Bottom post of the previous page:
You're not supposed to be able to easily make Omnizine.Alex Crimson wrote:Isnt it the new tricord? Shouldnt we be able to make it in Chemistry?
Bottom post of the previous page:
You're not supposed to be able to easily make Omnizine.Alex Crimson wrote:Isnt it the new tricord? Shouldnt we be able to make it in Chemistry?
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
This. Trim the janky chemicals that are niche to uselessness, keep the ones with some utility. Old chems heal over time, goonchem heal instantly, but require a lot more. Swapping us wholesale to a new system over the course of a week is going to alienate a lot of players.miggles wrote:id rather we just have both systems and give each chemical a legitimate unique use instead of just being inferior
AnonymousNow wrote:Can't we just get some of our stalwarts back, at least? Tricord, bicard, derma, dex? What's wrong with the idea of using Star Trek-themed chemicals?
miggles wrote:id rather we just have both systems and give each chemical a legitimate unique use instead of just being inferior
Basically sums up how I feel about these changes. Goonchem is cool I guess but murdering /tg/ chemistry was just a punch to the gut that I can't find the reasoning behind.AnonymousNow wrote:And to think I was all for adding Goonchem until people thought it would be fun to remove /tg/ Chemistry 4noraisins.
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
Coders don't care they think its good for us. There are some cool chems in Goon we should of just borrowed those rather than turning into goon. We do not have goonmed so this system does not fucking work for /tg/ stationCecily wrote:You would LIKE TO THINK that with this much negative feedback in the form of "We don't like this, please just revert it, if we wanted goon we would play on goon", that this shit would have been reverted or otherwise pushed to the side.
Anyways there are a fuckton of issues with the system
- Medipens make you fall down 24/7 and the reagent they dispense takes forever to be metabolized fully
- Toxins are still annoying as fuck, even Biohazard Medical Kits only contain Charcoal pills and syringes which take forever (If they even work at all? Can't honestly tell)
- Future planned changes make MDs even more marginalized and basically everyone and everything is FUCKED if there are not people in Chemistry
If I wanted Goon, I would play on Goon. Every heal being an HoT is absolute garbage and honestly I'm shocked that this has gone on for as long as it has.
It already is, if the rotting food PR wasn't a joke.Lumbermancer wrote:You liked the neat Star Trek references? Well fuck you, have sailicnoglucosephosphatecharcoal. You were content with Medicine being means to an end, rather than end in itself? Well screw you buddy, have healing at RANDOM INTERVALS and HEALING doing DAMAGE at RANDOM.
Instead adding new fun features, you are piling up unnecessary complexity upon existing systems. I bet kitchen will be the next victim.
WHY WOULD THEY MAKE FOOD ROT?DemonFiren wrote:It already is, if the rotting food PR wasn't a joke.Lumbermancer wrote:You liked the neat Star Trek references? Well fuck you, have sailicnoglucosephosphatecharcoal. You were content with Medicine being means to an end, rather than end in itself? Well screw you buddy, have healing at RANDOM INTERVALS and HEALING doing DAMAGE at RANDOM.
Instead adding new fun features, you are piling up unnecessary complexity upon existing systems. I bet kitchen will be the next victim.
I don't know how much exposure you have to earth medicine, but 90% of it involves pills and injections, not magical treated bandaids. The remaining 10% is medical procedures we couldn't hope to implement.Alex Crimson wrote: Healing chems should be fine unless you ingest them through a pill.
M-MUH REALISMMMMiracles wrote:same reason its possible to create a spit roast inside a microwave in a couple of seconds.
If you feel a generic medicine that can heal to full in a single application is too strong and undermines the entire chemistry system, why don't we remove tricord, or make it a heal over time much like many goonmeds are?Alex Crimson wrote:Yeah you're right, lets revert back to Chemists only ever needing to make Tricord. I fail to see how that was a better system than anything goonchem tries to do, even if it has balancing and bug issues to be worked out. If you feel like the healing numbers are not right, then give feedback to improve them.
I havent seen any chemicals with random knockouts, which ones are you talking about exactly? The stuff in medipens? Pretty sure that is a bug and not meant to happen.
THE PROBLEM IS THE SYSTEM DOESNT WORK RIGHT NOW.Alex Crimson wrote:Yeah you're right, lets revert back to Chemists only ever needing to make Tricord. I fail to see how that was a better system than anything goonchem tries to do, even if it has balancing and bug issues to be worked out. If you feel like the healing numbers are not right, then give feedback to improve them.
