Search found 454 matches
- Mon Apr 24, 2017 12:12 am
- Forum: Ideas
- Topic: Quality of Life Controls and Player Feedback
- Replies: 22
- Views: 5215
Quality of Life Controls and Player Feedback
So we could always do with more responsiveness and visual feedback from the game, here's a few pointers for such: 1. Any time you pick up an item, you see it move and fade away towards you (think the attack animation but in in your direction) to indicate who picked up what. 2. Click+drag should func...
- Tue Apr 18, 2017 6:37 am
- Forum: Ideas
- Topic: Space tether to lavaland.
- Replies: 23
- Views: 5670
Re: Space tether to lavaland.
it kind of does because matter that you have no idea what an orbit is when you're suggesting something that completely breaks the basic fundamental concept of an orbit so to make it simple for you: an orbit is where you're moving sideways fast enough that you perpetually miss the planet. you do not ...
- Tue Apr 18, 2017 3:00 am
- Forum: Ideas
- Topic: Space tether to lavaland.
- Replies: 23
- Views: 5670
Re: Space tether to lavaland.
do you even know what an orbit is?
- Tue Apr 18, 2017 2:02 am
- Forum: Spriting and Mapping
- Topic: Perspective for floors adjacent to space
- Replies: 25
- Views: 8624
Re: Perspective for floors adjacent to space
This ads a smidge of 3/4th perspective to everything, so I don't mind it all that much, honestly.
- Mon Apr 17, 2017 2:06 am
- Forum: General Chat
- Topic: SS13 Related Art / Hand Drawn Art
- Replies: 2270
- Views: 770894
Re: SS13 Related Art / Hand Drawn Art
holy shit that's incredible
those doom vibes
those doom vibes
- Thu Apr 13, 2017 5:08 pm
- Forum: Ideas
- Topic: How to control/balance xenos
- Replies: 13
- Views: 2940
Re: How to control/balance xenos
My suggestion is very simple and it will allow everyone to have what they want. Remove the current state of all carbon mob xenos and start again with a hunter xeno. No. Before the uproar hear me out, because to compensate the simple mobs would be given a upgrade that they deserve, right now the sim...
- Wed Apr 12, 2017 9:08 pm
- Forum: Ideas
- Topic: Split Alien Infestation event in two
- Replies: 14
- Views: 3963
Re: Split Alien Infestation event in two
I do have some small ideas in mind to make the hunters less deadly (and xenos in general), but for RIGHT NOW it's best to have only one hunter. WITH the nerfs in mind, those being the hunter's movespeed nerfed to human levels, and to have thermals removed from all xenos (this is counterbalanced by t...
- Wed Apr 12, 2017 7:53 pm
- Forum: Ideas
- Topic: Split Alien Infestation event in two
- Replies: 14
- Views: 3963
Re: Split Alien Infestation event in two
Did you not hear what I said? Hunters with NO HIVE to report to, and no reason NOT to kill hosts are *insanely* dangerous. They can leap the INSTANT they exit ventcrawl, followed by disarm and harm spam until death, and due to their thermals are fully aware who and how many they're up against WHILE ...
- Wed Apr 12, 2017 2:01 am
- Forum: Ideas
- Topic: Split Alien Infestation event in two
- Replies: 14
- Views: 3963
Re: Split Alien Infestation event in two
I'm okay with this idea. Of course, alien hunt should be limited to ONE SINGLE hunter. Hunters without a hive to drag hosts back to and no need to keep them alive are LUDICROUSLY dangerous. Having multiple of these that can coordinate and communicate would be nightmare fuel for the crew, easily as d...
- Tue Apr 11, 2017 1:12 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
There was one time as an engineering cyborg, we were all in escape holding off the meteors with field generators. One of them was losing most of its shields due to repeated meteor strikes, and would need to be turned off and on again to have its shields back. In the ONE second window I turned if off...
- Tue Apr 11, 2017 1:03 am
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
Those are both base human speed. Hunters have leap, so even if they were nerfed to human speeds, they'd still be the fastest at actually chasing people down.
- Tue Apr 11, 2017 12:58 am
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
except for the fact that they literally do. often. it might just be SUPERBLY bad luck but i swear that these things are actually targeted at you. i'd need someone to look into the code to see if that's actually the case or not. again though, nerfing the hunter's speed to base human speed is fine by ...
- Tue Apr 11, 2017 12:50 am
- Forum: Ideas
- Topic: Space Ruins
- Replies: 18
- Views: 4328
Re: Space Ruins
I'm gonna leave kor's """design document""" on what he stated he wanted out of space ruins or ruins in general so: 1. Keep the loot sane. 2. Try and have it be original, don't recycle assets when possible. 3. Kind of like 2, but don't make it redundant with other ruins ...
