Search found 1528 matches
- Tue Oct 17, 2017 9:56 pm
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
Still need that super obvious ruling that says "Yes a 6 second harmless procedure to change your characters appearance is not a Rule 1 violation".
- Tue Oct 17, 2017 5:41 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107443
Re: Clockwork Cult 2.0
Xhuis this free-form design plan is never going to work. There's only ONE fortification type that allows for CC to move around but inhibits crew movement and that's the door. Everything else is just as impeding for the defenders as it is for the attackers. Furthermore the doors either permit laser f...
- Mon Oct 16, 2017 8:41 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107443
Re: Clockwork Cult 2.0
Ok back to the actual mode: Xhuis can you PLEASE describe what you envision Reebe defense looking like. Right now the meta is 1) Spam walls and tables and windoors interspersed with wardens, crew gets a 2-4 minute exercise in tedium as they smash a path to the base 2) Crew clears the spam zone and r...
- Thu Oct 12, 2017 3:28 am
- Forum: Coding Feedback
- Topic: Smoke machine needs a nerf/removal
- Replies: 33
- Views: 6565
Re: Smoke machine needs a nerf/removal
By the way you've addressed very few of their actual points The radius on the thing is insane since it can cover the entire meta escape shuttle without being moved in deathmix/lube/skewium/meth. Not only that, the smoke blocks vision and sticks around for a good 10 seconds or so which results in pe...
- Wed Oct 11, 2017 10:08 pm
- Forum: Coding Feedback
- Topic: Smoke machine needs a nerf/removal
- Replies: 33
- Views: 6565
Re: Smoke machine needs a nerf/removal
Ok from the top: 4) 2 puffs from the machine got everyone tripping for about 30 seconds unless they had on internals or a gas mask, and there was plenty of warning for either. 5) I found a bug this morning that would let me move the machine while its on, I promptly fixed it and the PR is waiting for...
- Wed Oct 11, 2017 9:40 pm
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
Sorry I'm a little on edge after earlier and I read your comment to say that me killbaiting as captain was a common occurrence.
- Wed Oct 11, 2017 8:19 pm
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
Misread a comment from Feem, sorry Feem.
- Wed Oct 11, 2017 2:20 pm
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
How about instead of presuming how incredibly complex power dynamics will play out, you just let them play out before deciding if it's bankable based on the nuances of the situation. After I made my announcement I could've ordered security to detain all mutants and to execute any who lay a hand on m...
- Wed Oct 11, 2017 6:31 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107443
Re: Clockwork Cult 2.0
Xhuis take time to read what I post man. I said there would be a CV (construction value) limit per lane so that CC defenses would have to be split evenly. Power needs to have strategic coherence. Right now it simply doesn't. You grab a space suit (almost effortless) and then dump a bunch of stargaze...
- Wed Oct 11, 2017 5:23 am
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
Also amputation refers to removing limbs, tails aren't limbs. "A limb (from the Old English lim ), or extremity , is a jointed, or prehensile (as octopus arms or new world monkey tails), appendage of the human or other animal body." And here I thought I did my due diligence checking the 3...
- Wed Oct 11, 2017 5:20 am
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
The main reason for adding tail removal was to fuck with lizards. Why are you banning people for doing so? Just to add, this was literally my understanding of the feature. It was a meme, we let people make fucking weapons out of tails and it takes 6 seconds to remove one using publicly available it...
- Wed Oct 11, 2017 4:45 am
- Forum: Resolved Appeals
- Topic: Beesting12 - Headban for tail bounty
- Replies: 21
- Views: 4140
Re: Beesting12 - Headban for tail bounty
Letting you get away with it would set the shitty precedent that others can as well. I've seen many captains attempt a race war meme, and mostly they were shut down by an admin or ICly. Race wars are unfunny, overdone, and unoriginal. Our rule on captain gimmicks, I believe, is that it must be orig...