I havent seen any chemicals with random knockouts, which ones are you talking about exactly? The stuff in medipens? Pretty sure that is a bug and not meant to happen.
This would be an absurdly good way to handle large scale changes, and is in fact how most real scale projects work. You change as little as possible at a time while maintaining the complete context of the change.Snakebutt wrote:IMHO, this is moving way to fast in a very poor direction. Were it up to me, I'd introduce 5 new chemicals at a time (like we have been doing, this is very reasonable), then take feedback on them, tweak them a little and introduce the tweaks along with new chems once a week. After some feedback, pull the inferior duplicate chems entirely in favor of the chemical with more flavor/utility, for example, perflouro is basically dexplus but less retarded than 1u curing all oxyloss, at the cost of being unable to speak.
"It sucks, here is why, there are a lot of problems you didn't catch that had no excuse for existing in the first place, don't attempt to fix this live, revert and take more measured and professional grade action" is fvalid eedback. It is why your teachers in highschool and college mark up your papers pointing out things you did wrong and talking to you about how you avoid problems like that again. Criticising the process is just as important as criticising the outcome when the process was so poorly executed to be inexcusably awful. There is so much that we can point to to see how little thought was really put into the change, even if the people behind it didn't mean to be lazy. Heck, if they didn't mean to be lazy, which I don't think they were, that makes this feedback more vital because it closes a gap in their knowledge base.Alex Crimson wrote:Oh i agree. This should not have happened so fast, but it did. Rather than complain about the realisms or how "good" the old system was, i think its better to provide feedback.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
One look at new toxins told me everything I needed to know, because every last toxin has damage rates at least double our existing poisons, if not fucking exponentially more powerful.HOLY FUCK THESE VALUES
All massive exaggerations. Toxins can easily be cured with 10 units of Pentetic Acid. Everything is not broken. Some chemicals do not work as intended, or are not balanced, pretty much what you should expect from a 2 day old PR that changed a lot of the chemistry system.AnonymousNow wrote:I'm seeing a lot of negative feedback in this thread - a combination of "I miss our old medicines", "Toxins are waaay too powerful" and "Everything is broken", and a lot of it. I think it's pretty clear where the community's heart is.
Props to Dezzmont for being rational. I can't do it myself, since whenever I think about this addition to any degree my braincells start burning and fusing together from anger.
Except that's not how it's going to work in actual play. You're going to get knocked down in arrivals, injected with 15-30u of venom, then die in front of tool storage because you got critted in 15 seconds and die in another 15. You aren't going to live through any toxin long enough to make it to medical, let alone get treated.Alex Crimson wrote:Fucking seriously. Go on a private server inject yourself with 30 units of Venom and then 10 units of Pentetic Acid.
I was in the IRC when it was being looked over, I'm pretty certain that only one maintainer looked it over, one time, before merging. Could be wrong.dezzmont wrote:
Especially when it clearly wasn't tested well or even looked over twice. This is like a first draft, have some pride, there is no excuse for how poorly this was intergrated.
Snakebutt wrote:Except that's not how it's going to work in actual play. You're going to get knocked down in arrivals, injected with 15-30u of venom, then die in front of tool storage because you got critted in 15 seconds and die in another 15. You aren't going to live through any toxin long enough to make it to medical, let alone get treated.Alex Crimson wrote:Fucking seriously. Go on a private server inject yourself with 30 units of Venom and then 10 units of Pentetic Acid.
That sentence just demonstrated why I hate the venom.Alex Crimson wrote:
Fucking seriously. Go on a private server inject yourself with 30 units of Venom and then 10 units of Pentetic Acid.
I did that. As i said, i made it across the station then back to Medbay. Hell i even got to the medical storage. So long as Chemists have stuff for you to heal yourself, you will be fine. If not, then you will probably die, but its an exclusive traitor poison so i think thats ok. Goofball already said he was going to increase the cost of the poison kit.dezzmont wrote:That sentence just demonstrated why I hate the venom.Alex Crimson wrote:
Fucking seriously. Go on a private server inject yourself with 30 units of Venom and then 10 units of Pentetic Acid.
Let me flip the script. You should instead go on a private server, inject yourself with 30 units of venom, and then see if you can make it to a nearby medkit. If you can't, you need to either decide if you want venoms to be one hit kills (Which the code team and playerbase mutually decided "no" on a long time ago because it means the chemist as a non-traitor often had more kill potential than a lone nuke op) or how you are going to make it so that venom can't instantly drop someone in 10 seconds.
Users browsing this forum: No registered users