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KasparoVv last won the day on October 7 2019
KasparoVv had the most liked content!
About KasparoVv
- Birthday November 10
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BYOND Account
kasparovv
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KasparoVv's Achievements
Station Engineer (14/37)
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My lucky day! Thanks to Katherine Pixel and a charitable donation of some chameleon kit I got to relive the glory days of Vox raiding one last time. I had no idea chameleon kit let you use such a large number of items (post-refactor it seems), which is bloody awesome. Curious now if the uniform allows for using the raider robes - that and some webbing would've completed the kit! Goals if I ever turn antaggery back on...
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Anon messages you can send when you give someone Karma
KasparoVv replied to Lonelyspaceman's topic in Suggestions
From my POV a guy can say whatever the hell they want if they're giving me karma. If they say something constructive or nice that's dope but if they use it to OOCly tell me to neck myself cool lmao, get disregarded If this encourages flamers to give karma just to say hateful things they just got reverse psyched anyway, thanks for the internet points I don't think we should be too sensitive about filtering karma feedback. -
Ahaha, I knew Mercy Haliber was still kickin' it somewhere. Turned out great, ace expressions
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The Issues with Vulpkanin (They Make No Sense)
KasparoVv replied to Medi's topic in Wiki Development
I feel like I was one of the few people who enjoyed that mechanic's existence and regret its removal. Stuff like that going away has always been disappointing to me. -
The Issues with Vulpkanin (They Make No Sense)
KasparoVv replied to Medi's topic in Wiki Development
The 'digitigradism' was removed from the game at some point for tajara and vulpkanin, before they used to need the toes cut out of certain boots or to wear sandals/wraps -
That pompadour is absolutely glorious. Awesome to see this thread so alive and well!
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The Issues with Vulpkanin (They Make No Sense)
KasparoVv replied to Medi's topic in Wiki Development
Had to stop by to address point 2: That's part of the design rationale behind my original implementation of colourblindness on the race, you take it you get 8 darksight, you don't and you get 2 (standard) darksight Now I just feel nobody's got no idea what it's all about so we just wing it, IMPROV FTW -
Reach the highest number without an admin posting
KasparoVv replied to Mrs Dobbins's topic in Civilian's Days
7 gibtonite chain reactions -
Rev round that was masquerading as a tator round with people shouting wololo Set about mining the entire asteroid and ended up blowing my leg off near the end of the shift Kept going and eventually finished off the last of the west asteroid/its tiny roidlets Got back in time for the round to end due to rev memes because I found a RIPLEY Miner lifestyle
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Correct the Lung Refactor of #7832's Massive Nerf to Gas Toxicity
KasparoVv replied to KasparoVv's topic in Suggestions
Currently being addressed by this PR. Blessed -
Correct the Lung Refactor of #7832's Massive Nerf to Gas Toxicity
KasparoVv replied to KasparoVv's topic in Suggestions
Sounds like a good idea because of how it lets you still have that grace period before the damage kicks in and adjust how severe the damage is in isolation rather than only being able to increase the damage by also decreasing how much o2 needs to be in the air before your body reacts However I think gas toxicity overall rather than just oxygen is too low after seeing just how wimpy the oxygen allergy Vox have is now -
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
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If you set up appropriately (short time, quick, simple) this weapon is auto-win so long as you don't get attacked by enough people simultaneously to overpower your inter-shot cooldown or charge capacity.
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Good riddance o/