A problem with Boxstation
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A problem with Boxstation
Really dunno where else to put this. The camera monitor in Bomb testing on boxstation (on Sybil at least) is facing the wrong way so you can only use it from space instead of from the actual room you're in.
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Re: A problem with Boxstation
bugs go on github https://github.com/tgstation/tgstation
map fuckups are bugs too, deep inside
map fuckups are bugs too, deep inside
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Re: A problem with Boxstation
Yeah, putting them on github means that spergs like me can just filter by label:"Map Issue" and fix a bunch of them in one go. I'll open an issue for you so you don't have to make an account though.
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Re: A problem with Boxstation
I HATE BOX MAINT I HATE BOX MAINT I HATE BOX MAINT
Voted best trap in /tg/ 2014-current
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Re: A problem with Boxstation
A problem with Boxstation: everything. Get rid of it. The game has moved beyond a point where it's worthwhile
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Re: A problem with Boxstation
t. Joined: Sun Feb 18, 2018 3:34 pmAnuv wrote:A problem with Boxstation: everything. Get rid of it. The game has moved beyond a point where it's worthwhile
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Re: A problem with Boxstation
Just boot up DM and fix whatever you don't likeAnuv wrote:A problem with Boxstation: everything. Get rid of it. The game has moved beyond a point where it's worthwhile
The map has plenty of space for tweaking, it's not a complete mess like Omega or Birdboat
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Re: A problem with Boxstation
A problem with Boxstation: everything. Get rid of it. The game has moved beyond a point where it's worthwhilePKPenguin321 wrote:t. Joined: Sun Feb 18, 2018 3:34 pmAnuv wrote:A problem with Boxstation: everything. Get rid of it. The game has moved beyond a point where it's worthwhile
Nobody wants to work on it though, not one of those who claim it's the best map have bothered to step up and fix the objective issues it has due to lack of maintenanceDenton wrote:Just boot up DM and fix whatever you don't like
The map has plenty of space for tweaking, it's not a complete mess like Omega or Birdboat
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Re: A problem with Boxstation
why would I spend my time working on something I have not liked ever since metastation existed
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Re: A problem with Boxstation
I've made a PR that I hope will expand and improve some areas of Box, I really would appreciate any pointers on areas anyone thinks could do improving or changing.
https://github.com/tgstation/tgstation/pull/41608
https://github.com/tgstation/tgstation/pull/41608
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Re: A problem with Boxstation
Most departments and hallways severely lack detail with very few floor decals and decorations
Maintenance is barren and unbalanced in a mapping sense: certain sections are just corridors then elsewhere you have entire wings full of empty rooms. Other maps have a good balance of themed rooms and corridors placed in between departments, with a lot of interesting things to find.
Bar backroom doesn't have a ChemMaster
Very few emergency/fire closets, I dont think there's a single fire closet accessible without maint access
No maint/public autodrobe
These are just a few I can remember off the top of my head
Maintenance is barren and unbalanced in a mapping sense: certain sections are just corridors then elsewhere you have entire wings full of empty rooms. Other maps have a good balance of themed rooms and corridors placed in between departments, with a lot of interesting things to find.
Bar backroom doesn't have a ChemMaster
Very few emergency/fire closets, I dont think there's a single fire closet accessible without maint access
No maint/public autodrobe
These are just a few I can remember off the top of my head
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Re: A problem with Boxstation
I've expanded some extra fire and emergency closets around the main halls. I also put the HoochMaster in the bar back room.
Maintenance is going to be a big project so I'll have to dedicate some time to looking that over. Autodrobe as well.
Departmental detail will be a bit on and off for me, I don't want to go as overboard as meta does and I kinda like the slightly more spartan style of box. We'll see.
Maintenance is going to be a big project so I'll have to dedicate some time to looking that over. Autodrobe as well.
Departmental detail will be a bit on and off for me, I don't want to go as overboard as meta does and I kinda like the slightly more spartan style of box. We'll see.
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Re: A problem with Boxstation
Tfw someone who doesn’t know how to make an isssue report tries to report a now fixed issue and it leads to this
A lot of those “”””objective issues”””” are personal preference, so it isn’t a surprise that box fans (aka people who think box is subjectively good) don’t fix those subjective issues. Since when do maps need a public autodrobe?
