Round length
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
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Round length
AKA the shuttle problem.
It is extremely difficult to coherently balance this game, because there is no minimum baseline for how long a round goes for.
This makes it extremely hard to buff or nerf departments, jobs or antags, because somone who plays on one server will experience rounds on the 20 minute average, and someone who plays on another will experience 2-3 hour rounds.
one idea I had sloshing around was simply to make it impossible to call the shuttle before 40 minutes had elapsed, or only 10% of crew were still alive (both numbers could be configurable, so as to allow tweaking)
This means that there is a minimum baseline at which a round lasts for and we can tune jobs and the events system to that timeline
I'm not sure about what to do about wizard, or nukie, if you let them end the round early, they are still going to cause balance issues, which maybe can be mollified by just turning their roll chance down so it happens less. Personally I'm of the view of simply annoucing that x or y has happened and then proceeding. (Nukie is kind of unavoidable given that it destroys the entire station, maybe we should remove stealth ops to make it so people don't waste time on projects when it's nukeops)
The rest of the gamemodes should be fine with this restriction, as either the damage is so severe it's unrecoverable (in which case most of the crew will die) or things can continue and people can work on projects (even if they happen to be revs who just murdered all the heads and loyal staff)
PS if you respond with "I'm bored by the 20 minute mark and want a new round because there's no antags" then please go commit die before rolling for midround antags.
It is extremely difficult to coherently balance this game, because there is no minimum baseline for how long a round goes for.
This makes it extremely hard to buff or nerf departments, jobs or antags, because somone who plays on one server will experience rounds on the 20 minute average, and someone who plays on another will experience 2-3 hour rounds.
one idea I had sloshing around was simply to make it impossible to call the shuttle before 40 minutes had elapsed, or only 10% of crew were still alive (both numbers could be configurable, so as to allow tweaking)
This means that there is a minimum baseline at which a round lasts for and we can tune jobs and the events system to that timeline
I'm not sure about what to do about wizard, or nukie, if you let them end the round early, they are still going to cause balance issues, which maybe can be mollified by just turning their roll chance down so it happens less. Personally I'm of the view of simply annoucing that x or y has happened and then proceeding. (Nukie is kind of unavoidable given that it destroys the entire station, maybe we should remove stealth ops to make it so people don't waste time on projects when it's nukeops)
The rest of the gamemodes should be fine with this restriction, as either the damage is so severe it's unrecoverable (in which case most of the crew will die) or things can continue and people can work on projects (even if they happen to be revs who just murdered all the heads and loyal staff)
PS if you respond with "I'm bored by the 20 minute mark and want a new round because there's no antags" then please go commit die before rolling for midround antags.
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Re: Round length
What do you do if you don't have any big project
- Mickyan
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- Joined: Tue Oct 14, 2014 11:59 pm
- Byond Username: Mickyan
- Github Username: Mickyan
Re: Round length
I don't think hard restrictions are the way to go because of how unpredictable a round can go, sometimes there's legitimate reasons to call the shuttle early.
At the same time I think the issue is any shmuck with a head ID can call the shuttle, or just ask the AI to do it.
I think a good compromise would be to change the requirements to be much stricter until the desired minimum round duration is reached.
Example: up until the 40 minute mark calling the shuttle requires swiping 2-3 head IDs within 30 seconds or so, if there's a real emergency the heads can all get together and decide to call the shuttle instead of one bored guy that got his hands on all access making that decision for everyone. Past the 40 minutes, current requirements apply.
At the same time I think the issue is any shmuck with a head ID can call the shuttle, or just ask the AI to do it.
I think a good compromise would be to change the requirements to be much stricter until the desired minimum round duration is reached.
