Bottom post of the previous page:
Your logical fallacy today is: ad hominemScott wrote:You don't give a shit because you only play security, which is not a popular job.
Bottom post of the previous page:
Your logical fallacy today is: ad hominemScott wrote:You don't give a shit because you only play security, which is not a popular job.
You're being asked to play any job, not every job. This is exactly why I made the job selection system - so you can veto jobs you absolutely don't want. Nobody's forcing you to be an assistant, or any other individual job - just allow *something* which has slots free and you'll avoid the *reduced* antag chance.Scott wrote:Except I don't want to play every job. Why should I have a lower chance of being antag because I am made assistant?
Well then you're just a fucking asshole and will hopefully be banned at some point for being shit.UtterNewbie wrote:Personally if you lower or remove antag assistant I will just take up X random job and straight up run to HoP every round for demotion whenever I feel like rolling for antag without a "legit" job. Or maybe I'll just RP being really shit at my job and make it hell for you, doing absolutely nothing useful.
Here we have an example of your average person who doesn't play any other job then assistant.Scott wrote:Stop being autistic. People will play what they want to play.
All access, being wizard and 100% antag status, of course. Adding things to the game is always good, removing things is always bad. That is an opinion.iamgoofball wrote:What would make it better
I get auto assigned to assistant. Check your autism at the door. Even when I do choose assistant, I go around fixing things.iamgoofball wrote:Here we have an example of your average person who doesn't play any other job then assistant.Scott wrote:Stop being autistic. People will play what they want to play.
so I have a few questions for you.
Why do you play assistant? What attracts you to the role of assistant? What would make it better or worse? What would encourage you to play other jobs?
If people aren't having fun playing a job with responsibilities, which they aren't, then by forcing them into a position of responsibility (which you would be), they'll naturally eschew their duties and go about normally. A common response would be b-but we don't want those players!, but the problem is not with most of the players, but with the jobs themselves. Many thrust repetitive, dull tasks upon you, that you are obligated to do round-to-round, forever, as that role unless antagonist (please see my former post). The result is that much of the veteran playerbase moves to a job with no obligations instead, where they can do their own thing, as a simple reaction. Instead of the polled change, lower antag chance for the following round for people who want to AFK or suicide if you want to quell that, but don't touch equal-opportunity antag chance.The intent behind restricting their access to antag roles is to drive those players into other jobs and the accompanying responsibility.
The irony of somebody using "autistic" as an insult and then doing this fascinates me.Lo6a4evskiy wrote:You are complaining about something and when offered a solution you go all "you can't tell me what to do".
Atmos techs are expected to know how to into atmos and CE is expected to know how to into atmos, how to fix tcomms, and a lot of other things besides. They aren't good jobs to pick just because "you want to fix things."
I guess I missed your earlier response in the excitement of it all, I'll address it now.Amelius wrote:Steelpoint, you have failed to respond to a difficult post, and instead are sticking to the fairly ridiculous below argument.
If people aren't having fun playing a job with responsibilities, which they aren't, then by forcing them into a position of responsibility (which you would be), they'll naturally eschew their duties and go about normally. A common response would be b-but we don't want those players!, but the problem is not with most of the players, but with the jobs themselves. Many thrust repetitive, dull tasks upon you, that you are obligated to do round-to-round, forever, as that role unless antagonist (please see my former post). The result is that much of the veteran playerbase moves to a job with no obligations instead, where they can do their own thing, as a simple reaction. Instead of the polled change, lower antag chance for the following round for people who want to AFK or suicide if you want to quell that, but don't touch equal-opportunity antag chance.The intent behind restricting their access to antag roles is to drive those players into other jobs and the accompanying responsibility.
Fix antag rolls before role rolls, and you'll have a fully-staffed, competent security team out of nowhere, along with Captain and HoS always filled. As previously listed, validhunting is one of the few ways of having fun past the learning-phase, and there's a reason that in non-rev rounds, you tend to have 1-2 starting guards and 4+ enlistees, HoS/HoP-willing, early on.
Add ways for people to express themselves creatively through the game, role to role. I keep citing it, and I prefer the community, interface, and tickrate here, than on goon, but http://wiki.ss13.co/Mechanic is a fantastic example of what a fun job should be.
One could still definitely join as an assistant and "fix things" if setting up the singulo (5-10 minutes of work for the good of everybody else on the station for the rest of the 40-90 minute round) is really too much to be asked from someone, setting assistant to no-antag wouldn't affect this in any way.bandit wrote:Atmos techs are expected to know how to into atmos and CE is expected to know how to into atmos, how to fix tcomms, and a lot of other things besides. They aren't good jobs to pick just because "you want to fix things."
