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Re: Eliminating the "grief lottery".

Posted: Sat Mar 26, 2016 9:54 pm
by PKPenguin321

Bottom post of the previous page:

Scott wrote:SS13 is not a very good game for deathmatch.
i disagree, it's one of the best games for deathmatch
>inb4 "but all you do is click on the guy 1000 times haha how hard can it really be? :^)"
you know there's more to it than that. our combat system is ridiculously large and there are tons more ways to fight than just clicking on a dude 1000 times/more optimal ways to click on dudes/forts you can make to keep dude-clickers out. gangs defending their dominator is a good example of what i mean.

Re: Eliminating the "grief lottery".

Posted: Sat Mar 26, 2016 11:08 pm
by Cobby
duncathan wrote:If you can't repair a big hole in a matter of minutes with an RPD you're not a great atmos tech
Fixing the hole with metal is the easiest part, trying to pipe it back in a way that repressurizes ALONG with fixing the FUCKING DISPOSALS SYSTEM [god fuck the disposals system] is what takes forever.

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 2:47 am
by Scott
It doesn't take long, you're just lazy.

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 2:50 am
by Scott
PKPenguin321 wrote:
Scott wrote:SS13 is not a very good game for deathmatch.
i disagree, it's one of the best games for deathmatch
>inb4 "but all you do is click on the guy 1000 times haha how hard can it really be? :^)"
you know there's more to it than that. our combat system is ridiculously large and there are tons more ways to fight than just clicking on a dude 1000 times/more optimal ways to click on dudes/forts you can make to keep dude-clickers out. gangs defending their dominator is a good example of what i mean.

The controls are garbage, therefore it is not a good game for combat.

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 3:50 am
by 1g88a
I think Ausops and Lumi have fair points on the subject, though it is a bit annoying how some people seem to insist to on calling the shuttle for one arbitrary reason or another as soon as possible.

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 4:21 am
by callanrockslol
I suggest we reintroduce the Tensioner at one hour when the player count is above 60.

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 7:19 am
by PKPenguin321
Scott wrote:
PKPenguin321 wrote:
Scott wrote:SS13 is not a very good game for deathmatch.
i disagree, it's one of the best games for deathmatch
>inb4 "but all you do is click on the guy 1000 times haha how hard can it really be? :^)"
you know there's more to it than that. our combat system is ridiculously large and there are tons more ways to fight than just clicking on a dude 1000 times/more optimal ways to click on dudes/forts you can make to keep dude-clickers out. gangs defending their dominator is a good example of what i mean.

The controls are garbage, therefore it is not a good game for combat.
i think the complexity of the systems behind damage and combat more than make up for that.

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 7:30 am
by MisterPerson
Those systems aren't enjoyable in combat. Neither the victim nor the attacker cares about shit like "oh he was targeting my legs to negate my armor" or "welders deal burn damage" or any of that nonsense. You can make a case that the gamemodes themselves create a fun structure but that's not what's at issue here. That exact structure could be replicated in another game and be many times funner.

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 7:33 am
by PKPenguin321
if that were the case i would play those other "funner" games instead of this one, yet i stay here and play this one instead. and maybe i'm just autistic but i actually do take into consideration things like "welders deal burn damage" during combat. ¯\_(ツ)_/¯

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 3:24 pm
by Super Aggro Crag
PKPenguin321 wrote:if that were the case i would play those other "funner" games instead of this one, yet i stay here and play this one instead. and maybe i'm just autistic but i actually do take into consideration things like "welders deal burn damage" during combat. ¯\_(ツ)_/¯
no you're good misterperson is just a dumpus

Re: Eliminating the "grief lottery".

Posted: Sun Mar 27, 2016 7:55 pm
by Fonedsky
imblyings wrote:
It's got nothing to do with antag rolls or 'roleplay', muh antag rolls is a non-issue and this fucking meme usage of a meme catchword is a non-solution since you can have terrific 'roleplay' in a fifteen minute round as long as people play together. Maybe just maybe, after years of playing the same game, players have just about encountered the common gamut of things they can experience and instead of stagnating, they'd like to just get a fresh start. If there ever is a solution it's vast swathes of new PvE content like lavaworld and some of the recent cargo changes which give players something to explore and work out, while somehow linking that and making it relevant to current content. Content for example that by design can't be finished after an hour, the sort of mystical end-game content that really needs cooperation from a lot of sectors. If content like that is offered on a regular but not common basis, you will see players willingly playing a longer round and 'roleplaying' together to try and beat it.
this
you know
i'm fucking tired
i'm burned out, and then i go out for five months or so, and when i come back it's still the same fucking bullshit
we need more crap like lavaland. bigger stuff. stuff that i can spend time learning and enjoying. i've learned pretty much every game mechanic in hell, 2 years of playing this shitty ass game and nothing feels great anymore
i feel bored, i don't feel like playing out a round for like a hour anymore because what's the fucking point
i've already done science a shitton. there's nothing more to see, i don't want to do super autimos projects because rounds barely last enough for me to do it
engineering is barely even worth playing, considering that fixing stuff is a shittier option than just calling the shuttle anyways
cargo was the sole thing i played when i first started. now i know everything there is to know about it. there's no point. pushing crates is boring. there's no action. it's just waiting 2 minutes for some crappy shuttle to arrive, take crates from it and then be autismal with the content, then putting crates back inside for meaningless points
mining is one of the few things i still enjoy because it's quiet, saves you from the trouble with dealing with the station and crew's problems, and you get to have fun battling monsters as well, which is why i love lavaland
along other things i'm not going to even bother explaining
at this point i suicide when i don't get antag because honestly everything in this game got awful after i lost the sense of wonder and discovery i had when i first played
at least being a antag lets me have fun by fucking with crew, which isn't restrained to just mindless killing, instead of having to dilligently do my job which gets shitty the 999th time of doing RnD/pushing crates/fixing crap/making robots/whatever
if there was a new job, or a new department, or, (gasp), maybe something big and new for people to give a fuck about like lavaland
in the entire year i was permabanned from /tg/, i went to have fun in other servers and when i came back it was still the same old shit with nothing fucking interesting
a
year
and nothing fucking mattered anyways. so why i should take a b reak for 5 months when a year didn't matter?
holoparas i learned what they do in seconds, and they're still boring to me, and to play because my masters never do anything interesting with me. abductors and morphs are THE SHIT but sadly morphs never happen and abductors are kinda sorta rare anyways and when they do happen i can't even play as them, blob chems are okay i guess but they barely matter in the long run
maybe space station 13 isn't the game for me anymore, and i should play a different game altogether, but whatever.

Re: Eliminating the "grief lottery".

Posted: Mon Mar 28, 2016 4:47 am
by Smeller
Honestly people, if you're not having fun playing SS13 anymore you should really try out bay if you haven't already. I love tg but once you've learned most of the stuff it gets boring, considering nothing new ever happens, as it really lacks RP

Re: Eliminating the "grief lottery".

Posted: Mon Mar 28, 2016 5:27 am
by Steelpoint
There's a reason why most people eventually leave SS13 for good, you can only play the same game so many times.

Some game's have great re playability, and SS13 is among them, but even that can take you so far.

It also depends on the kind of person you are.

Re: Eliminating the "grief lottery".

Posted: Mon Mar 28, 2016 5:30 am
by PKPenguin321
Steelpoint wrote:There's a reason why most people eventually leave SS13 for good, you can only play the same game so many times.

Some game's have great re playability, and SS13 is among them, but even that can take you so far.

It also depends on the kind of person you are.
icepacks has been around since like what, 2006? so yeah i'd say it just depends on who you are
i can see myself sticking around for a long while