Hello, tg players and other forum-goers! Did you know that March into Mapness has started? Did you know further that means you can submit a mapping pr (fixes, features, changes, whatever) and the first one you submit will get you an ANTAG TOKEN? Until april, we're having a drive to recruit people who have never contributed more into the world of mapping, presenting resources guides, and even a channel just for supporting new mappers to make it as easy as possible to become a...
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1404 fixed the crash we were able to reproduce, using the shuttle placer thingy. I was able to confirm this.
So what we need to do is reset, as too much info in related issue threads applies to an old bug.
Bugs relating to hangs on clients that involved mobs that can see all turfs (ais, ghosts, advance camera consoles) have been fixed 3 times since 512 first came out.
What I need is more examples of what is going on when the hangs happen.
What I need is for everybody to list the following info for...
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Please don't report bugs here. They won't get noticed and fixed very quickly, if at all. Instead, use our issue tracker on github . When reporting issues, use this template . It makes diagnosing and fixing bugs easier.
Server : Which server were you playing on?
Revision : What revision was the server running? Type 'show-server-revision' ingame to find out.
Problem Description : What is the problem?
What did you expect to happen : Why do you think this is a bug?
This thread is for feedback on Modular Shield generators, specifically their numerical values based on the amount of effort you put into them.
You can post ideas and stuff to add to here too but like, they are intended to be able to do a lot more in the future so I mostly just want feedback on their actual stats / how large or tanky they are based on the amount of effort put into them. There is a lot of levers I have to change/mess around with their scaling and the damage they take from different sources.
I have no idea why this is considered good design. limiting it to belts + armor is horrible. You are basically unable to carry a single gun unless you sacrifice your belt. Stealthy stealing a gun is made really hard so antags are once more forced into using their uplink/antag powers instead of using what they can find on the station. Guns should just be limited to 1-2 per bag by size.
I saw text to speech being talked about on discord, and I currently LOVE it. But! I have heard of people not playing because of it.
Do you like it? Why? Why not?
Personally, I love how the text to speech is like. I love that I can eavesdrop on people while hiding behind a wall. I like how you can pick a voice for your character now. It makes for fantastic funny moments when the TTS system messes up and says something in a funny way. I love how people are now typing longer (and more spell checked)...
I don't think it's controversial to say that most people don't like murderboning, and that the coders have been trying to curb murderboning as much as possible. With that in mind, I believe that there is another method of murderboning that needs fixing: virology. In a recent round (205276) a virus was able to cause a considerable amount of deaths. As some preliminary evidence of the death toll, before the logs go up, I offer this screenshot of medbay near the end of the round:
Problems with it not accepting valid YouTube URLs: Config issue, hopefully should be fixed.
Problems with other URLs: Config issue. Maybe we'll enable more sites at some future point in time but we'll stick with the Big Three (Soundcloud/Bandcamp/YT) for now.
Assorted admin team feedback so far:
When you accept it just autofills the URL into play-internet-sound and doesn't tell people who requested it
It would also be alot more usable if playing a song removed it from the request manager - or could...
Current problems:
Bounty Hunters have access to EVA suits, but there is no oxygen on the ship at all nor do they start with any.
Bounty hunters have specializations that virtually cannot operate independently, the first spawn comes with a claw shotgun, you don't have any means to locate the fugitive.
Bounty Hutner Antag info window doesn't include the NAME OF THE FUGITIVE. Who is our target? outside of metaknowledge or hoping someone gets the pinpointer we don't know our own target?
I wanted to make this thread to have a continuation of the Dynamic discussion we had during the last coderbus meeting, as arguably the Dynamic system is one of the few systems which affects all players, every round. I'll bring up some of the topics just to get the conversation started:
Mainround Antagonists: As of right now, I feel as if a lot of our mainround antagonists have a bit of an issue actually doing... Antagonism. From my personal experience on Sybil, I feel that the majority of the time our...
Golems now look and act differently, they work like this now*:
*Eating telecrystals NYI because I didn't have sprites for it.
TL;DR: Golems get hungry reasonably quickly and get slow when they are hungry. They eat rocks to stop being hungry.
Eating various kinds of rocks will transform you for five minutes (examining them will tell you what they do) but limit you to only eating that kind of rock (and glass) until it wears off.
Let me know if you tried it and it was more and or less fun than it was...
Honestly the access card system is a complete mess. It's unintuitive and restrictive. I know this was done to prevent people getting unlimited all access but it is completely overdone. Very unintuitive with requiring to paint the card and the trim etc.
The system should just be:
2 types of cards: Crew and Command.
Crew cards simply can not contain high security areas such as: Heads of staff offices, bridge, upload, AI Core, Armory, ID console etc.
Every card can contain an unlimited amount of access...
