Bottom post of the previous page:
Wait frag, did you really just try to argue that greentexting as a traitor is more important than making a fun round? Do you realize how anti fun that is? Obviously the same does not apply for team based antags, but i have literally never seen someone present that argument for traitor/ling objectives so bald-faced before. I will take the gimmick murder traitor over the magboots>kill time/hide>greentext traitor any day.New antagonist policy - repealed
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: New antagonist policy - repealed
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: New antagonist policy - repealed
Gimmick murder traitors are literally only fun for security, and while I play security a lot and relish the challenge of a robust traitor, him easily murdering 50 people who weren't even in the way just because he could is totally bogus and you know it
Oldman Robustin wrote:It's an established meme that coders don't play this game.
-
- Joined: Fri Apr 18, 2014 9:02 am
- Byond Username: Miggles
- Contact:
Re: New antagonist policy - repealed
please just leave summon rounds alone thats all i want tbh
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
- Wild Bill
- Joined: Fri Apr 18, 2014 5:14 am
Re: New antagonist policy - repealed
Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).
These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt
I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).
Just food for thought.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).
These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt
I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).
Just food for thought.
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: New antagonist policy - repealed
Doesn't goon have some kind of automated implementation of something like this?Wild Bill wrote:Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).
These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt
I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).
Just food for thought.
Ex-/tg/station maintainer for being a lazy shit.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: New antagonist policy - repealed
Sorta, but its gamey and tied to kills and SA membership statusfleure wrote:Doesn't goon have some kind of automated implementation of something like this?Wild Bill wrote:Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).
These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt
I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).
Just food for thought.
- DrPillzRedux
- Rarely plays
- Joined: Sun Jun 29, 2014 9:45 am
- Byond Username: DrPillzRedux
Re: New antagonist policy - repealed
I'm just speaking as a goon mentor but uhh that's not a thing as far as I know in all my years of goon.cedarbridge wrote:Sorta, but its gamey and tied to kills and SA membership statusfleure wrote:Doesn't goon have some kind of automated implementation of something like this?Wild Bill wrote:Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).
These could be used to punish and/or reward players for their performance as antag.
For example: player murderbones every antag round --> bunch of notes say "uncreative", "no fun", etc, --> admin applies 50%wt
Or flip side: player RPs and does objectives, improves round --> notes say "use for events", "good RP", etc --> admin applies 150%wt
I'd advise against anything more fine-grained than that (a point system, for example) since it invites abuse.
Would also advise against large differences like 10%wt or 300%wt (that's a class system, not an admin tool).
And needless to say, doing this but not logging it publicly would be a very very bad idea (da metaclub!).
Just food for thought.
thot_slayer wrote:don't be a degenerate online if you don't want people to treat you like a degenerate morty
bandit wrote:what is this
a correct post by pillz
- peoplearestrange
- Joined: Tue Apr 22, 2014 12:02 pm
- Byond Username: Peoplearestrange
- Location: UK
Re: New antagonist policy - repealed
Seeing as this policy has now been repealed and is no longer in effect I'm locking the thread.
If you believe this to be in error please PM.
If you believe this to be in error please PM.
Whatever
Spoiler:
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