- Wed Oct 11, 2017 4:30 am
- Forum: Resolved Appeals
- Topic: Beesting12 - Headban for tail bounty
- Replies: 21
- Views: 4140
Re: Beesting12 - Headban for tail bounty
In light of the confusion surrounding this though I will be going clown until this ban is over and slipping lizards and removing their tales before the stun is over. I have no strong opinion on if this is an IC issue or not, but when you get a rule 1 ban and literally tell the admin you're going to...
- Wed Oct 11, 2017 4:13 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107443
Re: Clockwork Cult 2.0
What Armhulen said, although there are more urgent problems given how difficult it is to win - but once those get addressed the ability to cheese power generation and poop out marauders is silly. The more I think about it, the more the mode just needs to be about conversion and APC control. Remove s...
- Wed Oct 11, 2017 12:07 am
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
I've decided to take up the cause as a clown player named "Tail-Takin Billy" who removes lizard tails by slipping them with a PDA and then using a scalpel and bedsheet (100% success rate honk) until my headban is over. I look forward to seeing how someone can justify banning someone for ba...
- Wed Oct 11, 2017 12:01 am
- Forum: Resolved Appeals
- Topic: Beesting12 - Headban for tail bounty
- Replies: 21
- Views: 4140
Re: Beesting12 - Headban for tail bounty
Like I said this is the first time I've ever even been involved in race stuff as a Head, and the first time I've ever encouraged the collection of tails. In light of the confusion surrounding this though I will be going clown until this ban is over and slipping lizards and removing their tales befor...
- Tue Oct 10, 2017 11:38 pm
- Forum: Resolved Appeals
- Topic: Beesting12 - Headban for tail bounty
- Replies: 21
- Views: 4140
Re: Beesting12 - Headban for tail bounty
So just to clarify: * QM was arbitrarily asking for randos to arrest your lizard crew members and bring them to cargo for ??? * To resolve this issue, you decided to give people good boy points/favors for arresting lizards, cutting off their tails, and bringing you lizard tails Please explain to me...
- Tue Oct 10, 2017 11:12 pm
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
A singe bucklecuff (~4m) If you can't tell the difference between cuffing somebody to a chair and kidnapping somebody to perform amputative surgery on said somebody I don't know what there is to say on the subject. The difference appears to be about 20 purely aesthetic pixels, about as many as I lo...
- Tue Oct 10, 2017 10:34 pm
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
Maybe its because I've been around long enough and been told "IC issue" for low-end grief that I assumed we didn't ban for shit that takes a few minutes out of your round, because it literally happens every round. I recall the gender surgery stuff was different because it carried rape/ERP ...
- Tue Oct 10, 2017 10:17 pm
- Forum: Resolved Appeals
- Topic: Beesting12 - Headban for tail bounty
- Replies: 21
- Views: 4140
Re: Beesting12 - Headban for tail bounty
I also viewed the antics as harmless. If I could get someone job banned every time they arrested me for a shitty reason and had me bucklecuffed for a few minutes, there wouldn't be any sec players left on the server. Tail removal is a fast and harmless procedure, the biggest downside is that you're...
- Tue Oct 10, 2017 10:00 pm
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 52825
Re: Removing ears & tails
As someone who just got headbanned for offering a bounty on tails (QM offered their own higher bid and I never got any offers) I can't help but marvel at how stupid this has gotten. The inconvenience to someone getting their tail removed is literally less than "sec bucklecuffed you for a random...
- Tue Oct 10, 2017 9:17 pm
- Forum: Resolved Appeals
- Topic: Beesting12 - Headban for tail bounty
- Replies: 21
- Views: 4140
Beesting12 - Headban for tail bounty
Byond account and character name: ForcefulCJS/Oldman Robustin Banning admin: beesting12 Ban type (What are you banned from?): All head positions Ban reason and length: 3 days for Rule 1 "As captain, placed a bounty on tails causing multiple lizards to be imprisoned and detailed over it. Captain...
- Mon Oct 09, 2017 4:02 pm
- Forum: Coding Feedback
- Topic: viro is OP now
- Replies: 31
- Views: 7717
Re: viro is OP now
How can you say stat symptoms are fine, then also that the best thing to do is just stack stats and a single symptom. I don't like it because it's relatively a no brainer of "Stats are good, I want stats, I will include this on every virus I make" At some point I started restating things ...