- Tue Apr 11, 2017 12:45 am
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
Your answer to this is basically half the crew DIES from these and that they should call the shuttle immediately if these things happen. YOU SHOULD DO THAT WHEN XENOS ARE CALLED? MAYBE? Am I insane here for thinking xenos are pretty easy to keep under control just by applying literally the same logi...
- Mon Apr 10, 2017 8:14 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
I'd be okay with hunter speed being nerfed to human levels. They already have leap, which makes them insanely deadly in combat, so a slight speed nerf is fine. But please don't use CM's shit in any form. I don't think anything on that server is even worth glossing over, it's a mechanical FAILURE of ...
- Mon Apr 10, 2017 4:06 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
Rounds falling into extended because everyone is dead and there being no admins to call the shuttle is not a problem inherent to xenos, more that the game itself is physically incapable of recognizing a lost situation. If a traitor runs around killing literally everyone and recalling the shutle repe...
- Mon Apr 10, 2017 2:33 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
> Xenos wait around the perimiter of arrivals to throw facehuggers to new latejoi hosts so they can join the xeno collective for free antag (or expect to kill/be killed by ERT) Again, I addressed a way to make this less boring. I understand that xeno early game can be pretty boring for both parties...
- Mon Apr 10, 2017 2:04 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
Riddle me this. SIDE, ROUND ENDING, ANTAG xenos destroying a round? whatever, not the point of the discussion xenos destroying rounds too often is the topic - no one is arguing for a nerf, the point is "please make xenos spawn less often" are you not reading my posts are you not reading m...
- Mon Apr 10, 2017 1:53 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
yeah, and what do you call meteors or blobs or radiation storms or spiders? these also kill huge parts of the crew. whether they be given to players or not (blob vs meteors). i dont think anyone should have a problem with side antags or side events that can potentially destroy the current round, bec...
- Mon Apr 10, 2017 12:44 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
Xenos are meant to be round enders. That being the case doesn't mean they can't be tweaked to be more fun, though That being the case also proves the OP correct - if xenos are meant to be round enders, why should they be occurring often Did you not read the rest of the post on how I suggested they ...
- Mon Apr 10, 2017 12:25 am
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
in case you haven't noticed i DID give appropriate feedback on how i'd like to make xenos more fun to play against, but just in case it isn't clear after years of already having said this, i'll say it again: Xenos are meant to be round enders. They are, for all intents and purposes, one of the most ...
- Sun Apr 09, 2017 7:34 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
Oh and to touch on the actual problems xenos seem to have: Xenos frequently get stomped out too early, and the queen has very little to do for most of the game because of her lack of speed. So to remedy this: I have two things I'd like to try out (whenever I get off my lazy ass and do them) 1. The q...
- Sun Apr 09, 2017 7:08 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
>how do you stop them from throwing a facehugger at you do you even know how xenos function? put a friggin helmet on and you're IMMUNE to facehuggers. there's SO MANY things that make you totally immune to them. bio hoods, any space helmet (rigsuit or otherwise), riot helmets and welding masks, and ...
- Sun Apr 09, 2017 5:13 pm
- Forum: Coding Feedback
- Topic: Xenos are too common for how unfun they are
- Replies: 129
- Views: 27772
Re: Xenos are too common for how unfun they are
get good no seriously i made sure you can counter them in melee if you know what you're doing. have an item in your active hand, you're guaranteed a grace hit from disarm. hold a shield, total immunity to pouncing and in fact knocks them down, stick together, xenos don't like attacking groups when t...
- Wed Mar 29, 2017 6:00 am
- Forum: Ideas
- Topic: Floor painting, anyone?
- Replies: 8
- Views: 3366
Re: Floor painting, anyone?
its been suggested for years and the general reply is either "it's really hard to pull off, let alone pull off well" or "can't be bothered" our tile icon system is pretty damn messy, boasting around 4,000 sprite, handled largely by using directions. if you've ever mapped in the p...
- Fri Mar 24, 2017 8:15 pm
- Forum: General Chat
- Topic: spooky russian codebase
- Replies: 261
- Views: 73483
Re: spooky russian codebase
yeah realistically just putting random chunks of box above/below where they are right now with no changes whatsoever is... a complete waste of time. it'd be a gimmick that doesn't serve any purpose whatsoever. if we're doing 3d, it'll need a unique dedicated map for it that takes full advantage of s...
- Thu Mar 16, 2017 6:43 am
- Forum: General Chat
- Topic: spooky russian codebase
- Replies: 261
- Views: 73483
Re: spooky russian codebase
cat's out of the bag abort ABORT
- Sun Mar 12, 2017 11:59 pm
- Forum: Planet Station Development
- Topic: Planetary Station """""design""""" document
- Replies: 437
- Views: 135201
Re: Planetary Station """""design""""" document
yes let's put the primary redesign intended to fix the game's stale repetitive and pointlessness flaw onto a server that no one will ever play on. it has been shown time and again that "toe-dipping" as i like to call it, wherein you very slowly and carefully try out a feature to gauge our ...
