Turn on the exp job restrictions

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oranges
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Turn on the exp job restrictions

Post by oranges » #370702

Bottom post of the previous page:

Byond account age restrictions do not require actual game time, so are not a good reflection of actual ability.

Enable the following configs on sybil/basil but not terry (due to pop issues)

## Unhash this to enable playtime requirements for head jobs.
#USE_EXP_RESTRICTIONS_HEADS
## Unhash this to override head jobs' playtime requirements with this number of hours.
#USE_EXP_RESTRICTIONS_HEADS_HOURS 15
## Unhash this to change head jobs' playtime requirements so that they're based on department playtime, rather than crew playtime.
#USE_EXP_RESTRICTIONS_HEADS_DEPARTMENT
## Unhash this to enable playtime requirements for certain non-head jobs, like Engineer and Scientist.
#USE_EXP_RESTRICTIONS_OTHER
## Allows admins to bypass job playtime requirements.
#USE_EXP_RESTRICTIONS_ADMIN_BYPASS


Why: it means you have some actual in game time before getting advanced roles, we're doing a disservice to players who connect and don't have play time, as well as the people who have to play with those people in those roles

Also I want to extend this to senior antags like the nuke captain, rev and cult leaders, so that they require time as a nukeop, cultist or revolutionary to be rollable for.

actually exempt terry from these restrictions
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Re: Turn on the exp job restrictions

Post by MrStonedOne » #370909

Incomptinence wrote:Why not have a system where meeting a req like the 15 hour threshold just makes you first pick ahead of less experienced players.

If no hughly experienced player wants to play the head role the department just shrunk by one as it currently stands.
That was actually my suggestion.

Lock it so they can only set it to low,
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Re: Turn on the exp job restrictions

Post by MrStonedOne » #370910

Anywho, i'll be running a sql query to exempt anybody who had 2000 connections in the time before the system was added
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Re: Turn on the exp job restrictions

Post by onleavedontatme » #370911

I guess if there is an exemption button and MSO is grandfathering people thats most of my major concerns met and I'll stop making bad posts. Thanks for reaching a middleground. I agree it shouldnt apply to borg though, its one of the easiest roles to learn with.
Incomptinence wrote:Why not have a system where meeting a req like the 15 hour threshold just makes you first pick ahead of less experienced players.

If no hughly experienced player wants to play the head role the department just shrunk by one as it currently stands.
The PR had 15, but the server is at 5 last I checked. 15 was insane.
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Re: Turn on the exp job restrictions

Post by oranges » #370912

yes, even 5 is more than I think necessary.

I'm talking about the most basic competency in the department, which you can pick up in two or three rounds max
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Re: Turn on the exp job restrictions

Post by captain sawrge » #370915

New player heads are really fucking funny to play with please do not rob me of the experience of people like darkfnc clumsily stumbling into a captain role and making a total ass of themselves while I play yes-man to every stupid fucking thing they say
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Re: Turn on the exp job restrictions

Post by ThanatosRa » #370917

I support this even though it would screw me when the stars align and I actually play. As long as its reasonable.
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Re: Turn on the exp job restrictions

Post by MrStonedOne » #370923

https://gist.github.com/MrStonedOne/50c ... c27f259992 list of people exempted.

Code: Select all

update ss13player set flags = flags | 1 where ckey in ("absalom526", ... "zorocaster")
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Re: Turn on the exp job restrictions

Post by iamgoofball » #370926

grandfathering old players and an exempt button works, but I do need to doublecheck exp tracking to make sure it's functional as the numbers say I only have 10 minutes of rev, and I know how much rev I've played(hint: more than 10)
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Re: Turn on the exp job restrictions

Post by Shadowlight213 » #370927

Kor wrote:
Incomptinence wrote:Why not have a system where meeting a req like the 15 hour threshold just makes you first pick ahead of less experienced players.

If no hughly experienced player wants to play the head role the department just shrunk by one as it currently stands.
The PR had 15, but the server is at 5 last I checked. 15 was insane.
Pr had 3 hours for heads other than hos, and 5 hours for hos actually.
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Re: Turn on the exp job restrictions

Post by onleavedontatme » #370928

https://github.com/tgstation/tgstation/ ... 4483519129

#USE_EXP_RESTRICTIONS_HEADS_HOURS 15

Guess I misremembered. 15 wasnt default, but it was the example/suggestion.
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Re: Turn on the exp job restrictions

Post by Shadowlight213 » #370929

Default is the values in the datums themselves. Eventually i want to make each job's requirements able to be set from the config
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Re: Turn on the exp job restrictions

Post by MrStonedOne » #370937

I set it to 5 because I thought 15 was the default.