- Mon Oct 09, 2017 3:45 pm
- Forum: Coding Feedback
- Topic: LOUD NOISES
- Replies: 22
- Views: 4523
LOUD NOISES
I'm surprised this hasn't come up. The range on sounds seems to have shot up dramatically. I'm in virology (metastation) and I can hear someone tearing up the cremator. I'm frequently hearing shit from other departments even. It also seems like a pretty big FU to the clock cult since their abilities...
- Mon Oct 09, 2017 3:07 pm
- Forum: Coding Feedback
- Topic: viro is OP now
- Replies: 31
- Views: 7717
Re: viro is OP now
I think stat symptoms are fine, this system is literally the best its ever been. You actually have to put some thought into your disease instead of just stacking negative/positive symptoms. It just needs tweaking and fleshing out. Helpful/Harmful symptoms needs to have more nuanced stat effects, rig...
- Sun Oct 08, 2017 6:37 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107443
Re: Clockwork Cult 2.0
The power costs need to be addressed ASAP, they are massively out of line. A single scarab (played by ghosts mind you) can burn 18kw in seconds just by dumping 9 walls. That same power could've gotten you 18 goddamn marauders. There's a limit on how many can be active at once but no limit to spawnin...
- Sat Oct 07, 2017 5:46 am
- Forum: Former Admins
- Topic: [No longer Admin] Daturix
- Replies: 70
- Views: 21542
Re: Daturix
Daturix you know during that Revhead round I tried to opt/trade out of the role and when that didn't happen I was going to just bomb the heads right? I would've done it sooner but I had a sec member who kept fucking with me (which is why I ahelped and instantly got an IC issue response, I do not kno...
- Sat Oct 07, 2017 2:21 am
- Forum: Coding Feedback
- Topic: viro is OP now
- Replies: 31
- Views: 7717
Re: viro is OP now
the sad part is that virus he does every time isn't even the best it can be by a long shot. Another case of one person knowing what they're doing and repeating it to get the job fucked over. May I refer over to botany long ago This was literally the first time I've ever distributed a lethal virus i...
- Sat Oct 07, 2017 2:05 am
- Forum: Coding Feedback
- Topic: viro is OP now
- Replies: 31
- Views: 7717
Re: viro is OP now
It was Autophagocytosis Necrosis plus all transmission/speed buffs on top of Viral Metabolism which makes the disease start at stage 5 (but it will go down over time and eventually cure itself). I EMP'd comms right before I started spreading it so nobody could tell the crew and pretty soon I had 30-...
- Fri Oct 06, 2017 3:37 pm
- Forum: Former Admins
- Topic: [No longer Admin] Daturix
- Replies: 70
- Views: 21542
Re: Daturix
It's not that I have a big beef with the IC button, its the part where he "instantly" hits it.
Like I type up a paragraph explaining what happened and literally two seconds later I get a big "IC ISSUE" in my screen.
Like I type up a paragraph explaining what happened and literally two seconds later I get a big "IC ISSUE" in my screen.
- Thu Oct 05, 2017 7:59 am
- Forum: Coding Feedback
- Topic: Nightmare
- Replies: 137
- Views: 35920
Re: Nightmare
The shadow jaunt is a huge QOL issue for the side antag. I play nightmare because I want something DIFFERENT than traitor round #5234809, I don't expect to be crazy robust but I've talked with other players I respect and we all agree that Nightmare just feels like a really gimpy foe who is only good...
- Thu Oct 05, 2017 4:45 am
- Forum: Former Admins
- Topic: [No longer Admin] Daturix
- Replies: 70
- Views: 21542
Re: Daturix
Instantly IC'd my ahelp after the HOP finished me off after an OP (with the disk) sniped me in the chest. Ignored prayer asking why it was IC'd. Had to pester them in deadchat until I got an explanation. I usually expect that jaded apathy from a mostly inactive oldmin, not a trial. Edit: Did it agai...