Example: up until the 40 minute mark calling the shuttle requires swiping 2-3 head IDs within 30 seconds or so, if there's a real emergency the heads can all get together and decide to call the shuttle instead of one bored guy that got his hands on all access making that decision for everyone. Past the 40 minutes, current requirements apply.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Round length
Please don't work backwards again trying to artificially extend the round length, and instead address the issues causing the premature shuttle calls. Here, let me help you start:
-remove captains spare id
-tone down explosions and station destruction
-remove captains spare id
-tone down explosions and station destruction
- Qbmax32
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Re: Round length
The reason rounds on tg tend to last so short is because roleplay is not encouraged and there isn’t enough end game content for each department to keep it interesting
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- Joined: Fri Sep 25, 2015 12:18 am
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Re: Round length
I do think it being easier to call it than fix it is a problem, though, and engineers doing their job is kinda the point. Maybe the station should start out weaker/with less prep and worse equipment, to discourage restarting the round. Otherwise The game is too safe without antags, mood doesn’t have nasty effects, hunger is harmless, diseases are a meme naturally and the chemist fixes them not the viro blah blah
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Round length
Except Sybil and Larry regularly get 2h hour+ rounds. And Bagil rounds are not shorter because people don't want to rp or because it's too safe, it's exact opposite. Bagil is a deathmatch server.
- Shadowflame909
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Re: Round length
I wouldn't recommend it Oranges.
Hasn't the mindset of /TG/ always been a stream-lined and faster-paced variant of the ss13 experience?
The writings on the wall that we're shifting towards a new mindset. Well, at least the codebase portion of the game would like to do so.
But, I would prefer that we'd not do it this way. If you want to inflate the time spent on the round, It'd be better to give jobs more fluffy content.
A Scientist, Virologist, Cook, Botanist, Chemist, and Miner are all willing to be at their job department for at least an hour. Why is that? Well, they just have enough content to sustain themselves for such a time period.
Your average assistant, sec officer, and Medical Doctor don't have the same luxury.
We're already on a good pace, with all of the jobs listed above having enough content for long shifts. But one clear flaw to this is that average Captain just simply cannot find anything to entertain themselves for such a time.
So, to clarify. Shifts ending are not the means of the jobs listed above, but simply bored captains or crew-members without as much content. If they have more content, the round goes on longer. Excluding the grief of antagonists.
Finally, I would not recommend extending the rounds artificially because of the Burn-Out effect.
This may be just akin to me, but after spending the same 3 hour long rounds as a Chemist on a server like Paradise stocking up the fridge with healing chems over and over again. I get bored of the game entirely, really fast. Compared to the fresh and intense rounds that /TG/ has to offer.
We have a spark that High-Rp simply cannot match. The vibrant intensity of a Roller-Coaster, compared to a make-believe office job.
/TG/station really captures that Sci-Fi feeling of "When a Space-Station Experience goes off the rails." So, this is why I'd prefer we'd not do this.
Tldr; Give more jobs more content, not more arbitrary time-limits. That'd just lead to Burn-Out from the weaker jobs.
Hasn't the mindset of /TG/ always been a stream-lined and faster-paced variant of the ss13 experience?
The writings on the wall that we're shifting towards a new mindset. Well, at least the codebase portion of the game would like to do so.
But, I would prefer that we'd not do it this way. If you want to inflate the time spent on the round, It'd be better to give jobs more fluffy content.
A Scientist, Virologist, Cook, Botanist, Chemist, and Miner are all willing to be at their job department for at least an hour. Why is that? Well, they just have enough content to sustain themselves for such a time period.
Your average assistant, sec officer, and Medical Doctor don't have the same luxury.
We're already on a good pace, with all of the jobs listed above having enough content for long shifts. But one clear flaw to this is that average Captain just simply cannot find anything to entertain themselves for such a time.
So, to clarify. Shifts ending are not the means of the jobs listed above, but simply bored captains or crew-members without as much content. If they have more content, the round goes on longer. Excluding the grief of antagonists.
Finally, I would not recommend extending the rounds artificially because of the Burn-Out effect.
This may be just akin to me, but after spending the same 3 hour long rounds as a Chemist on a server like Paradise stocking up the fridge with healing chems over and over again. I get bored of the game entirely, really fast. Compared to the fresh and intense rounds that /TG/ has to offer.
We have a spark that High-Rp simply cannot match. The vibrant intensity of a Roller-Coaster, compared to a make-believe office job.
/TG/station really captures that Sci-Fi feeling of "When a Space-Station Experience goes off the rails." So, this is why I'd prefer we'd not do this.
Tldr; Give more jobs more content, not more arbitrary time-limits. That'd just lead to Burn-Out from the weaker jobs.