So medborgs have a lot of helpful chems at their disposal but the one that always confuses me is Haloperidol. It's intended use is for purging chems and removing dizziness, however because it does stamina damage its more often than not used by borgs to put violent people to sleep. The issue being that not only does it do a minor amount of brain damage (to a cap of 50) but also takes longer than most other chems to naturally pass through your system. Meaning that if you don't have multiver on hand your ass...
In this PR I added a few changes to cargo contraband and how it is handled. I want to know how folk are finding the new changes, and the impact it is having on the round. It doesn't have to be evaluating if everything is worth buying, because I'm okay with some crates just being junk purchases. This is especially true of the emag purchases as well.
I would like to know what folk are using, what they're buying often or not at all, and what might be worth introducing or if you have any ideas for contraband....
i try to make tomato soup and i get blasted in the face with tear gas foam rendering me blind for the rest of the shift.
thank you for removing another thing i enjoyed from the game in the name of making a job more complex so that 90 percent of the people playing will continue to just deep fry shoes and boil eggs
The current issue with dynamic is that it tells no story and just spits out antags at a complete whim, I instead suggest we tweak the config to lean more into specific antags so for example more traitors or more heretics with randomization as to what threat is picked as the main threat. Essentially, make roundstart antags have some cohesion and not just a bunch of randomly selected ones.
This is not meant as a direct criticism (though you can take it as one if you wish) but the direction sprites are taking seems so stark from what used to be the norm. The biggest difference is the need to be shiny and made of plastic. The comparison with CEV Eris also can't be avoided.
Prime examples are the new crates, the new fire alarms or the new captains gun, while some sprites have their own merits (some more some less) the direction TG has been taking is obvious, now I was hoping for a sort of...
Atmospherics techs do not get any drip in their atmosdrobe. Some may say this is to cut bloat. Yet engineers have an alternate jumpsuit, hard hats, and berets. Atmos techs get nothing. Security has like 4 outfit varieties in their autodrobe. Please give Atmos Techs some headwear that isn't the firefighter helmet.
Being the enlightened individual i am, i have a box of SS13 memorized tricks at all times from years of experience, and also a severe distain for the current pace of station-side activities, taking myself down to the ashwalker camp whenever i recieve the opportunity to indulge myself in a ghost role. Recently it was changed in favor of swapping the lanterns out and i found it first quite jarring and then with some rationalization realised that basically nobody but older players would understand how to make...
Sentient disease is not an awful idea but it's current application is awful. Since it spawns around the half hour and hour mark it often is ruined by two factors.
Everyone has a mask on already
Viro made a good disease that prevents the player from infecting people
This might be resolved by making sentient disease a round start antagonist or making it a early shift spawn around the 10-15 minute mark.
1 hour and 30 minutes target round length is way too long. whenever i think about playing this game i think about how i would have to spend 2 hours in a row trying to stay engaged. can it be at the very least a target round length of 1 hour? 45 minutes sounds perfect to me honestly but idk i dont want to push my luck. i don’t really care how you guys do it but i think an easy way would be to simply have more roundstart antagonists. this is less about how to achieve lower times and more about why since the...
This might not be the timeliest of threads, but take this opportunity to leave your thoughts on the state of Revolution rounds in 2023.
What do you like? What do you dislike?
The new chat fancy tgui say has too much latency. It does not receive input before it initialises, giving room for input to be missed between when the say verb gets used and when it appears. This has caused an abnormally large amount of typos on the first word where I miss the first character, or even multiple if the lag is particularly bad. It's frustrating that the lag for the say box to appear is visible.
The title. There has been shifts where I and my fellow engineers slip into the supermatter (with magboots on!) because I was using the fire extinguisher on it 10 seconds earlier and the sm is back on fire. The ice under the door doesn't melt,(and I can't see it because there is a fire!) and as a result I slippy do dah into a delamming sm. Now I can see how removing the ability to slip on ice with magboots on can cause balance issues with void heretic. So as a solution I propose to make it so you slip but...
it's been TM'd around a month now. could it be rotated to terry or manuel by any chance? it sorta leads to really fast shuttle calls because it's missing a lot of stuff so people can't do things they'd be able to do on one of the main rotation maps (for instance you can't use the gulag). I get using a live server to stress test your map and improve it but hundreds of highpop rounds on an incomplete map is a bit excessive
im sure manuel would test it in a unique way as well with longer round times
this is UNREADABLE, i genuinely have no grasp of what its supposed to be or what its going for. WTF are the stripes? The blue line? are those socks? WHAT IS GOING ON?
Look, I understand that having some kind of emergency system to let people know there's an atmos problem is necessary, but why is it like this? I've been through so many shifts where a minor hullbreach turns the station into a pitch black firelock hell with constant BRRRR BRRRR BRRRR in every room and it makes me want to pull my hair out every time it happens.