As for engineer, setting up the singlo is one of the most tedious fucking things in the game and sometimes you just don't want to be bothered. SS13 is a game, and the purpose of a game is to have fun. Therefore, a person who wants to fix things but doesn't want to have to go through roundstart tedium should not roll engineer. Why does it suddenly make a person shit to point this out?
The beauty of the game is the freedom how you can play it, but there is a way, the tgstation-style, how it's meant to be played. This is why we have rules, to try to balance out the fun for everybody and not just have everyone go full murderspree because they find it fun.Scott wrote:Obviously I was playing this game wrong all along and you are the only person who knows how to play.
Premise: Assistants are not in balance with the rest of the game.The assistants right now are not in balance with the rest of the game, they're giving nothing to the game, only taking antag-slots or being bored and stealing things. It would only be a fair trade for them to get nothing in return for giving nothing, thus encouraging people to actually play the game and not just play YOUR game.
Sure and RD is expected to know R&D perfectly and CMO to mix chems with closed eyes. Doesn't mean they actually do it.bandit wrote:Atmos techs are expected to know how to into atmos and CE is expected to know how to into atmos, how to fix tcomms, and a lot of other things besides. They aren't good jobs to pick just because "you want to fix things."
This is blatant lie, it takes from 10 seconds if you have a full team of engineers and can leave other shit to them to about 3 minutes if you're completely alone.bandit wrote:As for engineer, setting up the singlo is one of the most tedious fucking things in the game and sometimes you just don't want to be bothered. SS13 is a game, and the purpose of a game is to have fun. Therefore, a person who wants to fix things but doesn't want to have to go through roundstart tedium should not roll engineer. Why does it suddenly make a person shit to point this out?
You're right, not all assistants are shit. The only proof I have is my experience as a security officer, where I've only encountered the shitler-type of assistants. The quieter types of assistants of course go easily unnoticed.Amelius wrote:Premise: Assistants are not in balance with the rest of the game.
Supporting opinion: They give nothing to the game, and they only steal things.
Evidence that supports the opinion: None provided.
All you stated was an opinion full of biased assumptions. Not all assistants are kleptomaniacs. Many are, but perhaps that is because assistants are a popular role, therefore there are more kleptomaniacs, even if there is the same proportion as in other roles, and so you irrationally believe that most assistants are kleptomaniacs. The 'grey tide' phenomenon is easily explained through this mode.
This is beside my point. What I meant was that assistants don't give anything near of the same importance as other departments.Amelius wrote:Similarly regarded to the opinion that they 'give nothing to the game', where many assistants do create maintenance bases, populate the bar, create and participate in fighting rings, build shops, help or hinder antagonists, etc., and can also be explained by the aforementioned process. It's not fair, or anywhere near fair to whitewash every assistant, which you are.
Are you claiming that doing anything other than drudgery is considered 'not contributing to the station'? Making a maintenance fortress contributes to the overall station, surely, and deserves an antag token as much, if not more than the people who are just mindlessly doing the same thing as they do every round. Variety and creativity make rounds memorable, not typicality. You favor the latter, for some nebulous reason, and I the former.Also, it wouldn't even be removing the possibility of those nice assistant-things. An assistant can continue to make his base after this change, the only change would be that someone else who actually contributed to the station would get the antag-role instead.
No, I'm playing the 'you're making a claim and failed to provide proof, so therefore it can be discarded without proof, but I provided an argument against it anyway to squash this notion'-card.Amelius, seriously? You are going to play "you can't prove anything" card?
Amelius wrote:Premise: Assistants are not in balance with the rest of the game.
Supporting opinion: They give nothing to the game, and they only steal things.
Evidence that supports the opinion:
See, even you agree. Further,Amelius wrote:Not all assistants are kleptomaniacs. Many are
Amelius wrote:but perhaps that is because assistants are a popular role, therefore there are more kleptomaniacs, even if there is the same proportion as in other roles, and so you irrationally believe that most assistants are kleptomaniacs. The 'grey tide' phenomenon is easily explained through this mode
Moreover,Amelius wrote:'you're making a claim and failed to provide proof, so therefore it can be discarded without proof'
This is not contributing to the round, this is doing something that is not directly harmful to other players. You can build bases however you please, 95% of the crew will not know or care absolute most of the time. That can also be indirectly harmful actually, because you take resources to build your own things in maintenance, while somebody else could be looking for those resources to fix a hull breach, for example.Amelius wrote:Similarly regarded to the opinion that they 'give nothing to the game', where many assistants do create maintenance bases, populate the bar, create and participate in fighting rings, build shops, help or hinder antagonists, etc., and can also be explained by the aforementioned process. It's not fair, or anywhere near fair to whitewash every assistant, which you are.