- Sun Mar 12, 2017 1:53 am
- Forum: General Chat
- Topic: SS13 Related Art / Hand Drawn Art
- Replies: 2270
- Views: 770894
- Sat Mar 11, 2017 11:23 pm
- Forum: Coding Feedback
- Topic: Tragedy of the commons, tg's lack of depth
- Replies: 199
- Views: 49553
Re: Tragedy of the commons, tg's lack of depth
clearly we should give that power to HG
again.
again.
- Sat Mar 11, 2017 7:36 pm
- Forum: General Chat
- Topic: spooky russian codebase
- Replies: 261
- Views: 73483
Re: spooky russian codebase
Hm, if I were to design a station around this, I'd have to make sure to include a pretty huge amount of 3d elements to really help with understanding your surroundings. Balconies and overpasses and whatnot are gonna be very common.
I think this'd be a lot of fun to work with.
I think this'd be a lot of fun to work with.
- Sat Mar 11, 2017 7:29 pm
- Forum: Coding Feedback
- Topic: Tragedy of the commons, tg's lack of depth
- Replies: 199
- Views: 49553
Re: Tragedy of the commons, tg's lack of depth
To answer the question asked earlier: If you remove antags, what's actually left? A sandbox game, with no goal, struggle, or purpose. There is no quick bandaid fix for this. The crew dicks around while waiting for something to happen to them, the antags are what happens to them. What SHOULD happen i...
- Sat Mar 11, 2017 7:13 pm
- Forum: General Chat
- Topic: spooky russian codebase
- Replies: 261
- Views: 73483
Re: spooky russian codebase
Hey remie, just curious, would it be possible to give lower z levels a pixel offset? Like maybe 16 or 24 or even 32 pixels down. I think it'd be useful to see vertical stretches of walls to give the impression of verticality. Also, how feasible would it be to see things above you? It'd really help i...
- Sun Mar 05, 2017 11:44 pm
- Forum: Coding
- Topic: Misleading PR Titles
- Replies: 36
- Views: 8532
Re: Misleading PR Titles
This is pretty much a non-issue. Almost all of these come from goofball, and they're always memes. The correct solution is to ban goofball if he keeps doing this.
Or just ban him right now because he won't stop ruining everything with his giant broken overhauls that KEEP. GETTING. M E R G E D.
Or just ban him right now because he won't stop ruining everything with his giant broken overhauls that KEEP. GETTING. M E R G E D.
- Sun Mar 05, 2017 8:20 pm
- Forum: General Chat
- Topic: I never do that
- Replies: 44
- Views: 10042
Re: I never do that
play as an actual crewmember.
it's so BORING. give me some different role, i don't care if it's a swarmer, wizard, ashwalker, xeno, or something else. just not a crewmember.
it's so BORING. give me some different role, i don't care if it's a swarmer, wizard, ashwalker, xeno, or something else. just not a crewmember.
- Fri Mar 03, 2017 10:41 pm
- Forum: General Chat
- Topic: What is the worst server? (Please vote again ed.)
- Replies: 32
- Views: 9656
Re: What is the worst server?
Other: CM. I hold an almost unreasonable grudge against their server because of how impossibly backwards their gameplay is, yet how simultaneously ridiculously popular they remain. To me, it's like "god, all these people have to put up with this bullshit for their xeno fix when it could be done...
- Fri Mar 03, 2017 10:38 pm
- Forum: Ideas
- Topic: Moving Away from Stun and Done combat
- Replies: 188
- Views: 35251
Re: Moving Away from Stun and Done combat
we seem to have a serious disconnect between our combat and our gameplay intents: security is supposed to detain criminals, they need stunning and cuffing to do this, else they'd have to crit you and hope you don't die on your way to the brig. but we want stun and cuffs removed, in favor of lethal o...
- Wed Mar 01, 2017 8:35 pm
- Forum: Spriting and Mapping
- Topic: The Female Body
- Replies: 203
- Views: 60590
Re: The Female Body
Humans are made of limbs, right?
We have digitigrade legs because of this system. Why not have male/female legs for humans, and revert to male legs in the event of a full body suit, like we do with lizards already?
We have digitigrade legs because of this system. Why not have male/female legs for humans, and revert to male legs in the event of a full body suit, like we do with lizards already?
- Mon Feb 27, 2017 12:40 am
- Forum: General Chat
- Topic: spooky russian codebase
- Replies: 261
- Views: 73483
Re: spooky russian codebase
I'd be totally onboard with this if there was a way to see things ABOVE you, currently looks like you can only look below.