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- Joined: Fri Sep 25, 2015 12:18 am
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Re: Round length
I am astonished that engineers now all have rcds that can be refilled with glass and they STILL can’t fix a hull breach.
- iamgoofball
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Re: Round length
if you post in this thread claiming that RP is the reason round length is so short/not long enough, you're a fucking dipshit
- oranges
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Re: Round length
there is no point in giving more content to jobs because you'll never see it because the captain sprained his ankle and called the shuttle in 20 minutes.
I do agree that toxins probably needs to just go completely, or construction of station infrastructure like pipes, wires and grilles/doors/windows/tiles needs to be made much much easier or simpler.
There should be enough content in the jobs as is, to sustain at least 40 minute rounds, which is about the average on /tg/.
We know that it's possible to go much longer, but there's almost little to no reason to go shorter, save for the fact that everyone is already dead, which is why the crew percentage escape hatch would exist.
I do agree that toxins probably needs to just go completely, or construction of station infrastructure like pipes, wires and grilles/doors/windows/tiles needs to be made much much easier or simpler.
There should be enough content in the jobs as is, to sustain at least 40 minute rounds, which is about the average on /tg/.
We know that it's possible to go much longer, but there's almost little to no reason to go shorter, save for the fact that everyone is already dead, which is why the crew percentage escape hatch would exist.
- iamgoofball
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Re: Round length
im fairly certain I put up a PR to block early shuttle calls before a certain percentage of the station was dead or whatever, but it's lost to the void now loloranges wrote:there is no point in giving more content to jobs because you'll never see it because the captain sprained his ankle and called the shuttle in 20 minutes.
I do agree that toxins probably needs to just go completely, or construction of station infrastructure like pipes, wires and grilles/doors/windows/tiles needs to be made much much easier or simpler.
if I can find the branch name i'll see if I can recover it but github doesn't show you any of your PRs in the Pull Requests section if you're banned
- iamgoofball
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Re: Round length
found it
does this sound good for you oranges, if so I'll pull the branch down and patch it
Code: Select all
add: The shuttle refuel timer is now based on amount of dead crewmembers.
experimental: It scales from 40 minutes down to 20 minutes the more crewmembers are dead, with the earlier crew deaths counting for more compared to later deaths. Suicides/ghosts do not count towards this number.
add: The shuttle will refuse to be called if less than 10% of the crew is dead(as long as there's at least 10 crewmembers, otherwise it just requires at least 1 person be dead). Don't call unless you need to.
fix: The shuttle evac checker is now more brutal, and will check to make there really is no way to produce a replacement communications console. No more "laser the two consoles and go home free", you'll need to actually make sure there's no way to call.
- PKPenguin321
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Re: Round length
Yeah, I remember that PR. I think somebody made a more up to date version (coiax? Incoming? maybe one of them). I was surprised when it didn't get merged
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
Spoiler:
- Shadowflame909
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Re: Round length
That's a pretty convincing argument, antag-rolling captains are the bane of ss13. Along with Captains who buy the asteroid/Hi-Daniel every shift and don't do anything of substance.
But we should realize the source of these short rounds, the freedom of grief.
Those Lavaland Xenos and Round-Start Xeno Eggs always causing the shift to end on station.
Those Tesla-Singulo Bounties that always go haywire and never end up contained and always destroy the station.
Why the fuck did the Scientist think making Sentient-Spiders was a good idea. The master may listen to you, but the slaves wont.
All in All, as another player put it. "it's reaching critical mass; there's too many timebombs on the station to supervise them all."
There's always some method of mass-destruction brewing about. That may be fine as an Antag, but personally I think there's too much leeway and incentives for the Non-Antagonists to cause destruction.
It never ruins the rounds of them, as they find it fun. But the players who long rounds appeal to, like that miner, virologist, botanist, xenobiologist or really dedicated engineer will surely get sick of it.
Tone down the Mass-Death at a press of a button. Tone down the Incentives for it.
But we should realize the source of these short rounds, the freedom of grief.
Those Lavaland Xenos and Round-Start Xeno Eggs always causing the shift to end on station.
Those Tesla-Singulo Bounties that always go haywire and never end up contained and always destroy the station.