I see no reason it cannot be all of the above. Its the blank-canvas role that can be whatever the player wants it to be. Unfortunately its because of some players being assholes that Assistant gets a bad rep.MisterPerson wrote:I think we need to sit back and decide what role we want assistants to fill. Newbie training job? No responsibility observer? No responsibility but still useful and effective helper? Overflow role for when everything else is taken and there's nothing better to give out?
That will solve nothing.Alex Crimson wrote:I see no reason it cannot be all of the above. Its the blank-canvas role that can be whatever the player wants it to be. Unfortunately its because of some players being assholes that Assistant gets a bad rep.MisterPerson wrote:I think we need to sit back and decide what role we want assistants to fill. Newbie training job? No responsibility observer? No responsibility but still useful and effective helper? Overflow role for when everything else is taken and there's nothing better to give out?
Just lower their chances for antag. I see no downside with that solution.
What makes you say that?Scott wrote:That will solve nothing.Alex Crimson wrote:I see no reason it cannot be all of the above. Its the blank-canvas role that can be whatever the player wants it to be. Unfortunately its because of some players being assholes that Assistant gets a bad rep.MisterPerson wrote:I think we need to sit back and decide what role we want assistants to fill. Newbie training job? No responsibility observer? No responsibility but still useful and effective helper? Overflow role for when everything else is taken and there's nothing better to give out?
Just lower their chances for antag. I see no downside with that solution.
I agree with you there, kinda. I do not think the greytide is anywhere near as bad as people like to pretend. Anyone who griefs as an Assistant is usually dealt with pretty quickly in my experience. But that still does not chance the fact that Assistants usually form a large chunk of the stations population even when other job slots are available.Scott wrote:Either you people are blowing this whole greytide business out of proportion or Sybil has no admins at all times to deal with these fabled rampaging assistants.
This idea of 'giving them more freedom will fix things!' is utterly contrite. This isn't a game about special snowflakes who can multitask whatever jobs they want as they please. it's a space station role playing game. If you want responsibility, you pick a role with responsibility, don't just break into whichever department you want or assume the responsibility of a preexisting Department while Assistant. Additionally Antag should be available only to those who take such responsibility. Giving Assistants MORE will mean that even more players will go Assistant to avoid having to do a single job while having whatever access they want. They need to be kneecapped so that more people decide that actual station jobs are more worthy.MedicInDisquise wrote:I completely agree with Amelius about 2 things:
We need a job like Mechanics that are essentially Assistants 2.0 (NOT Greytide 2.0!)
And that Assistants are a Blank Canvas Job, which means they should have some things added to them (with caution ofc) instead of removed.
Not much we can do about the former immediately, but we can do things about the latter.
1: Remove some of the more RP oriented jobs such as Lawyer, Chaplain, and Librarian, and give the assistants access or make it public access. I can see problems with the Chaplain, but the Lawyer and Librarian are essentially Greytide 2.0 without maintenance.
2: Make certain things in Maintenance such as Ghetto Toxins in engineering and Break Area above the Chaplain either documented on the wiki or publicly known.
3: Give the Assistants more clothing options. More suits! Labcoats! Give them the Department Bands like security on start and give them access to that department and radio. (which gives them the ability to be useful to the game while not removing the non-responsibility of the job itself, while stopping them from breaking in everywhere to get a medkit or insulated gloves. This also allows assistants to learn about a department without having total responsibility.)
...and what would giving assistants MORE shit solve?MedicInDisquise wrote:Not much we can do about the former immediately, but we can do things about the latter.
1: Remove some of the more RP oriented jobs such as Lawyer, Chaplain, and Librarian, and give the assistants access or make it public access. I can see problems with the Chaplain, but the Lawyer and Librarian are essentially Greytide 2.0 without maintenance.
2: Make certain things in Maintenance such as Ghetto Toxins in engineering and Break Area above the Chaplain either documented on the wiki or publicly known.
3: Give the Assistants more clothing options. More suits! Labcoats! Give them the Department Bands like security on start and give them access to that department and radio. (which gives them the ability to be useful to the game while not removing the non-responsibility of the job itself, while stopping them from breaking in everywhere to get a medkit or insulated gloves. This also allows assistants to learn about a department without having total responsibility.)