A lot of those “”””objective issues”””” are personal preference, so it isn’t a surprise that box fans (aka people who think box is subjectively good) don’t fix those subjective issues. Since when do maps need a public autodrobe?
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Re: A problem with Boxstation
You could say I fundamentally disagree that deliberately not adding things available in other maps somehow makes the map more unique and interesting
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Re: A problem with Boxstation
You could say I fundamentally disagree that adding the exact same minor things that every other map has somehow makes the map more interesting
Makin me imagine a procedurally generated station that’s just pieces of metastatin rearranged in various configurations so medbay is on top and robotics is where xeno should be but every department has the exact same equipment
I wouldn’t waste my time with slippery slope analogies but I just realised how entirely possible that would be and I am now intersted in the idea
Makin me imagine a procedurally generated station that’s just pieces of metastatin rearranged in various configurations so medbay is on top and robotics is where xeno should be but every department has the exact same equipment
I wouldn’t waste my time with slippery slope analogies but I just realised how entirely possible that would be and I am now intersted in the idea
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Re: A problem with Boxstation
Explain how you could think thisMickyan wrote:You could say I fundamentally disagree that deliberately not adding things available in other maps somehow makes the map more unique and interesting
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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Re: A problem with Boxstation
You can get creative with the layout or have a gimmick like pubby's offstation chapel to make the map feel unique, being less varied than other maps is a very poor claim at being interesting without having something else to make up for itPKPenguin321 wrote:Explain how you could think thisMickyan wrote:You could say I fundamentally disagree that deliberately not adding things available in other maps somehow makes the map more unique and interesting
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Re: A problem with Boxstation
i logged on to double quote this by the way.PKPenguin321 wrote:t. Joined: Sun Feb 18, 2018 3:34 pmAnuv wrote:A problem with Boxstation: everything. Get rid of it. The game has moved beyond a point where it's worthwhile
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Re: A problem with Boxstation
1. "its not pretty enough or cluttered with non functional objects for me" is not a valid argument to remove a station that's been in circulation for yearsMickyan wrote:Most departments and hallways severely lack detail with very few floor decals and decorations
Maintenance is barren and unbalanced in a mapping sense: certain sections are just corridors then elsewhere you have entire wings full of empty rooms. Other maps have a good balance of themed rooms and corridors placed in between departments, with a lot of interesting things to find.
Bar backroom doesn't have a ChemMaster
Very few emergency/fire closets, I dont think there's a single fire closet accessible without maint access
No maint/public autodrobe
These are just a few I can remember off the top of my head
2. there are themed rooms, this is also a non-issue.
3. this is easily fixable
4. theres literally four accessible in the main hallway loop. with two in auxillary hallways
5. not only is this a non issue, but it's also easily fixable.
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Re: A problem with Boxstation
Honestly yeah, let's just make a procgen system that staples together modular bits that match the equipment provided by their metastation equivalents. It'd be like having infinite maps, all equally balanced and requiring no effort on anyone's part to make. Absolutely nothing is wrong with this plan, shut up, I am a genius.confused rock wrote:You could say I fundamentally disagree that adding the exact same minor things that every other map has somehow makes the map more interesting
Makin me imagine a procedurally generated station that’s just pieces of metastatin rearranged in various configurations so medbay is on top and robotics is where xeno should be but every department has the exact same equipment
I wouldn’t waste my time with slippery slope analogies but I just realised how entirely possible that would be and I am now intersted in the idea
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Re: A problem with Boxstation
if oxford is making a short post, I have to do his job. on account of "not adding features of meta and delta doesn't increase map variety"
First off, let's say that box not having the same things like the autolathes and autodrobes and automatic secbots in the armory decreases the variety of the map. In that case, ok, box has less variety. However, adding those things drastically decreases the variety of map choice. Read this section, or just this shitty analogy summary. Let's say tf2 only has two classes, demomanand pyro. Someone thinks that the pyro's detonator is too boring, since you can only detonate the flare in midair. so he changes it so that the pyro's flares stick to walls and can be detonated later. It made demoman fun, so it should work for pyro. While this makes pyro deeper and more varied, it makes the classes on a whole less varied. Pyro who sets up sticky traps using the detonator is just an awkward demoman. If you want to detonate sticky traps, just play demoman. don't make pyro into something demoman already is.
