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Everything posted by FlattestGuitar
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An interesting idea that I think has been tossed around a few times now. Ideally, I'd like to see the whole karma system reworked. The current prices for things are abritrary and most people don't even care about 80% of what's there.
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Standard Operating Procedure Update
FlattestGuitar replied to TullyBBurnalot's topic in Wiki Development
Bringing up @ZN23X's points from the first page, I feel that enforcement of general SOP is very hard for Security. There is no law that allows Security personnel to actually punish Civilians for running around in the hallways, sans ID, gas mask on and refusing a search on Red Alert, all of which are against SOP. Simply by virtue of the only punishment being a demotion, all Civilians seem to be completely exempt from SOP. People give Security a hard time just because they can and not giving Sec the proper tools to fight that seems odd to me. It won't be easy to solve this by limiting the enforcement to only certain select few entries in SOP, but I do feel that it will be worth it. -
I don't think TK needs a buff as it is, and it's hard to think about this in any other scope of reference. Giving someone the power to remotely choke someone from behind a wall isn't great for balance, in my opinion.
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https://github.com/ParadiseSS13/Paradise/pull/7111 o7
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Good lord, I had no idea I needed a feature this much. Yes. So much yes. That will stop the people running around with the things on 24/7.
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Hi and welcome! Swing by our Discord if you want to, that's where all the fun happens!
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Just the other day I talked in dchat about the new thingy I'm working on implementing which just so happens to have werewolves that eat human hearts. K thx.
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Here's an attempted implementation on /tg/ station: https://github.com/tgstation/tgstation/pull/24304 https://github.com/tgstation/tgstation/pull/24537 It seems it was only scrapped because nobody wanted to finish implementing it. Another server that runs it is Lifeweb, which, despite its bad reputation, I think we could learn a lot from. Personally, though, I find the feature to be not worth implementing. We have way more fun things to focus on in terms of code, and I doubt this will change things that much.
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Personally, I find vampires to be a lackluster antagonist. They're doomed to either prey on greyshirts in maint or do the monkey cheese thing to become powerful, but once they do become powerful they're nigh unstoppable. They have massive potential for not just blindly killing people, but making for interesting characters, but most of the time they just get gunned down by Security as soon as they're out. I'll be doing a rework of vampires that will seek to address the issues. Please throw any of your ideas for improvement, as well as theories as to why the antagonist is so despised by a large part of our community in this thread. Thanks!
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Maybe it's time we think about removing secborgs
FlattestGuitar replied to Love-To-Hug's topic in Suggestions
I've always found Cyborgs to be an incredibly out-of-place aspect of the game. They're very inconsistent mechanically with the other main type of a player character you see - Humans. Cyborgs lack all the advanced systems made for humans - there are no limbs, no reagents, no sensible stuns and the combat system is a disaster. You can't grab a borg. You can't disarm a borg. No weapons will work against them in a straight up melee fight unless there's ten of you or you're using this one convenient counter that solves the whole problem. Borgs are one of the "all-or-nothing" mechanics, where a specific counter will easily stop them from steamrolling. Were we to redo SS13 from ground up, I'd rely on something like IPCs to take the role of Cyborgs - they are much better intertwined with the rest of the game's systems and are already their own bunch of niche mechanics (EMP REEEEEE). That said, I have yet to see a solution that would please most of the playerbase, considering how popular IPCs are as regular crewmembers. -
I think /tg/ just allows jetpacks to be used from the exosuit slot. Why don't we do that? Seems like a QoL feature, nothing else.
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Well, it'd be very hard to force people to act in a certain manner. It's common knowledge that many people who have antag options on aren't too keen on killing other players, but do the "steal" and similar objectives happily. People's opinions on whether that's the right way to play antagonists will be split, but it's definitely something that happens quite a bit. The job of antagonists is to make the round more interesting, but there are multiple other factors involved - events, people making mistakes and just the chaos that normally tends to happen during a given shift. The amount of antagonizing to be done varies wildly and there have been multiple rounds where almost every single antagonist greentexted and security had nothing to do. There's no system in place to make sure rounds are interesting, the game only hopes they will be. The job of admins running events is to counteract that and make the rounds more interesting. This, obviously, isn't too easy and very often doesn't result in what the players and admin would like to eventually happen - do too little and half the station never hears about the event; do too much and the whole crew gets eaten by a singularity. I've been thinking about implementing a system that would allow the game to get some sort of a way to measure the "chaos" of a round and be able to respond accordingly by turning events up and making everything more wild, but I have no idea how to go about designing such a thing and there would be a horrible amount of coding involved.
