Why is Artyom dying?

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Re: Why is Artyom dying?

Postby Kraso » Mon Aug 18, 2014 8:11 am #24595

Zsword wrote: 'wait tell round start then join in cause I just kinda wanna play my job and not deal with being an antag target...'

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Re: Why is Artyom dying?

Postby Miauw » Mon Aug 18, 2014 11:41 am #24604

Speed nerf is never going away. Sanic is retarded, was always retarded and will always be retarded.
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Re: Why is Artyom dying?

Postby Steelpoint » Mon Aug 18, 2014 12:08 pm #24605

The last vote held on the speed issue was about 50/50. So its clearly a dividing issue.

I personally prefer the slower move speed, since it means someone has to fully commit to an action instead of running around so quickly they can get in and out in seconds.
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Re: Why is Artyom dying?

Postby Lo6a4evskiy » Mon Aug 18, 2014 12:18 pm #24606

You can say "NT and /tg/ are both great" and "Box and meta are both great" all you want, but there will be people who prefer one or the other and rightfully so.

May be, just may be, it's not as great as you think it is?

Meta and NT are certainly not great enough to keep high population around.

Personally I hate both, so there's that.

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Re: Why is Artyom dying?

Postby MrStonedOne » Mon Aug 18, 2014 2:11 pm #24617

Can we please stop using meta and nt interchangeably? basil (:2337) has metastation on tg.

MAP and CODEBASE are two separate things.
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Re: Why is Artyom dying?

Postby Remie Richards » Mon Aug 18, 2014 2:12 pm #24618

Merging of NT into /tg/ was offered by Rock. I accepted because I was the only person "of authority" around to do so.
This about a week back.

So there really isn't a case for NT staying afloat on it's own. We don't have the Population to do so.
Artyom will either switch to /tg/ code or it'll go down and Basil will rise back up.

So it's not really a matter of what to do, but of when it happens.
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Re: Why is Artyom dying?

Postby Lo6a4evskiy » Mon Aug 18, 2014 6:49 pm #24637

MrStonedOne wrote:Can we please stop using meta and nt interchangeably? basil (:2337) has metastation on tg.

MAP and CODEBASE are two separate things.

Both are present on Artyom. I don't know what's this about, honestly.

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Re: Why is Artyom dying?

Postby Rumia29 » Tue Aug 19, 2014 12:19 am #24660

Remie Richards wrote:Merging of NT into /tg/ was offered by Rock. I accepted because I was the only person "of authority" around to do so.
This about a week back.

So there really isn't a case for NT staying afloat on it's own. We don't have the Population to do so.
Artyom will either switch to /tg/ code or it'll go down and Basil will rise back up.

So it's not really a matter of what to do, but of when it happens.


Great, will be looking forward to this.
Hopefully basil will rise again, since we really don't need three servers, as the population numbers have shown.
Will we be getting a general idea of what was merged from NT to /tg/?
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Re: Why is Artyom dying?

Postby Tokiko2 » Tue Aug 19, 2014 12:33 am #24662

Well I do hope that stuff actually gets merged. So far, a lot of stuff that has been attempted to port over to /tg/ was denied.

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Re: Why is Artyom dying?

Postby MrStonedOne » Tue Aug 19, 2014 12:34 am #24663

Lo6a4evskiy wrote:
MrStonedOne wrote:Can we please stop using meta and nt interchangeably? basil (:2337) has metastation on tg.

MAP and CODEBASE are two separate things.

Both are present on Artyom. I don't know what's this about, honestly.


This mainly:

Zsword wrote:What really saddens me though, is that NT station is built to handle populations that Box is gettign, and box is built to handle populations that NT is getting, it's really dissapointing. Artyom seems like it could be so much fun with a full crew, it has enough STUFF that you can actually have like, 2 robotocists without constantly stepping on top of what the other is doing.