READ BELOW HERE IF ANYTHING
Second off, yes, not adding things that other maps have not only increases the map variety in general, but increases the variety of boxstation. Less is more. Let's look at the autolathe, and one aspect of it: improvised weaponry. Read it, or just read this example to summarize it: Let's say the soldier gets a new rocket launcher in tf2. it does triple the damage of other launchers, with no downside. This technically adds more variety to the soldier. In practice, the soldier is now far less varied, since any rocket launcher besides the new one is at a massive disadvantage.
These aren't the only ways giving people more options in the public autolathe is less interesting. quick example:The janitor starts with only 3 cleaner grenades. While starting with infinite might be fun, this makes them feel more valuable, and gives chemistry a reason to make more- if you had infinite cleaner grenades, than chemistry wouldn't have a reason to make more, since there's a much easier way to get them. If you had infinite cleaner grenades, cargo would never order a crate with them. Now there is more variety in how you get your grenade, and people can't spam them willy nilly.
Now for the actual problems:
This is what gets me the most, quick example: Let's say minecraft is a hardcore, challenging game. And let's say everyone in minecraft spawns in a barren village. If you spawn in a village, your house is going to be one of the village houses. there's just no question. In hardcore minecraft, resources are limited, so building a house is quite the undertaking. If hardcore minecraft DIDN'T start in a barren village, then it'd be interesting. Some people would build their own homes. Some people would go pillage and loot a regular village, and take it over. Some would find a way to turn that tiny tiny alcove into a fully equipped home.
Actual point:
I could go on and on, but I don't have it in me. But if you want the amenities of metastation, wait for metastation.
First off, let's say that box not having the same things like the autolathes and autodrobes and automatic secbots in the armory decreases the variety of the map. In that case, ok, box has less variety. However, adding those things drastically decreases the variety of map choice. Read this section, or just this shitty analogy summary. Let's say tf2 only has two classes, demomanand pyro. Someone thinks that the pyro's detonator is too boring, since you can only detonate the flare in midair. so he changes it so that the pyro's flares stick to walls and can be detonated later. It made demoman fun, so it should work for pyro. While this makes pyro deeper and more varied, it makes the classes on a whole less varied. Pyro who sets up sticky traps using the detonator is just an awkward demoman. If you want to detonate sticky traps, just play demoman. don't make pyro into something demoman already is.
Spoiler:
Second off, yes, not adding things that other maps have not only increases the map variety in general, but increases the variety of boxstation. Less is more. Let's look at the autolathe, and one aspect of it: improvised weaponry. Read it, or just read this example to summarize it: Let's say the soldier gets a new rocket launcher in tf2. it does triple the damage of other launchers, with no downside. This technically adds more variety to the soldier. In practice, the soldier is now far less varied, since any rocket launcher besides the new one is at a massive disadvantage.
Spoiler:
Now for the actual problems:
Spoiler:
Actual point:
Spoiler:
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Re: A problem with Boxstation
for your efforts, you have been formally awarded the oxford coin of recognition™confused rock wrote:if oxford is making a short post, I have to do his job. on account of "not adding features of meta and delta doesn't increase map variety"
First off, let's say that box not having the same things like the autolathes and autodrobes and automatic secbots in the armory decreases the variety of the map. In that case, ok, box has less variety. However, adding those things drastically decreases the variety of map choice. Read this section, or just this shitty analogy summary. Let's say tf2 only has two classes, demomanand pyro. Someone thinks that the pyro's detonator is too boring, since you can only detonate the flare in midair. so he changes it so that the pyro's flares stick to walls and can be detonated later. It made demoman fun, so it should work for pyro. While this makes pyro deeper and more varied, it makes the classes on a whole less varied. Pyro who sets up sticky traps using the detonator is just an awkward demoman. If you want to detonate sticky traps, just play demoman. don't make pyro into something demoman already is.READ BELOW HERE IF ANYTHINGSpoiler:
Second off, yes, not adding things that other maps have not only increases the map variety in general, but increases the variety of boxstation. Less is more. Let's look at the autolathe, and one aspect of it: improvised weaponry. Read it, or just read this example to summarize it: Let's say the soldier gets a new rocket launcher in tf2. it does triple the damage of other launchers, with no downside. This technically adds more variety to the soldier. In practice, the soldier is now far less varied, since any rocket launcher besides the new one is at a massive disadvantage.These aren't the only ways giving people more options in the public autolathe is less interesting. quick example:The janitor starts with only 3 cleaner grenades. While starting with infinite might be fun, this makes them feel more valuable, and gives chemistry a reason to make more- if you had infinite cleaner grenades, than chemistry wouldn't have a reason to make more, since there's a much easier way to get them. If you had infinite cleaner grenades, cargo would never order a crate with them. Now there is more variety in how you get your grenade, and people can't spam them willy nilly.Spoiler:
Now for the actual problems:This is what gets me the most, quick example: Let's say minecraft is a hardcore, challenging game. And let's say everyone in minecraft spawns in a barren village. If you spawn in a village, your house is going to be one of the village houses. there's just no question. In hardcore minecraft, resources are limited, so building a house is quite the undertaking. If hardcore minecraft DIDN'T start in a barren village, then it'd be interesting. Some people would build their own homes. Some people would go pillage and loot a regular village, and take it over. Some would find a way to turn that tiny tiny alcove into a fully equipped home.Spoiler:
Actual point:I could go on and on, but I don't have it in me. But if you want the amenities of metastation, wait for metastation.Spoiler:
may your fingers guide you through the vassal of your keyboard to the land of infinite paragraphs, brother.