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Please no. We have enough artwork ripped from other places as it is. I'm sorry for being harsh, but there's a difference between a subtle reference that gives you a giggle and a blatant copypaste.
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The 10 minute ban is basically an autokick. We still allow peeps to use a VPN, they just have to make an appeal and show some effort, since a VPN is a fairly important aspect of trying to evade a ban.
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That would require a massive overhaul of how the chat works, but it might not be a terrible idea...
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Reach the highest number without an admin posting
FlattestGuitar replied to Mrs Dobbins's topic in Civilian's Days
Didn't define the variable and the printf argument is just a "Number" string. Start over. >:C -
I've actually tested the old autoaim system and it's not nearly as powerful as people make it out to be. Unless the shots are at point-blank, the target moving sideways will make every single bullet shot miss. The old system was also horribly bugged, using up more ammo than there actually was in the chamber, which I only discovered when testing the old, old build that still had it in; nobody actually reported it as an issue. I think the main reason behind it being removed was the fact that it completely didn't fit the arcadey nature of the game and it was just weird. I wouldn't mind not seeing it back. That said, I did code an alternative system for a different codebase, which made pointing at someone with a gun in your active hand just make a sound and draw the reticle on top of them. That still lets people know you're armed and ready to shoot, while not adding any weird auto-fire to the game. Opinions on me adding that here?
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The cameras not having the relevant wire cut at roundstart is a bug as far as I can tell. Since the only time a camera is malfunctioning otherwise is when it has a cable cut, this is really unintuitive behavior that probably should take place. Getting a PR for that would be neat.
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Find a spriter and describe how each of the items should work in detail and I'll gladly help out with coding.
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That's how pretty much any software for writing documents works, since it allows you to use just a single return to get a new paragraph going. I think the fact that we're forcing people to use proper punctuation outweights the longer posts. New paragraphs written like this are awful.
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Are you planning on respriting all clothes in the game to fit that sprite? That's...a lot of work.
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Unfortunately, due to the fact that SOMEONE took all the karma logs from before March offline and I'm way too lazy to ask Alffd to find them for me, I won't be able to do that. I did come up with this rather rough graph showing how likely people are to play medbay in relation to their karma earnings. Just 722 ckeys this time. Less people medbayed than punched. Interesting. Again, a very rudimentary graph, since there's no easy way to extract jobs people have from our logs. These stats come from a log that spits out the crew manifest roughly every 30 minutes. The vertical axis is the amount of times a person appeared on that manifest under one of the following roles: Medical Doctor, Nurse, Chemist, Surgeon, Paramedic, Chief Medical Officer. Not a ton of information and the trend line is being mean again, but I think there is some correlation here. I'll get around to getting the antag stuff done once I have some more time to figure out how I'm gonna go about getting that info.
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A blurb about karma, then. While pretty much all the statements here are based on very little actual data, the concern of you guys is very much understandable. The mentors supporting the current system are the ones who actually have everything they want unlocked, while new players can still struggle to get their IPCs or other goodies unlocked. The karma system is not perfect - it's obvious that sometimes what we feel is "a good roleplay performance" doesn't get rewarded with it, while a clown slipping three nukies will get tons of the stuff. Inspired by this lovely thread, I've set off on an adventure of writing shitty scripts and manually downloading way too many logs. This is a graph showing the relationship between the amount of punches a person threw in the first week of March and the amount of karma they've received. Each dot represents a person. I know it's mostly useless, but I had no better ideas. Vertical axis is punches, horizontal - karma. The relationship is clear - the more people you punch, the more karma you get. (that was a joke, it doesn't work like that, obviously) The graph contains 860 unique ckeys, but most of them are stuck together in the bottom left. I'm not giving out the logs themselves, but I'll happily try to produce other graphs, charts or pictures you guys request that show the bigger picuter. Who knows, maybe we'll find some interesting relations...
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Absolutely. People who donate should be able to get that small bit of recognition.
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Yep. As silly as it may seem, the karma economy currently is in a good place overall. You still can count on getting karma from time to time if you roleplay in an entertaining manner. There are multiple issues associated with the karma system, but the system is working as intended. Also, most of the time the people complaining are the ones who aren't cool enough to get karma, but I didn't say that.