Why the fuck did the Scientist think making Sentient-Spiders was a good idea. The master may listen to you, but the slaves wont.
All in All, as another player put it. "it's reaching critical mass; there's too many timebombs on the station to supervise them all."
There's always some method of mass-destruction brewing about. That may be fine as an Antag, but personally I think there's too much leeway and incentives for the Non-Antagonists to cause destruction.
It never ruins the rounds of them, as they find it fun. But the players who long rounds appeal to, like that miner, virologist, botanist, xenobiologist or really dedicated engineer will surely get sick of it.
Tone down the Mass-Death at a press of a button. Tone down the Incentives for it.
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- MisterPerson
- Board Moderator
- Joined: Tue Apr 15, 2014 4:26 pm
- Byond Username: MisterPerson
Re: Round length
There's another solution though; make the longer jobs shorter.Shadowflame909 wrote:That's a pretty convincing argument, antag-rolling captains are the bane of ss13. Along with Captains who buy the asteroid/Hi-Daniel every shift and don't do anything of substance.
But we should realize the source of these short rounds, the freedom of grief.
Those Lavaland Xenos and Round-Start Xeno Eggs always causing the shift to end on station.
Those Tesla-Singulo Bounties that always go haywire and never end up contained and always destroy the station.
Why the fuck did the Scientist think making Sentient-Spiders was a good idea. The master may listen to you, but the slaves wont.
All in All, as another player put it. "it's reaching critical mass; there's too many timebombs on the station to supervise them all."
There's always some method of mass-destruction brewing about. That may be fine as an Antag, but personally I think there's too much leeway and incentives for the Non-Antagonists to cause destruction.
It never ruins the rounds of them, as they find it fun. But the players who long rounds appeal to, like that miner, virologist, botanist, xenobiologist or really dedicated engineer will surely get sick of it.
Tone down the Mass-Death at a press of a button. Tone down the Incentives for it.
Not that I'm suggesting an either-or approach, I'm just saying there's multiple ways to skin Runtime. I agree 100% with oranges about repairs being way too goddamn slow, for example.
I code for the code project and moderate the code sections of the forums.
Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
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- Joined: Fri Sep 25, 2015 12:18 am
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Re: Round length
Maybe I'm not thinking about this at all, but I feel like sec just doesn't keep a good enough eye on toxins. Sure it's hard to fix, but people just don't notice issues until they actually prop up, people aren't conscientious enough. Prevention is as important as repair.
- Steelpoint
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Re: Round length
Its usually good practice to check cams and write down who is manning Toxins or Xenobio and akin. But most players don't check
- wesoda25
- Joined: Thu Aug 10, 2017 9:32 pm
- Byond Username: Wesoda25
Re: Round length
Goofballs PR wouldn’t be half bad, to a degree. Certain round types such as blood cult and nuke ops should have some sort of bypass. Of course, there would need to be a mechanic to prevent meta.
But you should add whatever content you have planned to jobs before putting it in place. Its fucking awful whenever a half finished PR/idea gets pushed and players half to wait for updates for the game to not be shit again.
But what do you mean by making it more brutal goofball?
But you should add whatever content you have planned to jobs before putting it in place. Its fucking awful whenever a half finished PR/idea gets pushed and players half to wait for updates for the game to not be shit again.
But what do you mean by making it more brutal goofball?
- Yakumo_Chen
- Joined: Fri Dec 11, 2015 10:08 pm
- Byond Username: Yakumo Chen
Re: Round length
We have cult currently balanced on the shuttle needing to be called ASAP, it just snowballs out of control too fast and a decently competent cult can't be stopped that easily.
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- Joined: Fri Dec 23, 2016 6:31 pm
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Re: Round length
Making disposal pipes and air pipes not become damaged by explosions would be a simple fix that would make fixing places actually decently fast.
You could still sabotage both, but you would need a welder and wrench instead of just any bomb, ever.
You could still sabotage both, but you would need a welder and wrench instead of just any bomb, ever.
