Coul
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Everything posted by Coul
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If you want to see how much of an issue giving security more access would be, try playing a few shifts as a security borg and compare the difference, catching criminals in restricted areas becomes trivial
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I’m personally under the impression that no one should survive past -100 health, that’s 200 combined damage of any type, crit occurring at 0 health as it does now, this is what it used to be and makes sense as all the weapons in the game were balanced around this. This keeps the changes of new crit while still not turning people into tanks. While this can make fights more interesting people can accommodate for this by using stuns along with their murder weapons and it can also be underwhelming in situations like executions where it’s unlikely the person you’re executing will be able to fight back
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Allow me to clarify, when I said denying players the ability I meant by allowing them to view there own notes, both admins and players have to juggle the game and the conversation and finding a way to record the discussion during all this is pretty cumbersome having this all handled in game would be more convenient and wouldn’t require as much maintainence for the players I guess that wasn’t clear And my comment about saying that it’s not much to discuss notes with the players was more directed to the admins who said they did not want more work dealing with people and their notes, I was not implying admins don’t currently do this voluntarily I was simply saying that it’s worth the work to ensure players aren’t evaluated wrong - again I’m not implying admins evaluate anything wrong I’m simply saying that notes should be a correct indicators which I assume they are but again everyone makes mistakes and there are LOTS of notes.
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The thing about appealing your notes currently though, is that you need to know they’re there. If I wanted to appeal the notes I have I can’t even remember them off the top of my head and I’m currently not even sure how many I have
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The rules are enforced differently by each admin and they all have different ideas on what is and isn't okay, having notes that reflect that give you an insight generally on what is acceptable for admins in general, i'm not going into detail or going to provide any examples on how much admin opinions can vary, but the point still stands. Of course extreme situations are all going to be responded to the same way but context is important for a lot of these things and notes would simply be added context for the players
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Henk's point is, the whole point of having your own record of your own notes is for your own benefit, You can use it to reflect on your own behaviour and avoid making the same mistakes you've made prior and if you do manage to make the same mistakes then an admin can bring that up fairly and can even double down on the fact that they are now aware of their notes. The concerns about people screaming about hidden notes is strange in my opinion, If you warned them you should give them a note as well and if you give them a hidden note after warning them that just goes against the whole point of the note and warning, and you can still apply hidden notes for usage in cases of RDMing or tiding or just suspicious players, they'll have no clue as long as you don't bwoink or tell them. I'm not sure how the player would be aware a hidden note would be written on them unless the admin themself came out and told them directly. If you really worry about people requesting their hidden notes to be revealed then you can simply make a rule about prior notes being unrequestable. I see this as a win for everyone, admins can continue to make hidden notes and players can now keep track of the things they've been warned for or have gotten in trouble for and improve their character. Sure it might cause drama short term but it'll improve the server environment long term and for the players that actually care about the server and want to be a net positive they certainly will take their notes into account and take admin feedback very seriously and act upon it and their notes will just be a tool to help them. Denying players the ability to record admin feedback and improve upon it feels counter intuitive when the one of the points of appealing on the forum is ensuring the players learned from their mistakes before returning to the server, allowing players to see their notes helps support that exact same view. You will help them learn from their mistake by giving them a record of it, and to the point of worrying people will try to appeal their notes. I see nothing wrong with this, why would you want players to correct their incorrect notes if the appeal had merit? Admins are humans as well and sometimes things on the surface aren't as they appear. And if it doesn't have merit then there was no harm in clarifying why to the player. I understand adminning is a volunteer job and that you use up your own time to do it but I personally don't think it's a lot to hear someone out if they truly believe that a note given to them was unreasonable then I feel like they should be heard out as notes have weight on the actions of admins. We all just want to play a silly wacky space simulator with a community of close-knit friends, Nobody wants to worry about a note they had from a long time ago that they might not even remember biting themselves in the back when they make a mistake. Giving players a record of their notes allows them a little bit of breathing room when they know what they've done wrong and evaluated themselves.
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I'd like it to work kinda like HUDglasses where you can view comment log, but I guess in this case it'd be viewing advanced medical information of the person you're examining.
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I'd like to add an item that works like a HUD upgrade that allows you to get a more detailed insight on examine when it comes to health status, mainly just which limbs are damaged for starters and possibly how much damage. Not as detailed as an upgraded health analyzer but enough information to help quick treatment and patching of someone using a trauma kit or other items. CMO would get this round start and science could research it around the same time if not the exact same time as they unlock the IMS Thoughts and Ideas?
