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?
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Problem Description : What is the problem?
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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 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.
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 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?
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...
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.
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.
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 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 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.
Title of thread basically sums it up. When you purchase the 20tc syndicate balloon and it spawns in your hand, you don't get the funny mood buff sunglasses. Not sure if it gives you the badass mood buff or not, forgot to check. Issue is fixed when you drop it and pick it up, though.
It's a minor issue but it is still an issue. Please fix.
So I just played a shift where I was a non-malf AI, and there were AI control beacons installed in a gygax. I controlled the gygax, the gygax got destroyed and... rather than return to my core, I was dead.
I am well aware of the viral mech domination malf AI power, where this behavior is intended, since taking over a mech is supposed to be a last ditch effort of shunting your core process to the mech to escape the crew invading your sat, however, for a regular ai control beacon, I don't see why it would...
Not sure if this is actually possible or potentially too difficult, but...
When playing shaft miner, I often like to fight megafauna at the hierophant's arena, because it's made of invulnerable terrain. One of the best strategies for fighting the colossus is to lure it to one of the four 2x2 squares in the corner of the arena, and kite it in circles around the square to avoid it's deathbolts. The only problem is, when doing this, it's ohko shotgun deathbolt attack (Retribution?) has a tendency to just...
Gang wars were a conversion game mode like Revolution, but joining is voluntary. Gang wars turns SS13 into a territory control game, where you compete with other gangs to tag every room you can. Opposing gang members running into one another while tagging turf, violence can ensue, and turn into gangland conflict.
Giving gangs their own chat channel, like cults or changelings would be good, as would providing unlocks to individual members once they lay 10, 15 and 20 pieces of graffiti, with graffiti being...
The crosshair change has a few big flaws in my opinion:
- The crosshair is extremely laggy. You can often not move it in time for a shot.
- The crosshair sometimes refuses to go on a tile next to it. It can take up to several seconds to go 1 tile to the left or right.
- The further away the aim, the more reluctant the crosshair is to actually move in said direction
- If you want to move the crosshair further south, it might cause your mouse to simply leave the game window and hit your taskbar, forcing you...
Right now, it seems midround traitor is basically a waste of threat and a waste of antag. Midround and latejoin tot can roll several times per round, but those tots almost never go on to do any actual antagonistic acts because they start very behind on objectives. I've seen latejoin traitors spawn when the shuttle was called, and essentially they can't do anything because there's no time left. I think using the threat and spawn on actual midround-friendly antags would prove to be better. Alternatively, use...
It's been a while so I think its worth talking about, what they did to my man the EMAG is messed up.
The justification originally posited by goofball was that the emag was a TAX and a NESSEICTY for any good traitor round. The way it could easily open doors was over powered and too easily made a mess of the station.
Fair points here, it was stupidly easy at the time for traitors to emag literally all the doors on the station and turn them into a smoldering mess. Perhaps it would make sense to put a delay...
I recently rolled midround obsessed which still has the old style of objectives. Permanent objectives you get at round start (or when you become the antag) and show up at the end of round report. Complete all of your objectives and you get the greentext.
With all the changes over the last year it had been a while since I played an antag with the old objectives, and I honestly forgot how fun it was. Having known objectives to plan/work towards over the course of a round is really engaging. The sense of...
>Delta Alert
>GET in the pods now now now!!
>Go use the pod, escape before the nuke blows up.
>Land in the ice z-level.
>Phew im safe...wait a minute im still on the icebox planet.
>Nuke blows up and you die anyways
Should send you to that hyper-space z-level that the arrivals shuttle stays at indefinitely until someone gets on it. I believe admins can manually send pods there too.
Edit: wait a minute, now that I realize theres no space on this map. So your dead no matter where you go..
Why the fuck do they group up? It is legitimately impossible to beat them when there are two or more. I have only played shaft miner twice (on lavaland) since they were added these last few days, and here is how I died about... 15 minutes into both of those shifts:
For lack of a better word, it is abhorrent just how miserable it is to fight these guys. Sure, you can step on diagonals, but those fuckers can come out of legitimately nowhere (you don't even see them) and then two of them flank you in a...
I've been on a roll today talking about features that feel like they hate the players using them. Fermichems recipes!
Recipes are inaccurate now, upon which all of your chems will turn into useless goop that isn't what it says it is. If you want the right recipe, you gotta know the secret meta combination. Or find a video of how to accurately make it on youtube.
It's understandable that we want more depth in chemistry, but it could really use some easier in-game guidance. So players don't have to build...
The only real way to kill a pAI is to wipe their personality or toss em in a shredder. They have the resistance flags FIRE_PROOF, ACID_PROOF, INDESTRUCTIBLE which is dumb. They should get melted by lava and acid. Simple mobs should also be able to attack the card and damage when the pAI is knocked out of holochasis form.
Currently, leads to really weird scenarios like a simplemob endlessly attacking a pAI, and player controlled simple mobs have no way to death with them, despite the fact that in fiction...
Its really dumb. Right now in this game, fire doesn't hurt you by being an extreme source of heat that dances across your skin, it just raises your internal body temperature over time. Space dose this too, but with extra damage damage for being in space just for fun. Being on fire should do damage to you as well as raising your internal temperature slowly. If I were to set you on fire in really life, put you out 20 seconds later and put a thermometer in your mouth, you would not suddenly have a higher body...
Given heads of staff have elevated privileges and access should there be less chance of rolling antag as them? I'm not advocating complete removal but seeing rounds with 3 of the 4 antags all heads of staff (RD, CMO, CE) seems to miss the point. Its easy to kill your own pet or bug your own office. What's your thought on a system to make their antag roll chance lower?
- adrenals removed (no way to resist batongs)
- agent ID can't copy all of another ID's access
- carp nerfed (can't attack while deflecting, can't deflect while stunned)
- deswords nerfed (no knockdown, lose to batong RNG)
- emag nerfed (can't doorjack, extra 3 TC for airlock)
- detomatix no longer sends an explosion automatically
- all useful offensive tot items locked behind completing 15+ min of fetchquests
- contractor removed
- romerol removed
- cult mirror shield removed
-...
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