- Sun Feb 26, 2017 3:14 pm
- Forum: General Chat
- Topic: Sprite changes/Perspective
- Replies: 155
- Views: 44061
Re: Sprite changes/Perspective
If new box sprites are suggested, I'd be happy to merge them, as well as improvements over vending machines. I believe ausops is currently working on new box sprites, and dannno may be revising his vendors.
- Sat Feb 25, 2017 10:13 pm
- Forum: General Chat
- Topic: Sprite changes/Perspective
- Replies: 155
- Views: 44061
Re: Sprite changes/Perspective
no actually everyone IS coding the game for themselves, and for other people IF THEY WANT TO. that's why we're here at all. again, i'm not saying this is the best way things should be or anything, only pointing out that this is how things currently work. also thanks for not including the comment sho...
- Sat Feb 25, 2017 4:09 pm
- Forum: General Chat
- Topic: Sprite changes/Perspective
- Replies: 155
- Views: 44061
Re: Sprite changes/Perspective
you would LOSE depth and detail
how is this so hard to understand?
i'm not throwing terms around to confuse people, you need to understand what perspectives even are and what they mean to sprites jesus christ that would look horrible you regressive mongoloid
how is this so hard to understand?
i'm not throwing terms around to confuse people, you need to understand what perspectives even are and what they mean to sprites jesus christ that would look horrible you regressive mongoloid
- Sat Feb 25, 2017 3:09 pm
- Forum: General Chat
- Topic: Sprite changes/Perspective
- Replies: 155
- Views: 44061
Re: Sprite changes/Perspective
no, oblique sprites are not at all the same perspective as spacemen. mobs are flat-in-front, everything else in the game is either oblique, 3/4th, no perspective at all, or top-down. your argument is WRONG. besides, the solution to this would be 3/4th mobs, and that'd be a MASSIVE SUPER HUGE PROJECT...
- Sat Feb 25, 2017 1:34 am
- Forum: Spriting and Mapping
- Topic: The Female Body
- Replies: 203
- Views: 60590
Re: The Female Body
i'm referring to how fatsprites were left in a perpetual unfinished state with SO many missing sprites for basic jumpsuits, let alone exosuits or anything else, and how the exact same problem would happen here.
- Sat Feb 25, 2017 1:31 am
- Forum: General Chat
- Topic: Sprite changes/Perspective
- Replies: 155
- Views: 44061
Re: Sprite changes/Perspective
3/4th perspective looks okay in only items, everything else just looks off if it isn't hugging a north wall. http://i.imgur.com/X6cGXm2.png Like here, the vendors visually make sense in their perspective, no problems here. http://i.imgur.com/aZondV2.png http://i.imgur.com/eiMakAk.png Situations lik...
- Fri Feb 24, 2017 11:46 pm
- Forum: Spriting and Mapping
- Topic: The Female Body
- Replies: 203
- Views: 60590
Re: The Female Body
>Do it only for some.
>Do it over time.
>F A T S P R I T E S
>Do it over time.
>F A T S P R I T E S
- Fri Feb 24, 2017 10:54 pm
- Forum: Spriting and Mapping
- Topic: The Female Body
- Replies: 203
- Views: 60590
Re: The Female Body
Yes, it's VERY unlikely that anyone will even redo all mob clothing, as that's a gigantic project on its own.
I'm just saying that if we were ever to make the leap to 3/4th mob sprites, it would be best to only redo clothing at that point, because it would be a wasted effort otherwise.
I'm just saying that if we were ever to make the leap to 3/4th mob sprites, it would be best to only redo clothing at that point, because it would be a wasted effort otherwise.
- Fri Feb 24, 2017 9:20 pm
- Forum: Spriting and Mapping
- Topic: The Female Body
- Replies: 203
- Views: 60590
Re: The Female Body
I mean if you're going so far as to resprite every single clothing item in the game you might as well go all the way, no?
- Fri Feb 24, 2017 8:47 pm
- Forum: Spriting and Mapping
- Topic: The Female Body
- Replies: 203
- Views: 60590
Re: The Female Body
With the trend towards 3/4th sprites going the way it is, I think it'd be kind of silly if we resprited all the humans and clothes right now in the soon-to-be-obsolete flat-in-front (there has to be a better term for that) perspective. I think it'd be best if we first made 3/4th humans before trying...
- Wed Feb 22, 2017 8:07 pm
- Forum: Spriting and Mapping
- Topic: The Female Body
- Replies: 203
- Views: 60590
Re: The Female Body
Ausops already resprited male and female bodies a while ago to look much nicer, but they would indeed require a major clothing resprite, so it's really not feasible without drawing every piece of clothing twice (mainly the legs on the front/back).