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Everything posted by FlattestGuitar
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Calling all Wiki Developers and aspiring writers!
FlattestGuitar replied to Regen's topic in Wiki Development
The wiki does keep its whole history logged. You can view it by clicking the right button at top right of any page. Thanks for helping out! -
Going ssd when you get cought commiting a crime/greytiding
FlattestGuitar replied to Daniel Huren's topic in Suggestions
Absolutely. I find it incredibly irritating when I arrest someone and they go SSD. I think implementing a rule to counter that will discourage people from just greytiding and leaving the game as soon as their fun is cut short by redshirts. That said, we do need to consider that their option will still be sitting in their cell and whacking a window with their shoes. Are we sure we want that? -
We could just make some stuff give you a small spinning hourglass icon tied to the proc that creates the bars. Of course, not all actions need to make that appear - escaping out of handcuffs, pickpocketing and others could not show the icon.
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Great to have new people around! Remember to swing by our Discord if you want to have the full Paradise Experience™
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https://github.com/ParadiseSS13/Paradise/pull/6575 Feel free to discuss this on that PR; will be easier for me to adjust stuff.
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Continuous movement without keeping the button pressed
FlattestGuitar replied to JWaffles's topic in Suggestions
How would this work? I can't think of a way to make it look nice. A verb? An action button? I don't really see the need for the button, but I wouldn't mind it if we could implement it cleanly. -
This sort of stuff has been talked about numerous times. The only way it will ever get off the ground is if we get someone willing to design it and someone willing to code it. The amount of challenge implementing such a system carries with it is tremendous. Here's the what I think was the most robust thread on the matter, I recommend a read: viewtopic.php?f=12&t=8207 I personally don't feel like the wages would add much to the game. They'd just restrict players compared to what we have now and making them somehow persistent would make idling around a viable strategy for making money, which we obviously don't want. Still, there's some potential in the idea, as some other servers do use the economy system in neat ways.
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The only reason PDAs can't take pictures is because nobody cares enough to implement it. If you want it - go for it.
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- Organics have a ridiculously easy time breaking their bones, meaning they'll have to get surgery regardless of wonderpatches - Organics do not get any passive healing, unless you mean how eating a pack of beef jerky can heal a whopping 3 brute damage - Roboticists not knowing how to fix IPCs can be addressed in different ways, such as placing a manual in the office or somehow advertising the wiki better - A welding tool and cable coil in an IPC's backpack will do literally nothing to fix the issues you mentioned Also, this was already discussed at length here, as well as having its own PR here (albeit the PR itself is a bit messy, since the code went through quite a few iterations there)
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It's already trivial to find repair tools as an IPC. No other species has such easy access to medicine. I don't see the need to buff IPCs like this; it's not like they're underplayed or anything.
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On not being forced into jobs/roles you don't want
FlattestGuitar replied to Sampaiii's topic in Suggestions
Personally, I've never been forced to become an AI and have been forced to be a cyborg only following me being executed because of murdering people (they totally had it coming). I don't think this issue is a large one. I doubt many people tend to have problems with being forced into Borgs or AIs on a regular basis. If you really find yourself not enjoying a position in the game at all you can use LOOC to talk to the person responsible for putting you there and try to explain the situation. Obviously, just disconnecting is against our rules if it was an antagonist, but I do believe that most of our players would be nice enough to respect your position. -
That is an incredibly broad question to ask, especially that you pitch no ideas for those spells. In theory it seems like a nice idea - something akin to what the mime can do. But in practice I really can't tell what a good idea for one of these spells would be that wouldn't encourage the sort of behaviour I talked about in the other thread.
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The role of the Chaplain is something I find to be incredibly weird, considering the part they play in different rounds on the station. On one hand during shifts without vampires or the cult the Chaplain is purely an RP role, faffing around, praying, trying to start a religion or just playing DnD in the library with the equally useless ( D: ) Librarian. On the other hand the Chaplain is a great asset to Security during cult rounds and can deal some serious damage with vampires onboard. That binary role of the Chaplain is something I greatly dislike. The problem it causes is that half of the time the Chaplain is a player expecting a different type of gameplay than what they actually get. A Chaplain expecting to catch vampires but finding nothing of the sort in maint will be frustrated with their experience. The same goes for a Chaplain who wants to summon godly cookies but is instead forced to deconvert cult members, eventually being gibbed by acolytes in maint. At Security even rounds of Extended are filled with catching greytide, screaming at the Warden and cleaning the HoP's line. Personally I feel that the Chaplain should be pushed towards being an interesting, maybe slightly gimmicky job that does not depend on the current gamemode to shape it. Removing the swords that encourage the Chaplains to seek enemies, getting rid of the armor and giving him more interesting non-lethal alternatives to the null rod would be the perfect way to go in my opinion. The only challenge here is making those alternatives actually fun to toy around with; we don't want to make the role boring to play.
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Diversity through Drunkenness: Alien reactions to alcohol
FlattestGuitar replied to HugoLuman's topic in Suggestions
Thus would be very easy to code in a clean manner. I don't know how the fact that things are changed will impact things though. People are used to the way getting drunk works. If you take away from their bar-crawling ability they might dislike it. -
Heya and welcome and all that. Join our Discord, it's fun.
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I don't think there's much potential in this idea. Somehow, players being in larger groups of the same species seem to change their behaviour to a degree. It's not strictly 'metabuddying', but it's definitely closer to it than regular gameplay. I'd rather we didn't encourage that. Also, a group of sentient beings is just called a 'group', not some weird noun. >:c
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Hey there and welcome to the server! Feel free to join us on Discord for some quality conversation, timeless tips and relevant puns.
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That's literally what it is right now. Coders are already overworked as it is and most of them already have long lists of things they want to work on personally. I'd support dividing the forum into subforums based on the general category of the suggestion, just as you proposed. Would make it much easier to search through when you don't know what to work on.
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Suggestions are never this clear-cut. Almost every single time the initial PR for every single feature is coded by a single person who will make a large amount of changes to the code anyway. If we were to implement this, who even would be in charge of saying whether a suggestion is "good" or "bad"? The suggestion forum is supposed to be an idea mine for everyone who wants to contribute to our code, not any specific roadmap of features we're going to implement.
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Space Law Addendum Regarding Cloning
FlattestGuitar replied to SomeGuy9283's topic in Wiki Development
Playing dumb has always been something Paradise was trying to avoid. Why add it in this very specific instance? This way of making things work is really...not ideal. It's already very silly to execute someone without any evidence of a murder other than a testimony of a single person, and if someone screams at you that X was their murderer, you're going to investigate the whole crime anyway. I think it's more down to the general opinion about the way people want to play the game. As I said, the server has been (for a LONG time) trying to avoid the idea of dividing the player's and their character's knowledge for the sake of a better experience. I don't think it's likely to change. -
Paradise\icons\mob\suit.dmi For on-mob icons Paradise\icons\obj\clothing\suit.dmi For UI and floor icons
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Heya. Swing by the Discord if you wanna. Don't if you don't. See you around!
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merge pls
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Hey there and welcome! Enjoy what's left of your life while you still can, because this game doesn't let go! I've seen you around the DIscord a bit, so an invitation would be redundant.
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Lowering the rate at which the IV transfers reagents to the patient will only increase the addiction chance and won't really help with fighting an overdose, since even 1u/tick will be faster than the metabolization rate for every medical chem out there.