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Split the Shaft Miner role into Miner and Xenoarcheologist

Posted: Sat Jan 14, 2017 8:48 pm
by bandit
Almost every server has some form of "xenoarchaeologist" role, usually on the asteroid. /tg/station hasn't had this, mostly for a lack of content.

Well, now we have a wealth of content, that keeps expanding and is wildly popular. We also have a role that is dedicated to mining and bringing the other departments minerals that they need to keep running, which has gotten a bit neglected understandably due to the shiny new shit that is elsewhere on lavaland.

So: why not just split the two roles? Those who want to go fight megafauna can go fight megafauna; those who want to mine can do so without wasting a slot for everyone else. Would likely call for some new content for mining proper, but that gap can be easily filled.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 8:58 pm
by Armhulen
one, fighting monsters is like the opposite of what xenoarchologists do

two, my favorite job (and the only one I can tolerate) on vg is xenoarcheologists

three, why? the whole reason we added mobs is so the miners don't get bored.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 9:42 pm
by D&B
You also forgot to mention that other servers have an expanded system of relics and ruins based around the concept of grave digging.

If you want to add monster hunters, all the power to you. But it's easier to do two snips with a HoP than code a new role.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 10:18 pm
by ShadowDimentio
Real talk: Xenoarchaeology is shit on all the servers. Goon at least has some interesting artifacts, but Bay is a complete and utter convoluted snorefest.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 10:39 pm
by D&B
VG xenoarch is pure grief too.

Most artifacts cannot be brought on station. Smegma would get wet with how many bans he'd hand out if someone brought a gas generating crystal on station

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 11:04 pm
by bandit
D&B wrote:VG xenoarch is pure grief too.

Most artifacts cannot be brought on station. Smegma would get wet with how many bans he'd hand out if someone brought a gas generating crystal on station
sounds familiar

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 11:12 pm
by onleavedontatme
It's bandits monthly "remove/gut lavaland" thread complete with reasoning that blatantly contradicts all our stat tracking, how exciting.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 11:12 pm
by D&B
FYI our bullshit needs to be activated in hand or purposelly used with malice in order to work.

We're talking crystals that can turn the whole room atmos into toxic waste without the xenoarcheologist knowing it could do that.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 11:41 pm
by Doctor Pork
>Librarian update didn't make the feature freeze

Why even live.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sat Jan 14, 2017 11:42 pm
by onleavedontatme
Doctor Pork wrote:>Librarian update didn't make the feature freeze

Why even live.
I'm still holding out hope that Incoming will update persistence so the Librarian update will work

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 2:15 am
by Arianya
bandit wrote:Almost every server has some form of "xenoarchaeologist" role, usually on the asteroid. /tg/station hasn't had this, mostly for a lack of content.
Okay
Well, now we have a wealth of content, that keeps expanding and is wildly popular.
Yup
We also have a role that is dedicated to mining and bringing the other departments minerals that they need to keep running, which has gotten a bit neglected understandably due to the shiny new shit that is elsewhere on lavaland.
Nope
So: why not just split the two roles? Those who want to go fight megafauna can go fight megafauna; those who want to mine can do so without wasting a slot for everyone else. Would likely call for some new content for mining proper, but that gap can be easily filled.
If you can put forward interesting content for mining that isn't fighting monsters and has the same level of engagement, sure.

Otherwise, no. A lot of stuff on the station including mech building and R&D are balanced around mineral acquisition, and at the moment Shaft Miner as an occupation is extremely popular and its very rare to unheard of for me to go a round without any minerals whatsoever from Lavaland.

If you gut mining and make it "click on the sparkly tile. Repeat ad nauseum" again while someone else gets to go off and actually do the fun parts of mining, guess what, no one will play mining.

And thats without getting into various issues such as:

a) Will miners simply be defenseless against monsters?

b) How will xenoarcheologists carve a path for themselves through lavaland? If they're carrying mining weapons you're already back to step 1

c) What does this xenoarcheologist contribute to the station?

d) Whats wrong with the existing merging of "mining" and "hunting"?

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 2:31 am
by imblyings
When will monsters start dropping mineral coins and when will these mineral coins be insertable into a lathe??

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 2:37 am
by bandit
Kor wrote:It's bandits monthly "remove/gut lavaland" thread complete with reasoning that blatantly contradicts all our stat tracking, how exciting.
I'm not sure what stat tracking you're talking about besides leaderboards about who's killed the most bosses -- which leads to players either powergaming the leaderboards or ceasing to play once they can't -- and I don't see where anything here suggests removing it.

As far as "no one playing mining" miner was possibly my most common job before lavaland was added, but now I pretty much have to go to other servers to play it because I have no interest in boss fights in spessmen. I just want to mine.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 2:43 am
by onleavedontatme
You are in a minority, you're going to have to accept that.

>what stats

http://www.ss13.eu/tgdb/tg/latest_stats.html

The ones I post every thread showing that mining is three times as popular now, and has been for a year straight, and broke the record for most popular job in history at least one month.

The stats that show that mineral intake has not dropped.

The stats that show that bosses are only killed once every ~5 rounds

EDIT: Stats a side Arianya has done a pretty good job explaining why the idea wouldn't work

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 3:17 am
by D&B
Asteroid is pretty fucking boring honestly.

If you can't rush the mineral high area you're left with having to suck it up and pray the RNG gods you find some diamonds.

At least lavaland is more randomized but at the same time, more fair.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 3:18 am
by starmute
Armhulen wrote:one, fighting monsters is like the opposite of what xenoarchologists do

two, my favorite job (and the only one I can tolerate) on vg is xenoarcheologists

three, why? the whole reason we added mobs is so the miners don't get bored.

Mining used to be peaceful and something I did to relax myself after a hard day. While I understand the general wants of the community and how it became exciting I do miss old mining. I often felt forced to do new mining by the fact that they gave less minerals to old mining methods.

Regardless it doesn't matter. In the end the coders get the ultimate say in what happens to their station. We just play in it.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 3:22 am
by Armhulen
starmute wrote:
Armhulen wrote:one, fighting monsters is like the opposite of what xenoarchologists do

two, my favorite job (and the only one I can tolerate) on vg is xenoarcheologists

three, why? the whole reason we added mobs is so the miners don't get bored.

Mining used to be peaceful and something I did to relax myself after a hard day. While I understand the general wants of the community and how it became exciting I do miss old mining. I often felt forced to do new mining by the fact that they gave less minerals to old mining methods.

Regardless it doesn't matter. In the end the coders get the ultimate say in what happens to their station. We just play in it.
same, and that's hopefully why people picked old mining. I loved old mining but it's gone and we have lava and megafauna and all that, so we might as well roll with it.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 3:26 am
by imblyings
You can still relax, just mine for places without tunnels or avoid tunnels.

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 5:11 am
by calzilla1
FUCKING JUST MAKE THE EXPIRIMENTOR GOOD

Re: Split the Shaft Miner role into Miner and Xenoarcheologi

Posted: Sun Jan 15, 2017 5:35 am
by starmute
calzilla1 wrote:FUCKING JUST MAKE THE EXPIRIMENTOR GOOD
it will never be good. ( You will never be good)