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Going to use this topic to gather feedback on a concept I had in mind. Idea: Rework bleeding to happen on limbs instead of over the whole body, each limb that bleeds increases your bleed rate. Slight bleeding in general will be much less lethal but severe bleeding will be much more lethal much quicker. You will be able to use wirecutters to cut up clothing into makeshift rags that you can use to patch yourself which will reduce or stop bleeding depending on how bad the bleeding is and whether or not the wound is still damaged. Dismembered limbs will bleed a lot more but burn damage can be used to cauterize bleeding limbs at the cost of obviously causing damage. Please share thoughts and concerns
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Change the way uplink items are loaded. - recode suggestion
Coul replied to EmanTheAlmighty's topic in Code Discussion
Best solution would be to datumize antags starting with traitor and then check the user of the uplink for the antag datum, wouldn’t be the easiest and would be a HUGE refactor but would be the best for future antag role handling as well -
https://github.com/ParadiseSS13/Paradise/pull/11881 Works for all races, not just IPCs
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Woah, those are some really good suggestions, especially the first two. This would really help raising the competence of security in general
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This is pretty neat, well structured even though some ideas I don’t agree with(god would yellow cell laser guns be op) but! I’ve made a PR for constructable rechargers and put up another one for laser effects. Hopefully these two help with some of the issues you’re having with laser guns if they’re merged
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I appreciate you putting up this suggestion and sharing your opinion but I agree with everyone else here the main appeal of paradise are the personalities it’s a very essential part of what we have and we’d be losing a lot by taking away everyone’s freedom to play who they want to play
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Blood drunk should be taken down first as the saw makes hierophant easy if you use augs or cores
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Maybe we should rebalance antags to go off security count instead of station population because it usually leads to security having to deal with more antags than they have officers
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I'll gladly offer up time to do some code work once this is more fleshed out and approved by staff. I very much support these concerns and it's quite jarring to see HEADS OF SECURITY, people who should be commanding, training and being a role model to all security officer often being as if not more confused than their officers about how playing security works. I think while officers need time requirement to be boosted the head of security needs an even further time requirement boost as only experienced people should be taking a role that requires that level of responsibility because if you get stuck with a bad head of security it's even that much harder to take care of troublesome officers
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PR for the bone nerf is now up: https://github.com/ParadiseSS13/Paradise/pull/11653 I'll work on doing something for bullets later on.
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I'll leave the bullet rework for another time, I feel like dealing with bone breaking should be priority due to how game-breaking its been lately. especially with the lavaland mobs
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So now that lavaland is here I got the idea of making it so embedded bullets can be removed by anything sharp but while bullets are inside you you’ll take slight toxin damage, removing the bullet with a sharp object will have a chance of making the wound worse but will never fail. As for bone breaking I like the idea of the probability of the bone breaking rising and limiting how much damage is required to break a bone(your bones wouldn’t really break from a bruise) so maybe a minimum of 5 brute damage has to be applied to roll for bone breakage
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While that’ll certainly be a step in the right direction it seems more like it’ll only fix extreme cases but it won’t fix the gap between oldcrit and newcrit races
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But the math just doesn't work, being 3x weaker than every newcrit race is not a buff especially when the downside to being in crit for newcrit races is usually just oxyloss braindamage and a few periodic stuns. I can understand why you don't want new crit for some races but now that its here the races that haven't been moved over are at a huge disadvantage.
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This isn't really a bug but an oversight, and my biggest issue with new crit as is. This absolutely breaks old crit races to the point where new crit vs old crit engagements are entirely broken. Why you may ask. If you are an old crit race you go unconscious at 0 health with no roll, meanwhile a new crit race does not start rolling for heart attacks until -200. This essentially means you need to do triple the amount of damage to a new crit race to even get a chance of knocking them unconscious(it takes 100 damage to knock out an old crit race from 100 to 0, 300 damage to knock out a new crit race from 100 to -200). I don't think I need to explain why this is unfair for the old crit race. I really think something should be done about this as soon as possible.
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Currently, your bones will break if your limb damage exceeds the bone break threshold.. this is 15 damage for feet and hands, thats about three punches. I'd like to make bone-breaking less predictable and way less common, there should be a minimum damage threshold necessary to actually break bones(so something like ants don't break your bones). and instead of having bullets break bones they should embed themselves in you.. its kinda weird having your elbow snap after you've been shot by a 9mm. I'd also like a raising probability of bones breaking the more damage a bone takes instead of just OOP IT HIT 15 DAMAGE GUESS ITS BROKEN NOW. Thoughts? Details i'd like to work out with community feedback: How can we make bone damage unpredictable but still make sure its not unfair/unfun RNG? Can we change the downsides of bone breaking to be less debilitating and game ending or perhaps raise the downsides but make them much more rarer? If we want to handle bullets differently and have them embed themselves in you how would we do it? Having lead in you could lead to toxic damage and even infections. This should be around the same level as having a broken bone but should still be unique in its own regards.