- datorangebottle
- Joined: Thu Jan 10, 2019 9:53 am
- Byond Username: Datorangebottle
Re: Round length
Qbmax32 wrote:The reason rounds on tg tend to last so short is because roleplay is not encouraged and there isn’t enough end game content for each department to keep it interesting
To go along with this, we keep removing and nerfing their endgame content as well.
Timberpoes wrote: ↑Fri Jul 07, 2023 9:16 pm I highly doubt any other admin on the team would have given you this chance, except maybe Kieth because his brain worms are almost as bad as mine.
Vekter wrote: ↑Tue May 16, 2023 4:45 pm At what point does someone's refusal or failure to improve become malice in and of itself? If you give someone a year to stop shitting on the carpet and they keep doing it but get slightly closer to the bathroom every time and sometimes they get to the toilet before it happens, at what point does it become acceptable to just ask them to go shit in someone else's house?
Timberpoes wrote: ↑Fri Apr 28, 2023 7:00 pm I'm sorry, can we get a real player to resolve this appeal? I don't like this trial player. They can't even set their own name.
sinfulbliss wrote: ↑I almost prefer Rave's AI-generated "We cannot accept this appeal at this time. If you would like assistance appealing in the future, please dial 1-800-1984-1488."
Pandarsenic wrote: ↑Mon Dec 12, 2022 2:25 pm I think we can all agree that someone throwing a reverse revolver at Zyb as a secret test of character, and Zyb immediately fucking himself with it, is the best thing we all could have received for Christmas this year
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- Joined: Thu Jan 17, 2019 7:58 pm
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Re: Round length
A question: Does the problem you are trying to fix actually exist? Most early shuttle calls eventually get recalled.
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Re: Round length
endgame = 20 mins indatorangebottle wrote:Qbmax32 wrote:The reason rounds on tg tend to last so short is because roleplay is not encouraged and there isn’t enough end game content for each department to keep it interesting
To go along with this, we keep removing and nerfing their endgame content as well.
- Shadowflame909
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Re: Round length
Thats not a proper response chief. He said nerfs and removals to the content, not "nerfs and removals to the time it takes to reach that content"
All in all, we should port citadel xenobio.
Hopefully without the gold slime extract fauna removal though.
All in all, we should port citadel xenobio.
Hopefully without the gold slime extract fauna removal though.
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- Mark9013100
- Joined: Sat Dec 27, 2014 6:06 pm
- Byond Username: Mark9013100
Re: Round length
Nice idea but good luck finding engineers who actually do their job, much less repair piping in the aftermath of bombs.Dr_bee wrote:Making disposal pipes and air pipes not become damaged by explosions would be a simple fix that would make fixing places actually decently fast.
You could still sabotage both, but you would need a welder and wrench instead of just any bomb, ever.
also lmfao trying to get longer rounds after removing cloning prescanning
- kevinz000
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Re: Round length
Half the issue to me about engineering isn't easy tools, even with easy tools someone still has to do it.
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Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- PKPenguin321
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Re: Round length
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=21264 <- this idea could help. Rounds can be pretty much killed if all access gets out and is spread around
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
Spoiler:
- Hathkar
- Joined: Sat Jul 08, 2017 12:41 am
- Byond Username: Hathkar
Re: Round length
When I play engineer, all my attempts to fix the station up are meaningless. Restoring an area back to pristine condition takes a lot of time, and by the time I finish that, something else has blown up. It doesn't matter if I fix the station or not, the shuttle is being called anyway.
- Ayy Lemoh
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Re: Round length
Yeah, even if engineers can fix the station, if most people are dead waiting to be cloned then I am just gonna call the shuttle. I'm not letting them be bored to fucking tears.Mark9013100 wrote:also lmfao trying to get longer rounds after removing cloning prescanning
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- Joined: Sat Oct 01, 2016 7:47 pm
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Re: Round length
See but you’re thinking of this as a game meant to provide fun to players. That ain’t right.Ayy Lemoh wrote:Yeah, even if engineers can fix the station, if most people are dead waiting to be cloned then I am just gonna call the shuttle. I'm not letting them be bored to fucking tears.Mark9013100 wrote:also lmfao trying to get longer rounds after removing cloning prescanning
- Shadowflame909
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Re: Round length
maybe make a formula, where there is an exponential decrease in "minimum wait time till you can call the shuttle" depending on how many people are alive, noone dead? 1 hour, 75%? 45 minutes, 50%? 25 minutes. etc.