Comparing box, a map, with NT, a code base, around concepts that are particular to maps, is confusing as all hell and makes my aspie flair up. NT station is not built to handle populations anything, meta is.
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Re: Why is Artyom dying?

Postby Remie Richards » Tue Aug 19, 2014 3:52 pm #24682

Tokiko2 wrote: a lot of stuff that has been attempted to port over to /tg/ was denied.

Rock said they'd try to be fair about the merge PRs.

Rumia29 wrote:Will we be getting a general idea of what was merged from NT to /tg/?


Most likely the "big" things that made NT different to /tg/.
I'm not sure on the cosmetic stuff, I don't see why those would be denied though.
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Re: Why is Artyom dying?

Postby Steelpoint » Tue Aug 19, 2014 4:15 pm #24684

I would love to see some /nt/ sprites ported over to /tg/. Such as the Space Suit sprite, or weapon sprites.
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Re: Why is Artyom dying?

Postby Lovecraft » Tue Aug 19, 2014 6:55 pm #24698

Basil's coming back into being the only alternative again?
Good.
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Re: Why is Artyom dying?

Postby Hornygranny » Tue Aug 19, 2014 7:59 pm #24706

The code has to meet our standards, which are not unfair by any means.
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Re: Why is Artyom dying?

Postby Skorvold » Tue Aug 19, 2014 9:00 pm #24711

Miauw wrote:Speed nerf is never going away. Sanic is retarded, was always retarded and will always be retarded.


No, it streamlined the shittiest part of this game, which was going places. Oh boy can't wait to slug the fuck to Science from Arrivals. Soooo fun! I feel like I'm playing underwater and that the overral fast pace action of the game has been out right slaughtered.

It's almost as bad as SWG NG "improvements".
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Re: Why is Artyom dying?

Postby cedarbridge » Tue Aug 19, 2014 9:25 pm #24718

Skorvold wrote:
Miauw wrote:Speed nerf is never going away. Sanic is retarded, was always retarded and will always be retarded.


No, it streamlined the shittiest part of this game, which was going places. Oh boy can't wait to slug the fuck to Science from Arrivals. Soooo fun! I feel like I'm playing underwater and that the overral fast pace action of the game has been out right slaughtered.

It's almost as bad as SWG NG "improvements".

If you really need to move at sanic speeds, get yourself a coffee and some hyperzine.

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Re: Why is Artyom dying?

Postby Cipher3 » Tue Aug 19, 2014 10:08 pm #24724

cedarbridge wrote:
Skorvold wrote:
Miauw wrote:Speed nerf is never going away. Sanic is retarded, was always retarded and will always be retarded.


No, it streamlined the shittiest part of this game, which was going places. Oh boy can't wait to slug the fuck to Science from Arrivals. Soooo fun! I feel like I'm playing underwater and that the overral fast pace action of the game has been out right slaughtered.

It's almost as bad as SWG NG "improvements".

If you really need to move at sanic speeds, get yourself a coffee and some hyperzine.

And drugs.

OH WAIT.

/tg/ doesn't have that right now.
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Re: Why is Artyom dying?

Postby Tokiko2 » Tue Aug 19, 2014 11:51 pm #24732

Hornygranny wrote:The code has to meet our standards, which are not unfair by any means.

Is this just regarding code quality or are maintainers free to deny anything they don't like personally?

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Re: Why is Artyom dying?

Postby WJohnston » Wed Aug 20, 2014 5:08 am #24770

This is one of the most poisonous threads I've ever seen and I'm amazed it hasn't been deleted yet for basically trying to kill a server and codebase by saying that server and codebase are dying and awful.

Get rid of this thread for the love of god.
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Re: Why is Artyom dying?

Postby Miauw » Wed Aug 20, 2014 12:59 pm #24807

Lovecraft wrote:Basil's coming back into being the only alternative again?
Good.

<3 Basil

Skorvold wrote:
Miauw wrote:Speed nerf is never going away. Sanic is retarded, was always retarded and will always be retarded.


