[POLL] Add slowdown for dragging bodies

A place to record your ideas for the game.

Good Idea?

Yeah
26
9%
Yeah
26
9%
Yeah
26
9%
Nah
59
21%
Nah
59
21%
Nah
59
21%
Dragging bodies should damage the mob instead
5
2%
Dragging bodies should damage the mob instead
5
2%
Dragging bodies should damage the mob instead
5
2%
Abstain
2
1%
Abstain
2
1%
Abstain
2
1%
 
Total votes: 276

dezzmont
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Re: [POLL] Add slowdown for dragging bodies

Post by dezzmont » #55707

Bottom post of the previous page:

It is easier to move someone who isn't willing to do anything than it is to move someone who absolutely refuses to move.

It would create this weird situation where dragging someone spamming resist would be faster than stunning them and dragging them in response, and I know a lot of sec officers like to, for RP reasons, smack someone for lip when moving them or when they try to remove cuffs. Not super vital to powergaming but it would discourage harmless officer roughousing.

Is there currently a delay when you smack someone while dragging them or am I imagining it? I think it would be better to try to build up dragging as a mechanic rather than trying to lock it down as a viable combat option, which means perhaps focusing on the counterplay would be better. Blood trails from injured people, smack slowdowns, ect.
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cedarbridge
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Re: [POLL] Add slowdown for dragging bodies

Post by cedarbridge » #55710

dezzmont wrote:For example, being able to move about without being caught ever is actually really hard to do in SS13 without having maint access. The hallway airlocks prevent drag-fu from being effective versus mobs unless you are clever and get a good head start. It conversely allows traitors to function without wirecuffs as a mandatory object. You also tend to start leaving a bloodtrail if you are beating on someone so it is very easy to follow you, and I am pretty sure you do stop for a step to hit your target. For that reason it probably isn't good for the game to make dragging a person even slower, at best landing an attack should manually slow
Restating yourself changes nothing when your initial premise was founded poorly. Your justification for a poor combat paradigm is that the poor combat arrangement and outcome is countered by "hallway doors" which have existed since the dawn of box and before and have not deterred drag-fu combat and are unlikely to do so in the future. Sans evidence to the contrary you're officer conjecture in the face of actual events.The other supposed solution "mobs" works on assumptions that A) a mob is waiting around to rescue anyone grabbed and dragged off down a hallway B) that said mob leaves instantly or at near instant reaction speed C) that "mobs" are even desirable as a solution to drag-fu combat.

You latch onto the fact that people call this sort of thing stupid without going into dissertations about what makes it stupid because its a known quantity questioned only by yourself. There is literally no reason for it to exist other than as an oversight in the design for dragging objects and mobs in relation to combat and game balance. I'm also not sure where you get the idea that rushing out into a hallway, eswording the shit out of somebody and then instantly flashing back into maint or whatever with them is "stealthy" by anything more than an accident of poor mechanics.

And no, attacking somebody does not cause you to stop or anything of the sort. That's why Drag-fu is even a thing in the first place. You can literally esword a stunned target while dragging them down a hallway faster than an unencumbered officer can chase you down a hallway. He'll never catch you because taserblock + speed parity. That's the entire point. Blood trails also matter not a whit when the trail usually ends at an airlock anyway.
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Re: [POLL] Add slowdown for dragging bodies

Post by paprika » #55716

Add it as a config option, prone body slowdown, etc.
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cedarbridge
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Re: [POLL] Add slowdown for dragging bodies

Post by cedarbridge » #55750

Delicious wrote:I kind of like this idea. I wouldn't mind trying it out.

Janitor has become a redundant job because mopping the station is like taking two steps forward and ten steps back, and gurneys have always gone unused.

Adding a slow down for dragging items, based on the item's w_class might be interesting too.
I mentioned before, to change the blood trail thing you'd actually have to change the roller beds (probably the blood trail code itself) because roller beds still leave blood trails currently.
dezzmont
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Re: [POLL] Add slowdown for dragging bodies

Post by dezzmont » #55770

I think the reason people keep saying "Muh realism" is because the proposed benefits have not been articulated often, even people pro-change talk about realism a lot.

Remember, the main idea behind this change is to make things EASIER for medics to move bodies to the medbay, not harder.

I don't think it will actually do that mind, but that is the actual reasoning and there is actually some logic behind it. If you hate this change, attack that. If you like this change, build that up. Either one you do will ultimately make whatever decision is reached better.
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Re: [POLL] Add slowdown for dragging bodies

Post by soulgamer » #55772

Here is the only thing you need to consider.

Will this be fun for players? No? Dont do it.

THE END!
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cedarbridge
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Re: [POLL] Add slowdown for dragging bodies

Post by cedarbridge » #55774

soulgamer wrote:Here is the only thing you need to consider.

Will this be fun for players? No? Dont do it.

THE END!
Based on what? Which players did you ask? As this thread has already demonstrated, it can contribute to the fun of various players. The end?
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Re: [POLL] Add slowdown for dragging bodies

Post by dezzmont » #55775

soulgamer wrote:Here is the only thing you need to consider.