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Re: A problem with Boxstation
you've stated an alternative but still haven't explained your initial point ("being less varied than other maps is a very poor claim at being interesting without having something else to make up for it"). having a lack of something can be precisely what makes something different or interesting. very curveball example here, but look at mario 64 no-A-press runs. they lack something compared to normal runs, but they're arguably the most unique/interesting runs of all exclusively because they have to be creative to work around what they lack.Mickyan wrote:You can get creative with the layout or have a gimmick like pubby's offstation chapel to make the map feel unique, being less varied than other maps is a very poor claim at being interesting without having something else to make up for itPKPenguin321 wrote:Explain how you could think thisMickyan wrote:You could say I fundamentally disagree that deliberately not adding things available in other maps somehow makes the map more unique and interesting
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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Re: A problem with Boxstation
It's not really comparable since the appeal of no A presses comes from the challenge whereas SS13 is about the complexity of different situations and how each round can play out
None of the things that are missing from boxstation change the way the round plays out in any meaningful way, they just make everything more dull once you've gotten over breaking into departments every round because that's all there is to do for variety
I think donutstation has many of the same problems but at least it has a gimmick with the shape and the engine going for it so for that reason alone I consider it better than box
I'll also say it's bizarre how many times I've heard people complain about the ragecage on delta because I have seen it used exactly never and have seen ragecages being built in the delta bar dozens of times
None of the things that are missing from boxstation change the way the round plays out in any meaningful way, they just make everything more dull once you've gotten over breaking into departments every round because that's all there is to do for variety
I think donutstation has many of the same problems but at least it has a gimmick with the shape and the engine going for it so for that reason alone I consider it better than box
I'll also say it's bizarre how many times I've heard people complain about the ragecage on delta because I have seen it used exactly never and have seen ragecages being built in the delta bar dozens of times
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Re: A problem with Boxstation
i disagree on both points. for your first one, i think plenty of the appeal of SS13 comes from the challenge. having appeal from challenge and having appeal from complexity aren't mutually exclusive and the game can benefit from both, so why cut one out?Mickyan wrote:It's not really comparable since the appeal of no A presses comes from the challenge whereas SS13 is about the complexity of different situations and how each round can play out
None of the things that are missing from boxstation change the way the round plays out in any meaningful way, they just make everything more dull once you've gotten over breaking into departments every round because that's all there is to do for variety
as for the second, it can impact the round in more ways than just requiring break-ins. an obvious one is that if you want something from an autolathe you'll have to actually interact with a cargo tech (or break in like you said). break-ins themselves also aren't always just that. for example, since there isn't a public autolathe and cargo probably won't print you a saw (what with it being a deadly weapon), you'll sometimes have people break into the surgery room to steal the tools, which i've seen turn into majorly round-impacting moments (where surgery can't be done in a xeno round, where medical teams up with sec to hunt down the thief) that are more interesting than just "man prints saw."
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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Re: A problem with Boxstation
im aware, it was just an example of how less content can make more interesting scenariosSteelpoint wrote:Except there is a public autolathe on Boxstation now.