If 15 is not the default than you need to fucking fix that.
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Re: Turn on the exp job restrictions

Post by Shadowlight213 » #370940

I probably should have made the description of the config flag clearer...
It's an override config that replaces the hardcoded values with a global time limit. Not defining it results in the hardcoded values being used.
The 15 was supposed to be an example number to show how you set it, but the setting itself was commented out.

Edit:
The description for the config is
## Unhash this to override head jobs' playtime requirements with this number of hours.
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Re: Turn on the exp job restrictions

Post by PKPenguin321 » #370942

MrStonedOne wrote:https://gist.github.com/MrStonedOne/50c ... c27f259992 list of people exempted.

Code: Select all

update ss13player set flags = flags | 1 where ckey in ("absalom526", ... "zorocaster")
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Re: Turn on the exp job restrictions

Post by onleavedontatme » #370955

Generally we have configs set to what we consider default values. Having 15 hours when the default is only ~3 hours (and listed in minutes, at that) is a confusing choice.

It obviously wont have an impact on our server but someone should PR an update to the config so it doesnt look like we are endorsing or suggesting 15 hours per department.
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Re: Turn on the exp job restrictions

Post by ThanatosRa » #370956

Kor wrote:https://github.com/tgstation/tgstation/ ... 4483519129

#USE_EXP_RESTRICTIONS_HEADS_HOURS 15

Guess I misremembered. 15 wasnt default, but it was the example/suggestion.
Can't find my ckey in that's. Goood good. I am exempt from responsibility when I play. Admittedly
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Re: Turn on the exp job restrictions

Post by NikNakFlak » #370959

Durkel wrote:I spend 80% of my time admining now because I'm usually the only admin on and now I'm locked out of the head roles.

What a fucking kick in the balls. "Thanks for my wasting your time telling everyone else how to play the roles, oh by the way even though you've been here for over six years and are now trusted enough to enforce game policy and let others know how to play roles you're now locked out of them. What an absolutely great gift to wasting my time admining.
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Re: Turn on the exp job restrictions

Post by iamgoofball » #370970

NikNakFlak wrote:Image
That was disabled by MSO.
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Re: Turn on the exp job restrictions

Post by Cobby » #370972

We can set exempt statuses.
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Re: Turn on the exp job restrictions

Post by NikNakFlak » #370976

oh I guess I'll just exempt myself. Huh
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Re: Turn on the exp job restrictions

Post by Deitus » #370977

Armhulen wrote:
Deitus wrote:I very much agree with this idea but goof is already on full shitpost mode in the forums so you can bet he'll shitpost on the pr hard enough that it wouldn't get merged
It's a headmin setting thing you RETARDED IDIOT
So? Goof has a large amount of clout despite (or perhaps because of) his constant idiotic and terrible behavior. If he doesn't want something, he'll eventually get his way through a combination of concentrated whining and other admins/coders letting him get away with it. It's a fact of tg life.
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Re: Turn on the exp job restrictions

Post by iamgoofball » #371004

Deitus wrote:
Armhulen wrote:
Deitus wrote:I very much agree with this idea but goof is already on full shitpost mode in the forums so you can bet he'll shitpost on the pr hard enough that it wouldn't get merged
It's a headmin setting thing you RETARDED IDIOT
So? Goof has a large amount of clout despite (or perhaps because of) his constant idiotic and terrible behavior. If he doesn't want something, he'll eventually get his way through a combination of concentrated whining and other admins/coders letting him get away with it. It's a fact of tg life.
Have you considered that I might be right on occasion
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Re: Turn on the exp job restrictions

Post by cedarbridge » #371008

iamgoofball wrote:
Deitus wrote:
Armhulen wrote:
Deitus wrote:I very much agree with this idea but goof is already on full shitpost mode in the forums so you can bet he'll shitpost on the pr hard enough that it wouldn't get merged
It's a headmin setting thing you RETARDED IDIOT
So? Goof has a large amount of clout despite (or perhaps because of) his constant idiotic and terrible behavior. If he doesn't want something, he'll eventually get his way through a combination of concentrated whining and other admins/coders letting him get away with it. It's a fact of tg life.
Have you considered that I might be right on occasion
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Re: Turn on the exp job restrictions

Post by imblyings » #371009

What if you're a digital and not an analogue clock huh
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Re: Turn on the exp job restrictions

Post by CPTANT » #371029

The obsession with having people playing for ages before doing a job is stupid. It shouldn't be enforced so strictly, and should mostly be a suggestion. A round isn't "ruined" if some head of staff is incompetent, it actually creates more interactions since you can solve such things just fine IC.


Also I want to be exempted.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Turn on the exp job restrictions

Post by Grazyn » #371030

CPTANT wrote:The obsession with having people playing for ages before doing a job is stupid. It shouldn't be enforced so strictly, and should mostly be a suggestion. A round isn't "ruined" if some head of staff is incompetent, it actually creates more interactions since you can solve such things just fine IC.