1. Trust me, nobody fucking needs assistants stealing gear to "assist". Seriously, assistance is only needed in like genetics and that's about it.MedicInDisquise wrote:Giving assistants access to one department and radio gives them the ability to:
1. Actually assist.
2. Give them some extra tools at the start for the Fuckoffintomaitenence Assistants.
3. Give them the ability to learn about a department for new players.
Yeah this is just nonsense, we need any edge we can get for people to prefer being ANYTHING but assistant. Assistant is that role you're shoved in where all the slots are full, and you should hope to get borged or promoted by the HoP.tunderchief wrote:This idea of 'giving them more freedom will fix things!' is utterly contrite. This isn't a game about special snowflakes who can multitask whatever jobs they want as they please. it's a space station role playing game. If you want responsibility, you pick a role with responsibility, don't just break into whichever department you want or assume the responsibility of a preexisting Department while Assistant. Additionally Antag should be available to those who take responsibility. Giving Assistants MORE will mean that even more players will go Assistant to avoid having to do a single job while having whatever access they want. They need to be kneecapped so that more people decide that actual station jobs are more worthy.MedicInDisquise wrote:I completely agree with Amelius about 2 things:
We need a job like Mechanics that are essentially Assistants 2.0 (NOT Greytide 2.0!)
And that Assistants are a Blank Canvas Job, which means they should have some things added to them (with caution ofc) instead of removed.
Not much we can do about the former immediately, but we can do things about the latter.
1: Remove some of the more RP oriented jobs such as Lawyer, Chaplain, and Librarian, and give the assistants access or make it public access. I can see problems with the Chaplain, but the Lawyer and Librarian are essentially Greytide 2.0 without maintenance.
2: Make certain things in Maintenance such as Ghetto Toxins in engineering and Break Area above the Chaplain either documented on the wiki or publicly known.
3: Give the Assistants more clothing options. More suits! Labcoats! Give them the Department Bands like security on start and give them access to that department and radio. (which gives them the ability to be useful to the game while not removing the non-responsibility of the job itself, while stopping them from breaking in everywhere to get a medkit or insulated gloves. This also allows assistants to learn about a department without having total responsibility.)
I want ADHD kids born in the 90s who can't handle single roles and need their special snowflake characters to leave.
So pick Engineering yourself, mate.kosmos wrote:The main problem, how I see it, is not the greytide. It's that just yesterday I saw 7 assistants joining at round start and 0 engineers. It should be vice versa and situations like these cause problems and are not fun for anyone when the power starts failing with 0 engineers or someone is mugging someone with 0 security to protect or someone ded and no one to operate medbay.
1. More administration & harsher punishments for greytiding --> less greytide, possibly raises double-standard situations when an assistant gets banned for something when a medical doctor did the same and got nothing.
2. Lessening the antag-possibility --> less antag-players willing to play assistant, maybe they could even actually start taking other jobs and being useful. Or in the worst scenario, more engineers (and others) fucking off before setting up the engine, solvable through administration perhaps?
3. Less access (maint access removed) --> less antaghunters wandering maint, maybe encourages them to even take up security jobs instead of assistant. Possibly also makes assistants hack into the maint more (dunno whether this is too bad, or just a few hacked doors here and there).
These most popular suggestions would have no downsides from the perspective of "the good assistant" which all you guys against this are referring to. The guy could still hang out at the bar and RP or whatever how much he ever pleases.
Go back to Bay where they enforce you playing your role as it should be you psychotic bomber. You're just trying to push this through so you have more chances to get antag when scientist to valid your bombs.tunderchief wrote:Snip
That's not even remotely true.Arete wrote:The rules say that they can do whatever they want,
What is not true that defeats the point and not the wording?Scott wrote:That's not even remotely true.Arete wrote:The rules say that they can do whatever they want,
You'll find that people might actually take your arguments more seriously if you actually made them instead of tossing out one-line declarations. As it is now, assistants have no "purpose" other than to soak up overflow and wander maint. So essnetially, yes they can do whatever because they have no obligations. Which is kinda the point. The problem is, it doesn't function as an overflow in practice 90%+ of the time.Scott wrote:That's not even remotely true.Arete wrote:The rules say that they can do whatever they want,
Enforce things that already exist?The Game wrote:You are the Assistant.
As the Assistant you answer directly to absolutely everyone. Special circumstances may change this.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
The wiki says pretty much the opposite of that.Cipher3 wrote:Why not justEnforce things that already exist?The Game wrote:You are the Assistant.
As the Assistant you answer directly to absolutely everyone. Special circumstances may change this.
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