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Re: A problem with Boxstation
The head offices of the HoS, CMO and RD lack privacy shutters
Boxstation's armoury is kind of a joke to break into. If you must have windoors and no space-mounted motion cam, at least put armsky in to deter the greytide, at least a little, when no warden's on.
This part is more my own subjective tastes but, I'd like to see biohazard blast doors on science's xenobio and shutters on toxins for locking down research. In case of a fire, raid or xenobiology being too good at their jobs.
Boxstation's armoury is kind of a joke to break into. If you must have windoors and no space-mounted motion cam, at least put armsky in to deter the greytide, at least a little, when no warden's on.
This part is more my own subjective tastes but, I'd like to see biohazard blast doors on science's xenobio and shutters on toxins for locking down research. In case of a fire, raid or xenobiology being too good at their jobs.
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Re: A problem with Boxstation
It's a map for lower pop, and it works very well.
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Re: A problem with Boxstation
My PR's are addressing some concerns.
My recent PR is adding privacy shutters to the HoS's office, via the space seeing windows. I'm also intending to add privacy shutters to the CMO and RD's office.
Armoury wise, I'm adding a space mounted motion camera to the outside of the armoury, and armsky is being stationed inside.
My recent PR is adding privacy shutters to the HoS's office, via the space seeing windows. I'm also intending to add privacy shutters to the CMO and RD's office.
Armoury wise, I'm adding a space mounted motion camera to the outside of the armoury, and armsky is being stationed inside.
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Re: A problem with Boxstation
t. Joined: Tue Jul 01, 2014PKPenguin321 wrote:t. Joined: Sun Feb 18, 2018 3:34 pmAnuv wrote:A problem with Boxstation: everything. Get rid of it. The game has moved beyond a point where it's worthwhile
I've been playing SS13 since 2010
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Re: A problem with Boxstation
i haven't played in months so take my opinion with a grain of salt but i really enjoyed how box was sparser, whereas meta hands everything to you on a plate, and i like it less as a result
on box it's an actual entertaining project to build something (as stated above re: a rage cage or whatever) or find a multitool or something (as an assistant) - like, for example, even just getting a toolbelt, you have to either be quick and/or lucky, barter with someone who has one, or break in somewhere that has a spare and take that one
the first option is, well, whatever - the second and third encourage player interaction, and even though it's over something as minor as a toolbelt, that can cascade into more as the round progresses (eg. you get caught breaking in to robotics to take the spare, the roboticist gets pissed with you, and now you have that 'relationship' with them for the round - maybe when things go bad they won't help you in a situation where you need someone watching your back)
comparing to meta, if i want a toolbelt, i just walk around maint for 30 seconds and pick up one because there are so many random spawns + guaranteed easy access ones
I'm not actually aware off the top of my head if you can make a toolbelt from an autolathe (because I preferred box and spent much more time there, where there was no public autolathe until now apparently) so if you can then well whoops but that kinda proves my point because now there's one less way for interesting situations to occur
i've never been very big on trying to kill antags and i turn them off in my prefs - most of my fun comes from building stupid shit and waiting for things to go wrong, and dealing with the results. most rounds on meta i usually just get bored because there's very little challenge or work required, and it feels like there are fewer good spaces in maint to build something the way i'd like (though that last point is subjective and even for me a little shaky reasoning). like, using the abandoned bar as an example, the box one is fun because you can actually put work into fixing it up and making it look nice, which is a project i've done before and always enjoy
tldr please stick to making actual fixes to box and not removing the one thing that makes it unique (this is all in reply to the "these are GLARING ISSUES" with box posts and not steelpoint who is a blessed human being)
on box it's an actual entertaining project to build something (as stated above re: a rage cage or whatever) or find a multitool or something (as an assistant) - like, for example, even just getting a toolbelt, you have to either be quick and/or lucky, barter with someone who has one, or break in somewhere that has a spare and take that one
the first option is, well, whatever - the second and third encourage player interaction, and even though it's over something as minor as a toolbelt, that can cascade into more as the round progresses (eg. you get caught breaking in to robotics to take the spare, the roboticist gets pissed with you, and now you have that 'relationship' with them for the round - maybe when things go bad they won't help you in a situation where you need someone watching your back)
comparing to meta, if i want a toolbelt, i just walk around maint for 30 seconds and pick up one because there are so many random spawns + guaranteed easy access ones
I'm not actually aware off the top of my head if you can make a toolbelt from an autolathe (because I preferred box and spent much more time there, where there was no public autolathe until now apparently) so if you can then well whoops but that kinda proves my point because now there's one less way for interesting situations to occur
i've never been very big on trying to kill antags and i turn them off in my prefs - most of my fun comes from building stupid shit and waiting for things to go wrong, and dealing with the results. most rounds on meta i usually just get bored because there's very little challenge or work required, and it feels like there are fewer good spaces in maint to build something the way i'd like (though that last point is subjective and even for me a little shaky reasoning). like, using the abandoned bar as an example, the box one is fun because you can actually put work into fixing it up and making it look nice, which is a project i've done before and always enjoy
tldr please stick to making actual fixes to box and not removing the one thing that makes it unique (this is all in reply to the "these are GLARING ISSUES" with box posts and not steelpoint who is a blessed human being)
Limey wrote:its too late.