No, it streamlined the shittiest part of this game, which was going places. Oh boy can't wait to slug the fuck to Science from Arrivals. Soooo fun! I feel like I'm playing underwater and that the overral fast pace action of the game has been out right slaughtered.

You can still get everywehre quickly.
Also, you can equip borgs with VTEC and ask (or order if you're a dick) them to pull you places :V

On the other hand, it fixed FUCKTONS OF ISSUES such as:
  • People being able to dodge taser bolts
  • It being almost impossible to stun people that knew what you were doing (aka yakkety sax)
  • People being able to OUTRUN taser bolts
These are all direct consequences of sanic speed, and "fixing" them without reducing the speed is treating the symptoms instead of the disease.

Tokiko2 wrote:
Hornygranny wrote:The code has to meet our standards, which are not unfair by any means.

Is this just regarding code quality or are maintainers free to deny anything they don't like personally?

we don't deny things that we don't like personally. don't be an ignorant shithead.
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Re: Why is Artyom dying?

Postby Apsis » Wed Aug 20, 2014 4:08 pm #24839

In terms of balance I think the, "a dev is too good at this so the changes might be biased," can apply to SS13. The larger problem isn't speed, but the Stun Wars this game likes to call combat.

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Re: Why is Artyom dying?

Postby ColonicAcid » Wed Aug 20, 2014 6:28 pm #24852

>Coders can't deal with yakkity Sax
>They nerf it

No normal people can deal with yakkity sax really damn easily. You either get good at aiming or you know, time a flash bang correctly.
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Re: Why is Artyom dying?

Postby Munchlax » Wed Aug 20, 2014 7:02 pm #24860

>get good at aiming

stop

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Re: Why is Artyom dying?

Postby Rockdtben » Wed Aug 20, 2014 7:18 pm #24863

Tokiko2 wrote:
Hornygranny wrote:The code has to meet our standards, which are not unfair by any means.

Is this just regarding code quality or are maintainers free to deny anything they don't like personally?


Maintainers are not allowed to deny things based purely on their dislike for it. There are things that won't get in. Poo for example.

How easy it is to maintain code is very important. Since we are a very large project we want to keep the code simple so we don't get gridlocked. This sort of maintaining is in regards to working with the code after it is merged.
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Re: Why is Artyom dying?

Postby ColonicAcid » Wed Aug 20, 2014 7:48 pm #24865

geilebeer wrote:>get good at aiming

stop

dont be mad cuz ur bad 8-)
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Re: Why is Artyom dying?

Postby ColonicAcid » Wed Aug 20, 2014 7:48 pm #24866

geilebeer wrote:>get good at aiming

stop

dont be mad cuz ur bad 8-)
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Re: Why is Artyom dying?

Postby Skorvold » Wed Aug 20, 2014 7:49 pm #24867

geilebeer wrote:>get good at aiming

stop


B-but it's the only aspect of combat that involves any "skill" what-so-ever.
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Re: Why is Artyom dying?

Postby Munchlax » Wed Aug 20, 2014 7:58 pm #24869

when you're running around sanicing it up aiming is literally useless when you are chasing a yakkity saxing greyshirt.

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Re: Why is Artyom dying?

Postby ColonicAcid » Wed Aug 20, 2014 8:27 pm #24875

ColonicAcid wrote:dont be mad cuz ur bad 8-)
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Re: Why is Artyom dying?

Postby Cipher3 » Wed Aug 20, 2014 10:16 pm #24892

Skorvold wrote:
geilebeer wrote:>get good at aiming

stop


B-but it's the only aspect of combat that involves any "skill" what-so-ever.

Basically this. It's super easy to hit someone if it's slow.

Miauw wrote:[*]People being able to OUTRUN taser bolts

Literally doesn't happen. Closest thing is them running at full speed for half a second and then ducking to the side.
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Re: Why is Artyom dying?