I have a few potential fixes for this.
Allow players to open non-heavy duty firelocks with right click, with no need for a crowbar
Reduce the...
Right now, at least.
Burden sect chaplain is cool, becoming a psyker is cool, all the fluff stuff is nice.
The gameplay, though, (both pre and post psyker) is awful.
To run through a usual round (with the end goal of becoming a psyker): go to genetics, ask them to find and keep negative (red name instead of orange or green(?)) mutations (or do genetics yourself, bleugh); go to medical, ask them to cut out your tongue, eyes, legs, and an arm (the tongue and eyes are all that...
As far as I know when there is an admin on a restart vote only succeeds when an admin is on if the admin takes action to let it pass.
This is the reverse of what it should be IMO, the vote should pass unless the admin actively veto's it. This prevents inactive/uncaring admins to block restart votes.
I cant think of any other midround antagonist where somebody has told me dont say yes its (x antag) and been completely right when I disregard their advice and it blows ass.
Can we please allow them to see? Maybe just a little?? Give them nearsighted or something. Watching the pink disco hellscape for more than 30 seconds is nauseating.
This thread is meant to contain all gameplay-related feedback pertaining to the new Midround Antagonist, The Paradox Clone . This feature is not fully merged yet (as of Dec/27/2022), so please submit any technical bugs/glitches/concerns to the comments of the Github PR found at:
Otherwise, any policy concerns, gameplay feedback, or general commentary about how this antagonist performs in-game should be done in this forums thread. Please keep criticism as constructive as possible.
Heretics very rarely ascend, and when they do it's either in a lowpop round or a round so insanely chaotic that they can sacrifice people in the open without stealth mattering. Most heretics don't use spells until they ascend because having a focus on you is equivalent to running around with a 357 in your belt slot as a traitor - you'd get instantly valided, and the spells aren't good enough to combat all of security and the validhunters that are on your tail.
With how dynamic currently works we get a ghost role spawn around 30ish minutes and it is typical a low impact antagonist like a revenant or nightmare. Why not spawning more than one dude (who will probably get btfo in five minutes)?
Right now the current meta of ops is just finding the general location of the ship, chucking a metal foam grenade that spawns round start at it, and then having an easy time breaking in and stealing the ship from there. The meta is so effective that the only real counter to it is having ops choose between having fun or having someone stay behind to guard the ship. Although this makes sense from a roleplay perspective, it's not really good from a gameplay perspective. The ship used to be invincible to...
I personally know of many sec players, who enjoyed roleplaying, quitting because that part of the game is no longer fun after the dynamic revamp. What is left are people who want the pvp card to beat people up.
Let's Not Kid Ourselves:
There are good sec players and there are bad sec players.
We need to encourage the good kind of sec player who will take the time to, for example, properly investigate the crime, and not the bad kind who beheads the subject with a stolen fire axe on the spot because he...
i was talking to a friend and something they mentioned is that the current players do not understand what “AA” means. in fact, some people consider AA being one of those boomer things. which i think is fucked up. AA breaking out every round wasn’t fun, but I feel like the paranoia involved with AA is no longer there. you’re no longer questioning whether someone has access that they’re not meant to have. no longer do i see an assistant and get paranoid that they could effortlessly walk through doors to get...
The Fundamental problem of Progressive Traitor is that it turns traitors into fetch quest objective players. In addition, refusing to interact with the system entirely means you get very little to work with until a full 30 minutes into the world, leading to a combination of players either slowly greytiding to sabotage objectives that are low-interaction or players waiting around for 30 minutes doing nothing and creating no conflict or fun for the crew. In addition, the system encourages playing traitor to...
Currently Nuclear Operatives have really poor win rates at war ops. Just this weekend I've seen Nukies go 0 for 2 on Mid/High pop sybil. The most common reason war ops fail is that after waiting Twenty minutes they show up to a station full of disposal traps, gun wielding crew, and prior to the elance removal a swarm of suicide bombing tiders. There are a few changes that could give nuclear operatives better odds when fighting 50-70 crew members.
Scaling the arrival time to be inversely proportional to...
Contractors were by far one of the most fun traitor kits to play with. There was so much love and detail in it it's a real shame to see it go. The special contractor tablet, with its cool startup sound, the special interface and accepting contracts like a professional kidnapper. The unique contractor box that fit all you needed - your special yellow and black contractor spacesuit, chameleon jumpsuit for stealth, special telescopic contractor baton for easy abductions with its own special sound, and three...
instead of fucking with what they can hold just make it so you can only access their contents if they're in your hands, on the ground, or worn directly on your body
If you weren't aware, the servers are currently running a test of the revamped Caves away mission for the next few days ideally! Let me know your thoughts and feedback on the current progress of the mission, since it still has quite a bit of work to be done despite what is already there.
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