- Durkel
- Joined: Wed Apr 23, 2014 5:14 pm
- Byond Username: Durkel
Re: A problem with Boxstation
This thread makes me sad. Box was made to be flimsy and cramped in order to spawn conflict with players. You'd actually have a reason to be upset if someone stole the metal or all the toolboxes as chances were you weren't getting a new one. Let us never forget the infamous insulated glove rush and the lesser famed toolbelt speed run.
Meta doesn't have this issue. It's open, spacious, there's numerous places to hide, copious resources, and just in general much more space to act as buffer for players. In a low pop round there's a good probability you can run through the main halls and not actually see anyone. This is a stark contrast where you're tripping over other players just trying to get to medical on box.
Box was designed to stir up as much shit as possible.
Meta was designed to be as smooth as possible.
Conflict is the heart and soul of ss13, not between antags and the crew but between the crew and themselves.
Meta doesn't have this issue. It's open, spacious, there's numerous places to hide, copious resources, and just in general much more space to act as buffer for players. In a low pop round there's a good probability you can run through the main halls and not actually see anyone. This is a stark contrast where you're tripping over other players just trying to get to medical on box.
Box was designed to stir up as much shit as possible.
Meta was designed to be as smooth as possible.
Conflict is the heart and soul of ss13, not between antags and the crew but between the crew and themselves.
- Qbopper
- Joined: Fri Jul 10, 2015 6:34 pm
- Byond Username: Qbopper
- Github Username: Qbopper
- Location: Canada
Re: A problem with Boxstation
this was a much better writeup than my post so yeah thisDurkel wrote:This thread makes me sad. Box was made to be flimsy and cramped in order to spawn conflict with players. You'd actually have a reason to be upset if someone stole the metal or all the toolboxes as chances were you weren't getting a new one. Let us never forget the infamous insulated glove rush and the lesser famed toolbelt speed run.
Meta doesn't have this issue. It's open, spacious, there's numerous places to hide, copious resources, and just in general much more space to act as buffer for players. In a low pop round there's a good probability you can run through the main halls and not actually see anyone. This is a stark contrast where you're tripping over other players just trying to get to medical on box.
Box was designed to stir up as much shit as possible.
Meta was designed to be as smooth as possible.
Conflict is the heart and soul of ss13, not between antags and the crew but between the crew and themselves.
Limey wrote:its too late.
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
Re: A problem with Boxstation
what tim ebow and quigley bopper said, the ongoing trend of handing everything to everyone with no player interaction is killing this game
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- Joined: Sat May 17, 2014 4:49 am
- Byond Username: JStheguy
Re: A problem with Boxstation
You are obviously all wrong, if a map doesn't have 12 publicly accessible toolbelts, 3 public autolathes, 5 pairs of insuls per assistant right in tool storage, and a fully-functional backup copy of every department hidden in maint, it's a bad map and needs to be removed fucking yesterday.
-
- Code Maintainer
- Joined: Thu Nov 29, 2018 11:04 pm
- Byond Username: Kryson
Re: A problem with Boxstation
Public autolathes are cancer. I remember when i had to break into cargo to build an improvised shotgun or obtain a saw. Or when you had to scavenge for multitools because the few roundstart ones had been taken.
REMOVE AUTOLATHE
REMOVE AUTOLATHE
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