- pubby
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Re: Round length
Rather than changing when the shuttle can be called, why not change how long it takes to arrive?
Right now, the minimum time is 5 minutes (red alert), which gives practically no time to finish what one's working on. 10 minutes is not much better, as that's roughly how long it takes for engineers repair the station. By the time the station is repaired, the shuttle has already arrived.
It'd be more reasonable to have the timer be set to 15 or 20 minutes, no? And to remove red alert, which serves no purpose other than ending the game early.
Right now, the minimum time is 5 minutes (red alert), which gives practically no time to finish what one's working on. 10 minutes is not much better, as that's roughly how long it takes for engineers repair the station. By the time the station is repaired, the shuttle has already arrived.
It'd be more reasonable to have the timer be set to 15 or 20 minutes, no? And to remove red alert, which serves no purpose other than ending the game early.
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- Joined: Fri Dec 23, 2016 6:31 pm
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Re: Round length
This is the biggest problem I run into when I play engineer. Sure I can fix the gigantic hole that was once medbay but the heads will just call the shuttle even if I have a backpack full of metal and sleeper boards ready to rebuild it.Hathkar wrote:When I play engineer, all my attempts to fix the station up are meaningless. Restoring an area back to pristine condition takes a lot of time, and by the time I finish that, something else has blown up. It doesn't matter if I fix the station or not, the shuttle is being called anyway.
Its a circular problem.
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Re: Round length
any emergency where red alert can be performed isn't an emergency that requires red alert.
- Cobby
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Re: Round length
It's equally difficult to find an average roundlength to balance around when on one hand we have "sneaky" traitors who can take a while to do their objectives and on the other we have team antags that just turn the game either to a frantic TDM or a frantic TDM after 20 minutes and one team is stacked to hell but not dead yet.
Also big bombs are dumb dumb dumb dumb dumb I hate them. They're not fun for anyone who has to remotely clean up the mess. The only reason they've managed to stay so long is probably because le epic cuban pete meme.
Also big bombs are dumb dumb dumb dumb dumb I hate them. They're not fun for anyone who has to remotely clean up the mess. The only reason they've managed to stay so long is probably because le epic cuban pete meme.
Voted best trap in /tg/ 2014-current
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Re: Round length
Is it time for 4dplanner's most unpopular removal yetAlso big bombs are dumb dumb dumb dumb dumb I hate them
- MisterPerson
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Re: Round length
Don't, the community would explode with outrage4dplanner wrote:Is it time for 4dplanner's most unpopular removal yetAlso big bombs are dumb dumb dumb dumb dumb I hate them
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Re: Round length
as dumb as bombs are, surviving getting hit by one and/or a singulo is one of the most exciting things in the game for me. therefore, every map should have a singulo but no bombs.
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Re: Round length
Increasing the bomb resistance of walls and R-walls would be a better fix. you could blow the hell out of a room but breaching through it would be harder.
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Re: Round length
I think part of this would probably be reviewing our TDM modes and looking to reduce their roll chances, so you have shorter rounds less often.Cobby wrote:It's equally difficult to find an average roundlength to balance around when on one hand we have "sneaky" traitors who can take a while to do their objectives and on the other we have team antags that just turn the game either to a frantic TDM or a frantic TDM after 20 minutes and one team is stacked to hell but not dead yet.
Also big bombs are dumb dumb dumb dumb dumb I hate them. They're not fun for anyone who has to remotely clean up the mess. The only reason they've managed to stay so long is probably because le epic cuban pete meme.
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Re: Round length
I'm not sure we can target all the sources, given how deeply embedded this particular issue is in the game.
The idea behind my approach is to cap it, feel the pain of things that now stand out as round ending, and rebalance them, using player pain as the motivating factor.
if I try to shove through a bunch of nerfs without that, It's just asking for slapfights.
The idea behind my approach is to cap it, feel the pain of things that now stand out as round ending, and rebalance them, using player pain as the motivating factor.
if I try to shove through a bunch of nerfs without that, It's just asking for slapfights.