- Wed Oct 04, 2017 11:41 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107443
Re: Clockwork Cult 2.0
Im definitely not advocating for a hulk nerf, I've invaded Reebe several times now but its the same story every time. I'll send you a PM after I get a chance to see what the cult actually has to play with but one suggetsion everyone can agree on is that 40 minutes is wayyyy too long, the crew benefi...
- Wed Oct 04, 2017 6:53 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107443
Re: Clockwork Cult 2.0
Still haven't played as a cultist but the delay feels too long since it lets the crew put together the best possible combat equipment - stuff that the CC simply can't compete with. They can try to steal portable shit but there's no way they're gonna make mechs or seize RND unless the crew is just aw...
- Wed Oct 04, 2017 5:11 pm
- Forum: Coding Feedback
- Topic: Nightmare
- Replies: 137
- Views: 35920
Re: Nightmare
Still just feels too fragile, even when I go and pre-emptively create escape routes, carefully plan my appearances, devise all sorts of contingencies, prepare multiple safe havens, and do the shit that 99% of our playerbase wouldn't consider/bother carrying out - I still get dunked in relatively sho...
- Mon Oct 02, 2017 7:34 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107443
Re: Clockwork Cult 2.0
They can convert now? Version I played a couple weeks ago had no conversion. My only issue is that the structure of these rounds seems like it will get stale fast. It's like a reverse warops but whereas prep'ing defense for Warops only takes 20 minutes and the Warops arsenal is so diverse that the &...
- Thu Sep 21, 2017 5:18 am
- Forum: Closed Policy Discussion
- Topic: Responsibility in escalation
- Replies: 70
- Views: 17508
Re: Responsibility in escalation
The way that I generally enforce it is if someone wrongs you then 1-6 are all generally acceptable IC responses. If you don't want to suffer disproportionate bad consequences then don't wrong people in the first place. But if you overescalate (5-6) like a psychopath over something minor then they'r...
- Wed Sep 20, 2017 9:02 pm
- Forum: Coding Feedback
- Topic: Nightmare
- Replies: 137
- Views: 35920
Re: Nightmare
I'm starting to think people are realizing (now that summon locations are limited) that holing up isn't a great cult strategy. You can't just chill off-station, nab the target, then use a manifest ghost army to finish off your summon in "Port Aft Stern Starboard Solar Maintenance" or "...
- Wed Sep 20, 2017 4:48 pm
- Forum: Coding Feedback
- Topic: Nightmare
- Replies: 137
- Views: 35920
Re: Nightmare
I was thinking of having a 5-10% chance for a side antag to spawn roundstart in any mode but I am worried it will just turn into cultists with converted abdcutors or security nightmare slaughtering nuke ops. I guess ~20% or so in traitor might work I'm sorry were those supposed to be examples of wh...
- Tue Sep 19, 2017 11:30 pm
- Forum: Coding
- Topic: Introducing #coderbus goodboy points
- Replies: 82
- Views: 27192
Re: Introducing #coderbus goodboy points
>Someone makes a sloppy balance PR that addresses an issue, but does so in the worst way possible
>Spend hours coding up the proper approach
>Getting the improved PR merged costs me points
Hmmm
>Spend hours coding up the proper approach
>Getting the improved PR merged costs me points
Hmmm
- Tue Sep 19, 2017 4:37 pm
- Forum: Coding Feedback
- Topic: Nightmare
- Replies: 137
- Views: 35920
Re: Nightmare
We're going to have only 2 conversion modes soon. I'd argue that we need a good one to replace the void that Sling/Gang/CC/HoG have filled over the years, those modes had issues but they still gave us new gameplay. For non-conversion modes we just need fresh ideas to traitors, they've become extreme...
- Thu Sep 14, 2017 8:17 pm
- Forum: Coding Feedback
- Topic: Nightmare
- Replies: 137
- Views: 35920
Re: Nightmare
Had a longer run with a Nightmare today: 1) Make the armblade depower (not just temporarily, require repairs before it can repower) and pry doors 2) Make the offhand a low-key "shadow shield" with a 50% block rate I can guarantee you that the only direction for the Nightmare meta right now...
