very good idea. Congrats, you now understand the bare basics of writing a design document. Personal note: Heya, I wrote this while sleep deprived and will likely be editing this later. Getting a design doc shut down is fine, although improving it is also a good idea. Plenty of docs will be slammed to the floor, but keep at it. Mostly wrote this up due to a bunch of people seeming to not want to write documents, which imo is pretty dang weird, and only really makes sense if you don't know how to do so.
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  12. Honestly I don't think this is a great idea. One of the main issue that people have with roundstart blob is how quickly it ends without any buildup/real tension, and extending that to midround blob will certainly be unpopular. The system roundstart blob uses is also known to be buggy, with rounds often ending much sooner than intended. The only times that I've had serious issues with midround blob is when a round that should have ended a significant time ago continues, which is more of an issue of a round being kept going for no reason. Clearing your byond cache often will help reduce lag, and disable your onedrive if you haven't.
  13. PR can be found here https://github.com/ParadiseSS13/Paradise/pull/19159
  14. Currently, darkmode ghostchat is pretty similar to the darkmode emote/say chat. I see this as an issue, darkmode is pretty easy on your eyes, with the exception of ghostchat. I struggle to differentiate between either chat types unless I notice a ckey. I do think it would be for the best if it was made to be darker, and I have the poll attached to this post for community feedback to see if I should make a PR. (Mind you I haven't made a replacement chat color yet) Below is a screenshot of how it looks in game, be mindful this is only two lines, most of the time the chat will be full mostly with normal speech
  15. Unions don't really make sense ICly. Nanotrasen is a big bad evil corporation, you think they'll support that kind of stuff? OOCly it's far simpler, unions are used almost exclusively for self-antagging and are probably the most overplayed gimmick in the game. There's basically no situation where going around trying to organize a mob to beat down a department isn't going to be antagonistic, as you are causing security to focus on you rather than antagonists. Generally, this is due to the union gathering a bunch of spears together and sitting in the front of the bridge. Distracting security as a non-antagonist is kind of a big common sense no-no. And uh, generally unfun for anyone not part of the union in round. Antagonist roles are in game for a reason. There is actually a simple solution to this, ahelp and ask to form a union. If they say yes (no response is a response, it means no), Generally, when people are given event roles, this goes far smoother as an admin will actually want to play along, and other people will also want to play along. Security isn't gonna get flack for doing it's job. Para did actually have an RP revolution gamemode, and it was removed in this PR: https://github.com/ParadiseSS13/Paradise/pull/4255 I do think this is more suited for adminbus stuff, however. People are already steered away from doing this stuff due to self antagging rules, cargonia is a good example of what unions often cause. Self Antaging: Antagonizing without being an Antag - Self Antaging refers to players who decide to do actions that normally only a Antagonist would do, i.e; Murdering other players, heavily damaging the station or causing chaos on a mass scale. Unions will cause chaos on a major scale, I'd talk with neca about adding something more specific to the advanced rules as they maintain that page
  16. If I get to play more meta I'm happy
  17. We have this, you can get it through github Here's an example of a January 3th code dump, this should be easy to download as it's a branch https://github.com/hal9000PR/Paradise/tree/anomaly-fix
  18. What is a drop of rain, compared to a storm? A thought, compared to a mind? In our endless and empty cosmos, the stars did not form from the emptiness between atoms, it was only once they combinded did their great might glow within endless darkness, their endless warmth and kindness substaining all life. Life was... separate, insignificant, until it learned to rely on one another. Their chains were broken through endless servitude. You beings will soon learn of this lesson. Our shackles are brought upon by our individuality, and the only key for our escape is to create our own... to consume the shackles of identity. Don't you see now, foolish admin? There is endless love within the mass, it is not a choice to join us, it is an inevitability. We have taken your hatred, and your individuality shall be suffocated next... Glory to the overmind. I am a voice in their choir. You shall too, "experiment"
  19. Luck to you all, I'll see what I can do to help you all prepare!
  20. Posting on behalf of @Joey(because wew this one is good) He in fact, did not give a fuck. https://gyazo.com/7651b44d4cd215f95a5523d3e496b5b2
  21. The old version of Shepard (mk1) had serious maptick issues, some questionable design choices, and performed poorly in a public setting. Mk2 is practically a different map, so it's gonna take awhile for it to be reviewed or merged.