Postby Tokiko2 » Wed Aug 20, 2014 11:43 pm #24911

I actually liked the slower speed better. I think half of the Artyom users even voted for the slower speed, I am not really sure why we went back to the super fast one. The slower runspeed also made melee combat a possibility. Not easy but certainly doable. Right now melee is only possible if your target is busy typing or you have them stunned...

Rockdtben wrote:
Tokiko2 wrote:
Hornygranny wrote:The code has to meet our standards, which are not unfair by any means.

Is this just regarding code quality or are maintainers free to deny anything they don't like personally?


Maintainers are not allowed to deny things based purely on their dislike for it. There are things that won't get in. Poo for example.

How easy it is to maintain code is very important. Since we are a very large project we want to keep the code simple so we don't get gridlocked. This sort of maintaining is in regards to working with the code after it is merged.

Alright. Denying those kinds of things seems pretty reasonable to me.

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Re: Why is Artyom dying?

Postby oranges » Thu Aug 21, 2014 12:03 am #24913

I don't think we should deny that maintainers personal opinions don't have an affect on what is accepted, because they do. The question is more of it that is a problem - and from what I can see so far, the answer is no.

The current crop of maintainers have been pretty good at clarifying why a pull is closed. They could be better though.

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Re: Why is Artyom dying?

Postby FJKrake » Thu Aug 21, 2014 6:18 pm #25014

Stopped playing because too lowpop (below 20 ppl) 90% of the time. And I refuse to play below 20. Fix your code, fix your shit community (griefers, trolls, validhunters) and maybe people will consider playing on your server again, even some rookies etc. TG kinda lives from word of mouth advertisement, too, you could work in that direction.

good luck

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Re: Why is Artyom dying?

Postby Lo6a4evskiy » Thu Aug 21, 2014 6:24 pm #25015

Cipher3 wrote:
Miauw wrote:[*]People being able to OUTRUN taser bolts

Literally doesn't happen. Closest thing is them running at full speed for half a second and then ducking to the side.

Come on, it happened all the time before speed nerf.

How much time can you possibly spend running around for it to be a huge problem? I personally never had any trouble with nerf, I barely even noticed it.

On the other hand, every other action in the game is slow and hard to use, from computers and inventory (hotkeys help to some degree though) to speech. So people who just leg it have a huge advantage. I mean, chasing people that you need to talk to was a fucking nightmare, there's no need to even mention security chasing people.
oranges wrote:I don't think we should deny that maintainers personal opinions don't have an affect on what is accepted, because they do. The question is more of it that is a problem - and from what I can see so far, the answer is no.

I mean, of course their opinion matters to some degree, we're all just human beings. Unless they just go against major part of the community, I don't see it being a terrible problem. That said, somebody should give some examples of maintainers denying what seems to be a fine PR.

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Re: Why is Artyom dying?

Postby iteq » Thu Aug 21, 2014 8:23 pm #25032

FJKrake wrote:Stopped playing because too lowpop



thank god
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Re: Why is Artyom dying?

Postby FJKrake » Thu Aug 21, 2014 8:29 pm #25033

iteq wrote:
FJKrake wrote:Stopped playing because too lowpop



thank god


You can play with yourself now ;) Aint that marvelous?

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Re: Why is Artyom dying?

Postby Cipher3 » Thu Aug 21, 2014 10:16 pm #25040

Lo6a4evskiy wrote:
Cipher3 wrote:
Miauw wrote:[*]People being able to OUTRUN taser bolts

Literally doesn't happen. Closest thing is them running at full speed for half a second and then ducking to the side.

Come on, it happened all the time before speed nerf.

No. I'm on Artyom, I play it with the fast speeds, you can't outrun tazers.
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[Common] Assists-the-Crew hisses, "Walker Quinn s-s-s-ss-stole the HoP's-s-s-ss-s door"

OOC: HotelBravoLima: I literally can't be removed from power.

This line gets me every time:
I demand this ban be lifted right now. ~Bibliodewangus

What you hear walking past people:
Erin Wake whispers, "You should ready up on Badger and boink with me..."