Also I want to be exempted.
Well if a new player, in 2018, expects to sign up for a f2p game and have access to all the content from the get-go, they're fucking delusional.
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Re: Turn on the exp job restrictions

Post by CPTANT » #371040

Grazyn wrote:
CPTANT wrote:The obsession with having people playing for ages before doing a job is stupid. It shouldn't be enforced so strictly, and should mostly be a suggestion. A round isn't "ruined" if some head of staff is incompetent, it actually creates more interactions since you can solve such things just fine IC.


Also I want to be exempted.
Well if a new player, in 2018, expects to sign up for a f2p game and have access to all the content from the get-go, they're fucking delusional.
that reminds me, when are we going to sell loot boxes?
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Turn on the exp job restrictions

Post by imblyings » #371051

>it actually creates more interactions since you can solve such things just fine IC.

it's the exception not the rule I'm alluding to but

>>>>>>>>>>>>>>you can solve such things just fine IC.
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Re: Turn on the exp job restrictions

Post by Deitus » #371070

iamgoofball wrote:
Deitus wrote:
Armhulen wrote:
Deitus wrote:I very much agree with this idea but goof is already on full shitpost mode in the forums so you can bet he'll shitpost on the pr hard enough that it wouldn't get merged
It's a headmin setting thing you RETARDED IDIOT
So? Goof has a large amount of clout despite (or perhaps because of) his constant idiotic and terrible behavior. If he doesn't want something, he'll eventually get his way through a combination of concentrated whining and other admins/coders letting him get away with it. It's a fact of tg life.
Have you considered that I might be right on occasion
Setting aside he fact that right and wrong decisions are entirely subjective for ss13, your poor decisions tend to heavily outweigh the good ones. But again, I don't see why we're discussing this when the decision has basically been made already.
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Re: Turn on the exp job restrictions

Post by iamgoofball » #371084

There's always room for debate and/or figuring out a better solution.
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Re: Turn on the exp job restrictions

Post by WarbossLincoln » #371094

I'm curious, what creates for a worse experience for other players? Incompetence or shitbaggery in a head role? I would say most of the negative experiences I've had with a head of staff or sec officers were people being dicks, and not new players not knowing what they're doing.
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Re: Turn on the exp job restrictions

Post by iamgoofball » #371114

Incompetence can be more dangerous than intentional dickbaggery.

I'll have a replacement EXP system up soon which encourages a sense of pride and accomplishmentproperly doing your job, learning how your job works, and working harder to accomplish more to learn the ropes and get shit done
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Re: Turn on the exp job restrictions

Post by CPTANT » #371379

iamgoofball wrote:Incompetence can be more dangerous than intentional dickbaggery.
O no! Danger on our fine space station!
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Turn on the exp job restrictions

Post by oranges » #371663

I wouldn't worry, I don't play much at all and the only restriction I don't meet is AI
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Re: Turn on the exp job restrictions

Post by CPTANT » #371750

oranges wrote:I wouldn't worry, I don't play much at all and the only restriction I don't meet is AI
I seriously have no idea how I stand on the restrictions since I have been playing less as of late.

However I would be mildly discontent if I can't play AI any more.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Turn on the exp job restrictions

Post by TribeOfBeavers » #371774

Admins can remove the restriction, so if you're not actually new you can just ahelp and they'll probably unlock it for you.
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Re: Turn on the exp job restrictions

Post by Grazyn » #371965

So uh, I found all heroes jobs unlocked, is it the thing that bypasses restrictions if you have thousands of connections? Or were restrictions just removed altogether?
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Re: Turn on the exp job restrictions

Post by oranges » #371967

grazyn, 5099
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Re: Turn on the exp job restrictions

Post by Karp » #372442

the system is incredibly incredibly buggy but if someone actually has played the game in the past before i don't think any admin would be opposed to toggling it so they have all roles unlocked
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Re: Turn on the exp job restrictions

Post by Qbopper » #372525

MrStonedOne wrote:https://gist.github.com/MrStonedOne/50c ... c27f259992 list of people exempted.

Code: Select all

update ss13player set flags = flags | 1 where ckey in ("absalom526", ... "zorocaster")
>mfw not cool enough to be on the exempt list

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Re: Turn on the exp job restrictions

Post by Qbopper » #372918

CosmicScientist wrote:>at uni
>admin
>expects to meet the connections quota
i could easily do it i just stopped connecting because i'm burnt out on internet culture and no one would play along with my mime detective gimmick

this isn't an ironic post
Limey wrote:its too late.
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Re: Turn on the exp job restrictions

Post by ThanatosRa » #374493

I don't have to play hos! Yay!
my forum gimmick is that no one knows who i am

gender is irrelevant NO UR IRRELEVANT
u a bish
y u heff 2 b med
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