- Thu Sep 14, 2017 6:05 pm
- Forum: Coding Feedback
- Topic: Fun features and powergamers
- Replies: 23
- Views: 5424
Re: Fun features and powergamers
Stupid poll with biased choices
I stopped reading once you referred to NULL CRATES as a fun toy that was only bad when abused by POWAHGAYMERS, please. Like any feature that would let crew gather 500TC of traitor gear was going to lead to light-hearted fun otherwise.
I stopped reading once you referred to NULL CRATES as a fun toy that was only bad when abused by POWAHGAYMERS, please. Like any feature that would let crew gather 500TC of traitor gear was going to lead to light-hearted fun otherwise.
- Thu Sep 14, 2017 6:02 pm
- Forum: Coding Feedback
- Topic: Help I just got crit by a traitor in Medbay Maint!
- Replies: 13
- Views: 3425
Re: Help I just got crit by a traitor in Medbay Maint!
Latter is a bug I believe. I think letting people move in softcrit was a mistake, not because I think its a bad concept but simply because of the huge number of issues it can cause. There also still needs to be a way to easily identify when someone is in softcrit v. knocked down. I push people into ...
- Thu Sep 14, 2017 2:49 am
- Forum: Coding
- Topic: Issue count will always inflate in its current state
- Replies: 26
- Views: 7075
Re: Issue count will always inflate in its current state
A lot of it is "I think this ought to be closed but I can't prove that this vague description of a bug doesn't exist sooo".
MSO mentioned taking down the "Needs Reproduction" ones that have stuck around too long. That's a good start for toss out a lot of dead issues.
MSO mentioned taking down the "Needs Reproduction" ones that have stuck around too long. That's a good start for toss out a lot of dead issues.
- Wed Sep 13, 2017 7:50 pm
- Forum: Ideas
- Topic: Toxins and Bombs Rework
- Replies: 14
- Views: 3333
Re: Toxins and Bombs Rework
This again? Bombs are fine. 5 minutes to end round is not fine. Big if true. But seriously I almost never see TTV spam, since I came back I haven't seen it happen once. Until it becomes a problem, this just becomes another unnecessary toxins intervention. In the last 2 years bombs have become unive...
- Wed Sep 13, 2017 5:17 pm
- Forum: Coding
- Topic: Issue count will always inflate in its current state
- Replies: 26
- Views: 7075
Re: Issue count will always inflate in its current state
I've been through the issue list several times in the last few months. My suggestions in the OP are basically 5 out of 6 of my reactions when I decide not to deal with an issue. #6 is "I don't have the competence to fix this", which obviously is a personal problem. I have little formal tra...
- Tue Sep 12, 2017 10:58 pm
- Forum: Coding
- Topic: Issue count will always inflate in its current state
- Replies: 26
- Views: 7075
Issue count will always inflate in its current state
Until there is a change in how issues are dealt with. I'm hearing rumblings about another freeze or some "issue for points" system because people are fretting about the issue count climbing past 1,000. Everyone would benefit if maintainers changed how issues are dealt with. We could drop 5...
- Tue Sep 12, 2017 12:11 am
- Forum: Coding Feedback
- Topic: Mining and Science >>> Security at Security's Job
- Replies: 54
- Views: 13850
Re: Mining and Science >>> Security at Security's Job
my point was that he tried to balance stunproofing with slowness and then criticizes another thing which uses the same mechanic (which is not even stun immunity) I'm not saying those mechanics are inherently bad, I'm saying that when combined with a spammable ghost-role that unifies the creatures a...
- Mon Sep 11, 2017 5:35 pm
- Forum: Coding Feedback
- Topic: Mining and Science >>> Security at Security's Job
- Replies: 54
- Views: 13850
Re: Mining and Science >>> Security at Security's Job
The last golems I faced off against were plasteel and they get a 60% stun reduction and basically e-daggers for hands with a built in bonus stun chance. Think of each one as a mini juggernaut and then account for there being 6-8 of them. Also accounts for the fact that if their master is in the fiel...