"I think you guys are just tired of drinking hitler and now you want diet hitler.
I've got all that great hitler flavor but only half the hitler calories." - Anon3

You seem to be under the mistaken assumption that PR matters. ~MisterPerson

DEAD: Ichigo Momomiya says, "Coravin's just an ass."

Linus Johnson says, "Hey you know I got this game Skyrim last week"
Linus Johnson says, "I have a level 19 ranger and its so fun"
Weston Zadovsky says, "did he just"
Weston Zadovsky says, "fucking hell"

The emergency shuttle has been called. It will arrive in 10 minutes.
Nature of emergency:
Coravin, just Coravin.

Beryl Nyuphoran says, "Fucking get out."
Coravin Vattes asks, "Please?"
Beryl Nyuphoran says, "Please get the fuck outta my lab."
Coravin Vattes exclaims, "Okay!"
[Common] Beryl Nyuphoran {RD} asks, "WHO GAVE CORAVIN ALL ACCESS?"

Lindsay Donk stammers, "L-Luc-ck w-was-s-s s-s-such-h a beaut-tifu p-p-p-pr-r-rom-m q-q-q-queen"

Ty Andrews curls up in a ball on the floor and purrs.

by oranges » Sun Feb 15, 2015 7:15 pm
Get out bluespace, you've not been relevant since you lost the elections

That said, I think there are a shitton of degenerates here and I'd probably gas the lot of you if I had the chance. ~Loonikus


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Munchlax
 
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Re: Why is Artyom dying?

Postby Munchlax » Fri Aug 22, 2014 5:37 am #25090

Cipher3 wrote:
Lo6a4evskiy wrote:
Cipher3 wrote:
Miauw wrote:[*]People being able to OUTRUN taser bolts

Literally doesn't happen. Closest thing is them running at full speed for half a second and then ducking to the side.

Come on, it happened all the time before speed nerf.

No. I'm on Artyom, I play it with the fast speeds, you can't outrun tazers.

Sybil players played with the fast speeds too, and yeah, you could outrun tazerbolts.

Lo6a4evskiy
 
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Re: Why is Artyom dying?

Postby Lo6a4evskiy » Fri Aug 22, 2014 6:33 pm #25148

Then Artyom has slower speeds than prenerf (or faster bolts). It's just a fact that you could outrun taser bolts with prenerf speeds on Sybil.

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Comrade Leo
 
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Re: Why is Artyom dying?

Postby Comrade Leo » Fri Aug 29, 2014 1:09 pm #26066

Posting here because I didn't want to make a new thread and the other one is locked. I stopped playing about 2 months ago, I stopped playing because a group of meta friends made an entire department in game literally unplayable every round. I voiced my opinion then noped the fuck out of the game for a while, I didn't feel like playing only 75% of a game.

Imagine my surprise, when Artyom and Basil are devoid of life.

Might play again in a few days or so, depends if I still feel burned out by the game.
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Skorvold
 
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Re: Why is Artyom dying?

Postby Skorvold » Fri Aug 29, 2014 1:14 pm #26067

Comrade Leo wrote:Posting here because I didn't want to make a new thread and the other one is locked. I stopped playing about 2 months ago, I stopped playing because a group of meta friends made an entire department in game literally unplayable every round. I voiced my opinion then noped the fuck out of the game for a while, I didn't feel like playing only 75% of a game.

Imagine my surprise, when Artyom and Basil are devoid of life.

Might play again in a few days or so, depends if I still feel burned out by the game.


Oh man I missed having you around. Goddamn meta-friend circlejerks running people off.
Never give up! Trust your instincts!
Spoiler:
http://steamcommunity.com/id/skorvold
Talk to me on steam anytime.

Scott
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Re: Why is Artyom dying?