Will this be fun for players? No? Dont do it.

THE END!
Do we need to have a full blown logic and rhetoric class in this thread?

Or more likely, in another thread? Would people enjoy that? I think it would be helpful.
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cedarbridge
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Re: [POLL] Add slowdown for dragging bodies

Post by cedarbridge » #55776

dezzmont wrote:I think the reason people keep saying "Muh realism" is because the proposed benefits have not been articulated often, even people pro-change talk about realism a lot.

Remember, the main idea behind this change is to make things EASIER for medics to move bodies to the medbay, not harder.

I don't think it will actually do that mind, but that is the actual reasoning and there is actually some logic behind it. If you hate this change, attack that. If you like this change, build that up. Either one you do will ultimately make whatever decision is reached better.
Its not about moving bodies to medbay. Its about allowing medics to do their jobs and either treat the patient on-site (thanks to the wonders of bruise packs this is literally possible anywhere and a good EMT carries medical supplies for everything else) or move them with a stretcher in an extreme event. The ideal is not "more people turbo-dragging people down hallways to medbay" and more "medics dealing with emergencies where they happen."

This has the upshot and curbing some questionable (at best) combat tactics.
dezzmont wrote: Do we need to have a full blown logic and rhetoric class in this thread?

Or more likely, in another thread? Would people enjoy that? I think it would be helpful.
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Reimoo
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Re: [POLL] Add slowdown for dragging bodies

Post by Reimoo » #55788

dezzmont wrote:I think the reason people keep saying "Muh realism" is because the proposed benefits have not been articulated often, even people pro-change talk about realism a lot.
Well, to avoid another wall of text, here's the pros vs cons I can imagine resulting from this.

+MDs/EMTs become relevant for once since on scene treatment would need to be utilized more often
+ROLLERBEDS
+less blood trails as a result of people gunning it to the medbay with bodies in tow, meaning blood trails leading to actual crime scenes wouldn't go unignored
+traitors will actually have to use their head as to how to hide evidence/plan out abductions for once
+removal of stun and kindap combat since that's not really fun for anyone


-playing cargo is somewhat more tedious, but either forgoing slowdown on crates, introducing something like a crate trolley or more conveyer belt and MULE usage would be a solution
-it's more likely getting critted is more fatal, especially if medbay is down, but could be considered an antag buff in that regard
-escorting changelings to their demise just got way harder
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Re: [POLL] Add slowdown for dragging bodies

Post by Incomptinence » #55799

Security being screwed for doing their jobs, not even listed as a negative.

Also dragging the wounded out of active combat situations or whatever, forget being a hero and saving someone making antags think* is more important. Also shifts things more in favour of hostile groups forget separating one guy.

* same way starting one side of chess with fewer pieces would technically be a thought provoking.
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cedarbridge
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Re: [POLL] Add slowdown for dragging bodies

Post by cedarbridge » #55804

Reimoo wrote:-playing cargo is somewhat more tedious, but either forgoing slowdown on crates, introducing something like a crate trolley or more conveyer belt and MULE usage would be a solution
-it's more likely getting critted is more fatal, especially if medbay is down, but could be considered an antag buff in that regard
-escorting changelings to their demise just got way harder
The negatives are all manageable with robust play.
1) Expanded belts would be cool, or just exception the weight on normal crates (not lockers) to be fairly low (since their overall contents tend to be light anyway with some exceptions for larger crates like mules and PA parts)
2) There was already some discussion about making crit matter more in a real sense. This would do it in a reasonable way.
3) Beat to death, lock in welder, weld locker. Bazinga. Also, roller chairs.
Incomptinence wrote:Security being screwed for doing their jobs, not even listed as a negative.

Also dragging the wounded out of active combat situations or whatever, forget being a hero and saving someone making antags think* is more important. Also shifts things more in favour of hostile groups forget separating one guy.

* same way starting one side of chess with fewer pieces would technically be a thought provoking.
This feels abit scatterbrained, but I'll do my best to sort it out.
1) Sec already aren't disadvantaged under the current proposal because standing cuffed mobs wouldn't be affected. If you have to drag somebody on their ass to the brig, you get the slowdown. If you arrest them ~properly~ you're golden. The difference between dragging and escorting to the brig.
2) This is the part I didn't really follow. You can still move people around and you can still wound one member of a group to either force an abandonment or slow down the group (this already happens and its a side of actual fighting we could stand to see more of in SS13.) Incapacitating one member of a group should slow down the rest trying to keep the last one alive. That's tactical planning baby.
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Re: [POLL] Add slowdown for dragging bodies

Post by Incomptinence » #55807

The person being dragged by security can just rest to be prone and tada slowed down.