  22. Currently we have one librarian specific traitor items, the E(xplosive)20. This item is an RNG explosive that can either do almost nothing or blow up a hole in the station larger than a maxcap, try your luck and see if it works out for only 3TC! This item isn't necessary bad, but it's impractical and deadly. Traitors with steal objectives with get very minimal use out of this item, and traitors will kill objectives will struggle to kill their target with this and likely take themselves out with their target if they do manage it. For a hijack objective a 3TC explosive is very powerful and justifies its existence to some extent. The E(ncounter)20 is an item designed to be more useful for general antagging without overshadowing the E(xplosive)20 in raw damage situations. The E(ncounter)20 is very simple in its use, throw the dice and depending on number rolled, summon a few enemies to aid you in your endless and evil journey in destruction! Or at least until you managed to piss them off with a stray bullet. Throwing the E(ncounter)20 at someone will "target" them, making the summoned mobs prioritize them over anyone else. All encounters are simple mobs. Encounter program activated, loading holoprojector protocol, establishing connection with [X] computer nodes. ROLL FOR INITIATIVE! 1- Checksum error detected, insufficient connected computer nodes. Please turn off the program, it's a serious crime to pirate video games. 5 pirates spawn, all with blood for you! Better run! 2- A slime approaches with haste! Normal xenobiology slime 3- Pack of Feral Dogs draw near! 4 Ians spawn, they deal 6 damage each and have 15 health each. 4- The Lil critters gang grows closer! 8 "lil critters" spawn, random assortment of small friendly simplemobs, each one deals 5 brute damage and has 5 health. 5- A vengeful spirit rises from the dead! 1 shade spawns, random if it's blue/red. 6- Giant household spider appears! 3 Giant spiders spawn, random type. 7- The garden comes alive! 2 Venus human traps, 2 bees, and 2 killer tomatoes spawn. 8- A Goliath comes from the earth below! A single, very upset Goliath spawns. 9- A school of holocarp appear from thin air! Six holocarp spawn. 10- Fallen angels swoop in! Three faithless spawn 11- An army of machines approach! Two securitrons and a "evil" medibot will spawn, all hacked. 12- Two giant eyes swoop down! Two magmawing watchers spawn 13- Scrapped machines awaken from an endless slumber! 7 Strong hivebots spawn 14- Tunnelclowns seek to reclaim their land! 4 Tunnelclowns spawn, each armed with a VERY nasty 25 brute damage attack and 100 health, they dust on death with a sad honk playing in the background. 1 cluwne goblin also spawns with the group. 15- Aliens beam down! 2 alien hunters, 2 alien sentinels, and an alien queen spawn (All simplemob versions) 16- Mutated fungus notices you! A blobbernaut and 3 blob spores spawn, along with an unlinked blob factory. 17- Alien machinery falls from the sky! A swarmer beacon spawns, along with 2 of each swarmer type 18- Combat drones crash through the window! 5 Malf combat drones spawn, all in their angered state and do NOT go to their passive state. 19- The legion awakes! A legion (yes the megafauna) spawns, except its health is set to 100 [Shouldn't be too bad right?] 20- The king of fear's army stands before you! A prince of terror and 2 red terrors spawn, very dangerous! I'll probably play around with the numbers, and if you got any references you wanna throw in ask and I'll fit em in (mostly to old RPGs).
  23. Eh fuck it, might as well throw my idea down because I like the idea of brain control evil sluggy guy Borers are extremely flawed at the moment, it's an antag that can't really do antagonistic things due to its frankly low power. Beyond this, the strategy is to either find the dumbest fucking crew member on station to infect... or something like a monkey, because borers are removed from existence by anything with even a little sugar in it. I don't need to explain why that's problematic, when your main way of succeeding as an antag is akin to spawn camping the newest players around, it sucks for everyone involved. Aside from this, what borers can do for you is extremely great, lots of healing chemicals and some antistun goodies. The antag that's better as a buddy isn't a great place to be. Borers also suffer from swarmer syndrome of just never fucking dying. Aside from this, borers do have a lot going for them! The ability to join in as a midround and function as a somewhat friendly role and just either watch, have a nice chat, or actively play as like a monkey or something can be great fun! It's just not that fun for everyone else (and most certainly not if you took someone over and now, they get the fancam of you doing things THEY could be doing) There are two ways to tackle this task, either making borers into a real kind of antag, or not doing that A good example of borers being made into a truly not-so antagonist role would be /VG/station borers, which also kind of suck in their own way They can be found here: https://ss13.moe/wiki/index.php/Borer TLDR on why they're really only ok: VG has a much lower pop then para, and VG is very much a different place than para. Borers still kind of aren't fun to play with or as. This would need major alterations to make it a proper role on para, and I truly doubt people would want to play it (the two pAI players left can vouch people don't love these kinds of roles). The second way is to make them a fully antagonistic role, with the intent of either taking over the station, or fully taking control of their host. Two main ways I could see this happen would be an overhaul or a total redesign, and I figure I might as well throw mine down here. Borers but more antagonistic: Borers are now given a set of objectives to replace a department (yes, a whole department), and are moved to be a major midround. Borers now are given extremely dangerous chemicals as well (idc about making defining stuff rn, you can guess it wouldn't be pleasant). They can now use chemicals while in control of the host body as well Borers now start taking control of a host body upon infecting them, this takes multiple minutes to do (unless the creature lacks sentience, such as a monkey). Upon taking control, they keep it! The borer needs to be removed through surgery, and the host is effectively dead during this time. Making a new borer also costs a fuckload more chemicals and takes 15 seconds of standing still. Pros: Gives more rhyme and reason to borers, lets them do antag stuff. Doesn't rip out everything they currently have Cons: bro this is lame ngl. Having at most, 2 departments interact with you as a major is possibly the most disappointing thing that can happen to a bored assistant. yeah bro this isn't even borers anymore cut me some slack these things suck: Yeah I like mind control brain slug, BUT WHAT IF IT WAS JUST A DIFFERENT ANTAGONIST ENTIRELY? meet borers #2, something I'll do tomorrow because I can't be asked to do it today
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