Postby Scott » Fri Aug 29, 2014 1:20 pm #26068

Comrade Leo wrote:Posting here because I didn't want to make a new thread and the other one is locked. I stopped playing about 2 months ago, I stopped playing because a group of meta friends made an entire department in game literally unplayable every round. I voiced my opinion then noped the fuck out of the game for a while, I didn't feel like playing only 75% of a game.

Imagine my surprise, when Artyom and Basil are devoid of life.

Might play again in a few days or so, depends if I still feel burned out by the game.


How dare you make such claims?

PostThis post was deleted by MrStonedOne on Thu Nov 26, 2015 10:46 pm.
Reason: Requested

Raven776
 
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Re: Why is Artyom dying?

Postby Raven776 » Thu Sep 11, 2014 5:30 pm #28188

I never really got the whole meta friend thing until I saw an entire department start greytiding the moment a traitor was caught in their little social circle. Nothing is more cancerous than the realization that there is a large group of people who should be on your side who MAY not go so far as to murder you, but if you die or anything happens to you, you're just as likely to get spaced or your body ignored as you are to get cloned or even borged.

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cedarbridge
In-Game Admin
 
Joined: Fri May 23, 2014 12:24 am
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Re: Why is Artyom dying?

Postby cedarbridge » Thu Sep 11, 2014 5:48 pm #28196

Violaceus wrote:We all now see which server is best, full of life and devoid of metafriends! Glory to Sybil, the everlasting server!

>he thinks metafriends don't exist on Sybil

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Steelpoint
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Re: Why is Artyom dying?

Postby Steelpoint » Thu Sep 11, 2014 5:51 pm #28197

Metagroups exist on both servers, its just that the large amount of players on Sybil drowns out these small metagroups. Whereas on lower pop servers (Artyom and Basil) these metagroups can often outnumber everyone else, thus becoming more obvious.
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Scott
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Re: Why is Artyom dying?

Postby Scott » Thu Sep 11, 2014 6:21 pm #28198

What are the groups on Sybil?

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Re: Why is Artyom dying?

Postby QuartzCrystal » Thu Sep 11, 2014 6:30 pm #28201

There's the 3rd Street Ramblers, The Tunnel Snakes, The Grey Man Group, Tunnel Clowns, Order of the Ian, and of course the nastiest group of all The Admin Conspiracy.

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MrStonedOne
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Re: Why is Artyom dying?

Postby MrStonedOne » Thu Sep 11, 2014 7:47 pm #28212

cedarbridge wrote:
Violaceus wrote:We all now see which server is best, full of life and devoid of metafriends! Glory to Sybil, the everlasting server!

>he thinks metafriends don't exist on Sybil


We've been catching and permabanning about 1 group a week on avg.
Forum/Wiki Administrator, Server host, Database King, Master Coder

MrStonedOne on Reddit(banned), Steam, IRC, Skype Discord.

Jack7D1 wrote:After reviewing the history of our previous host(s) I conclude that MSO is our most favorable host to date. To remove him would be very unwise.
Jack7D1 wrote:I seem to be mistaken

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cedarbridge
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Re: Why is Artyom dying?

Postby cedarbridge » Thu Sep 11, 2014 8:31 pm #28219

MrStonedOne wrote:
cedarbridge wrote:
Violaceus wrote:We all now see which server is best, full of life and devoid of metafriends! Glory to Sybil, the everlasting server!

>he thinks metafriends don't exist on Sybil


We've been catching and permabanning about 1 group a week on avg.

I was more referring to the "known knowns" type. Any game that has rounds with static names will eventually breed lasting relationships between players and player characters that persists between rounds, for good or ill. People recognize names and respond to knowing those names. Its not the sort of exclusive club "metagang" sort of thing I hear about from the lower population servers, but it does influence how people play and respond. I've killed a few people because they recognized my character's name and assumed I was friendly or just doing my usual thing. I've had some players that also recognized my name and assumed a certain level of competence at some things (including being meta'd by scilicons in malf/rogueAI situations.) I'm not really making judgements on it, I'm just saying it happens.

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