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Re: Round length
The issue isn't and never has been syndie bombs. While super destructive, unless they're on sale you can only get one. And they're expensive enough to discourage people from doing that unless they have a specific plan with it. It's not too difficult to repair the damage of one bomb, it's when multiple areas get hit with bombs that things start becoming an issue.Shadowflame909 wrote:Why not just remove big bombs from the standard traitor uplink.
Even then, in a hypothetical round where they get like a 90% discount or something crazy like that and everyone is stocking the fuck up on 2tc tatorbombs, rounds where the station gets blown to fucking smithereens are fun. However, they're only fun when they're a rare occurrence instead of being every couple of rounds.
What still could be a good change is enforce a 5 minute timer minimum on them, remove the ability to unlock and move them, and turn defusing into some kind of Keep Talking and Nobody Explodes-esque microgame. You could easily set up a simple yet poorly written ruleset for how to defuse bombs that requires a little bit of puzzle solving per bomb.
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Re: Round length
Quick question: What round length do you considere desirable?
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Re: Round length
I'd say that a one hour round is a pretty optimal length, stealth traitors can do a long con, people can make an autism fort, and the 'long game' departments like Botany and Xenobio have a chance to get online. Few things suck more than getting Ambrosia Gaia and hearing the shuttle get called, and with regular 30m chaos-splosion rounds jobs like Mining, Atmos, Genetics, Virology, etc, all become "why bother" when there are 2d spessmen to go flat and big boom damage to do. Hathkar made a great point. The shuttle is getting called anyways, so why bother? This lack of commitment to keeping what is, ostensibly, an important research and moneymaking station alive seems to be a Nanotransen corporate problem as well, especially after the disaster of the Derelict station. This also leads to a lack of game-driven RP encouragement because the station is ultimately a platform for spessmen to go flat and the round ends.
We have the advantage of having multiple servers. Perhaps consult with the headmins of the various servers to implement a test scenario for longer/shorter rounds - I've noticed Bagil has skewed shorter than Sybil lately so perhaps require minimum roundlengths on Sybil to see how it works out?
We have the advantage of having multiple servers. Perhaps consult with the headmins of the various servers to implement a test scenario for longer/shorter rounds - I've noticed Bagil has skewed shorter than Sybil lately so perhaps require minimum roundlengths on Sybil to see how it works out?
SYBIL
Hypernoblium IV - Shaft Miner, Cargonian, Engineer, Hydroponics
Sophia Morrow - HoP
Hypernoblium IV - Shaft Miner, Cargonian, Engineer, Hydroponics
Sophia Morrow - HoP
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Re: Round length
Well we need a bit of room to add complexity to jobs, so 1 hour would be the range that would be targeting yeah.
That's about enough time for people to drop in, enjoy a round or two in the evening or day and then pop off again to other stuff.
That's about enough time for people to drop in, enjoy a round or two in the evening or day and then pop off again to other stuff.
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Re: Round length
All three of our servers are under the same headadmins? Did you mean the downstreams?Phony_Name wrote:Perhaps consult with the headmins of the various servers to implement a test scenario for longer/shorter rounds - I've noticed Bagil has skewed shorter than Sybil lately so perhaps require minimum roundlengths on Sybil to see how it works out?
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Re: Round length
i logged back into my account just to type this citrusfag
you could make the minimum shuttle call time adaptive to the following variables.
-round type (shorter minimum call time for explosive rounds, like wizard, blob, ect)
-previous round length (if the shuttle was called because calling conditions were met before the timer expired last round, the shuttle timer would be longer by a few minutes, and for every minute the shuttle wasn't called after the expire timer, two seconds would be added to the shuttle timer the following round)
-average of all previous round lengths in a 24 hour period previously.
(dog took a shit on the floor brb)
you could make the minimum shuttle call time adaptive to the following variables.
-round type (shorter minimum call time for explosive rounds, like wizard, blob, ect)
-previous round length (if the shuttle was called because calling conditions were met before the timer expired last round, the shuttle timer would be longer by a few minutes, and for every minute the shuttle wasn't called after the expire timer, two seconds would be added to the shuttle timer the following round)
-average of all previous round lengths in a 24 hour period previously.
(dog took a shit on the floor brb)
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