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Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 11:39 am
by Coconutwarrior97
Please post here for any feedback regarding dynamic on regular servers here.

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 12:34 pm
by Tlaltecuhtli
needs more threat in average and maybe some roundstart checks to prevent when u have full stacked sec team to roll literally less than 10

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 12:59 pm
by Timonk
i think its fine how we have it now

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 1:43 pm
by Sparkezel
Yeah I think it could use more threat on average, and I think it would be fun if there was more threat depending on how staffed security is.

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 1:50 pm
by Timonk
yea its dumb when we have 10 sec and 10 threat

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 1:52 pm
by Stickymayhem
What if rather than scaling threat, threat checks occur more rapidly with a larger population/security team?

The issue is sometimes on high threat antags will trickle in while the security team just stomps them as they pop up without having enough simultaneous diversion to really make the round challenging, and you end up with officers waiting around for the 20 minutes between new antags being dumped in

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 1:59 pm
by Nabski
I like it more than the normal game modes.

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 2:12 pm
by WineAllWine
- Malf AI needs to consume more threat than a normal traitor
- it kind of sucks when dynamic spends 40 threat on a wiz then they die within 2 mins. Dunno what the solution to this is. (Could dynamic add a bunch of threat back when a wiz dies?)

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 2:56 pm
by usnpeepoo
spiders should take more of a threat in dynamic and in fact actually take threat with how easily round ending they are if the broodmother just makes eggs and eggs and eggs for like 10 minutes until if one spiders dies, he can instantly respawn with no repercussions.

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 3:06 pm
by Misdoubtful
In the light of some efforts to revamp dynamic I'll be taking the time hopefully sometime soon to throw together a dashboard where some simulations can run and people can be able to understand all these numbers and see what tweaks would do to change things. Really be able to give proper feedback, and fine turn the experience.

Up until now everything I've done for this was with an Excel sheet simulation that no one really asked for, and dynamic for us has been a bit limited in scope. Now I actually have enough reason to make things a bit easier.

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 5:28 pm
by Gogodapogostick
Personally, I love dynamic as is. Every round feels very different, and I would also like to address the issue some have with random events in combination with dynamic antags. Every time I've seen event-spawned antags and dynamic antags together, almost everyone has a great time and finds it as a fun experience, at least on bagil. Even double blob, which is very strong, is just so rare that people will be excited to see it despite losing the round almost guarenteed. All in all, dynamic seems perfect as is, and I would likely be very sad if it was tweaked too much (though some change is likely justified.

Re: Dynamic Feedback [Regular Servers]

Posted: Fri Jan 15, 2021 7:22 pm
by mickyy5
WineAllWine wrote: - it kind of sucks when dynamic spends 40 threat on a wiz then they die within 2 mins. Dunno what the solution to this is. (Could dynamic add a bunch of threat back when a wiz dies?)
What if threat refunding was a thing? If an antagonist dies/loses then half the threat they cost is refunded back to the pool.
For traitors and wizards the refund would occur after they are dead for 5 minutes (to prevent the wizards heal staff wielding apprentice murdering/reviving the wizard to screw up the round), and for blobs e.c.t its instant.
This would help keep the danger to the station going, while rewarding the crew fo beating the threat by slowly reducing the threat pool.

Re: Dynamic Feedback [Regular Servers]

Posted: Sat Jan 16, 2021 2:02 pm
by Jimmius
still not a fan of 100% dynamic on sybil, and I really tried to give it a chance. Dynamic 2021 appears to fix a lot of my problems regarding spawning 8 traitors and 2 lings on a 30 pop station roundstart, but it still has the issue where ultimately I just don't think certain antags should ever cross over. Saw a cult last night with a staff of healing they got from a wizard, they still somehow managed to lose because it was sybil but literally nobody had a fun time.

Re: Dynamic Feedback [Regular Servers]

Posted: Sat Jan 16, 2021 4:54 pm
by ShibaInuLord
dynamic is fun cause there's variety, some rounds you have 100 threat for nukies wiz and heretics and some rounds you have 10 threat which is basically a greenshift, also midround antags good

Re: Dynamic Feedback [Regular Servers]

Posted: Sat Jan 16, 2021 10:22 pm
by Mothblocks
Jimmius wrote:still not a fan of 100% dynamic on sybil, and I really tried to give it a chance. Dynamic 2021 appears to fix a lot of my problems regarding spawning 8 traitors and 2 lings on a 30 pop station roundstart, but it still has the issue where ultimately I just don't think certain antags should ever cross over. Saw a cult last night with a staff of healing they got from a wizard, they still somehow managed to lose because it was sybil but literally nobody had a fun time.
Dynamic already supports not letting certain antags cross, actually.

There's some variable they can set so that specific rulesets are blocked (the roundstart revolution ruleset blocks the midround provocateur, for example), but also a generic HIGHLANDER_RULESET flag, meaning "this ruleset can't be mixed with other HIGHLANDER_RULESET"s. For example, you will never have roundstart nuke ops mixed with cult without admin intervention.

Re: Dynamic Feedback [Regular Servers]

Posted: Tue Mar 30, 2021 2:51 am
by Sevaaas1
i like it but i believe it needs to scale more with sec, sometimes there is too much sec for 1 antag for example, also i dont know how it handles this, but sometimes antags die way too quickly, in the first parts of the rounds, and the round ends up being really boring, maybe it could refresh the threat value every so often in realation to how many antags are alive?

Re: Dynamic Feedback [Regular Servers]

Posted: Wed Jul 07, 2021 12:16 am
by Technoturnovers
I think that Abductors and Pirates deserve a larger spawn chance, for such unique and (relatively) less threatening antags they rarely ever appear, at least in my experience.

Re: Dynamic Feedback [Regular Servers]

Posted: Wed Jul 07, 2021 3:59 am
by Pandarsenic
Sevaaas1 wrote:i like it but i believe it needs to scale more with sec, sometimes there is too much sec for 1 antag for example, also i dont know how it handles this, but sometimes antags die way too quickly, in the first parts of the rounds, and the round ends up being really boring, maybe it could refresh the threat value every so often in realation to how many antags are alive?
This was a good idea and it should probably happen if it can.