Was talking about non lethal separation which can be handy in group antag modes like cult and rev, the problem isn't the other group members moving away toward some other destination it is often them MOVING RIGHT AT YOU! Crit people slow down people applying cpr to them a mechanic that works just fine if there aren't too many medipens around.
Last edited by Incomptinence on Mon Jan 05, 2015 7:58 am, edited 1 time in total.
dezzmont
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Re: [POLL] Add slowdown for dragging bodies

Post by dezzmont » #55808

Reimoo wrote:
dezzmont wrote:I think the reason people keep saying "Muh realism" is because the proposed benefits have not been articulated often, even people pro-change talk about realism a lot.
Well, to avoid another wall of text, here's the pros vs cons I can imagine resulting from this.

+MDs/EMTs become relevant for once since on scene treatment would need to be utilized more often
+ROLLERBEDS
+less blood trails as a result of people gunning it to the medbay with bodies in tow, meaning blood trails leading to actual crime scenes wouldn't go unignored
+traitors will actually have to use their head as to how to hide evidence/plan out abductions for once
+removal of stun and kindap combat since that's not really fun for anyone


-playing cargo is somewhat more tedious, but either forgoing slowdown on crates, introducing something like a crate trolley or more conveyer belt and MULE usage would be a solution
-it's more likely getting critted is more fatal, especially if medbay is down, but could be considered an antag buff in that regard
-escorting changelings to their demise just got way harder
A lot of these positives are either subjective or unsubstantiated. For example you say removing stun kidnap combat is a good without proving how. Stun kidnap combat is a thing with positive and negative aspects.

Stun and kidnap combat specifically is actually a halmark of some of the better stories in the game. A lot of people see it as a plus because it allows more playstyles to flourish that don't involve either assassinating someone with a parapen or killing the entire station. We have seen that traitors try to use their heads but they also will default to the best tools for a job, removing a traitor's telecrystals also forces them to use their head but no one seriously advocates that because traitors need some advantages and leway to stand a fighting chance. The fact that it is hard to catch someone running away from you is intentional. There are very few mechanics designed to make it easier and in fact chases have been nerfed a couple of times. This is because sec is designed to make an open conflict deliberately sub-optimal, but also so that running and hiding almost certainly will save you, at least for a while.

Stun and kidnap combat is also much harder with the fatigue change anyway.

Some more negatives include:

It is harder for co-operative antags to save each other
It is harder for onlookers without weapons to help in a fight as they can't rescue drag.
Cult is going to be nightmarishly hard.
Mining is going to be god awful because they are extremely reliant on dragging things.
Managing uncuffed prisoners is much harder, and that is actually something you need to do quite often.
Space rescues become downright impossible.
Successful assassinations will be undone a frustrating percentage of the time.

And most importantly:
Non-medics will be much less likely to bother with recovering bodies alive and we will see even more cloning than we did back in 2013, when medical was super gimped and you basically had the option of a super lengthy cryo stay or cloning. This means medics will become less relevant than the geneticist because in field healing is seen as a super inefficient waste of time without advanced chemicals.

This change has more negatives than you think, anyone who has played for a long time through medical revisions knows how delicate the medic job is, and nerfing them is not a good way to buff them, because cloning is actually a really easy process so as long as your body is recovered at all you are dandy. To make field surgery useful you need to make field surgery worth something without advanced chemistry chemicals, which are not seen as useful because the sleeper exists, and the sleeper is only useful because injecting someone with 5 clicks is way faster than cloning, but it is also really easy to recover bodies.

The idea has merit, but acting like there won't be extreme costs to just slowing down all dragging is downright dishonest. It is a huge mechanic that has a lot of positive effects on the game. You say that the dragfu combat system is annoying and unfun, but can you actually say what people will do to compensate? The only tactic I can think of is the microbomb, and if anything is a bullshit unfun mechanic it is getting stuck by one of those and insta-gibbing out of nowhere, there is no real interaction or counterplay, and you are permanently removed from the round in 3 seconds. Drag-fu creates a dynamic where you could potentially be saved or recover to fight back if the traitor messes up or someone comes to help you. The scenario plays out over a minute with multiple exchanges and chances for unexpected failure. The fact you personally are not in control is deliberate. SS13 is never going to be a game where you always get to act all the time. But stun combat and drag mechanics do make it so that every situation you are in is somehow a result of choices you made. The fact you are getting dragged about isn't fun for you, but it creates a lot of fun for other people in the round and because you had chances to avoid it, it is fair.
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Balut
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Re: [POLL] Add slowdown for dragging bodies

Post by Balut » #55815

Man this is a lot more controversial than I was expecting.
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Re: [POLL] Add slowdown for dragging bodies

Post by Lo6a4evskiy » #55816

Reimoo wrote:+MDs/EMTs become relevant for once since on scene treatment would need to be utilized more often
More people don't make it to medbay, you mean. More people die.
Reimoo wrote:+ROLLERBEDS
Giving a use to an existing useless item is a pretty minor plus.
Reimoo wrote:+less blood trails as a result of people gunning it to the medbay with bodies in tow, meaning blood trails leading to actual crime scenes wouldn't go unignored
Oh, you mean more people die?
Reimoo wrote:+traitors will actually have to use their head as to how to hide evidence/plan out abductions for once
You can't leave a body, it will just be harder to hide evidence, period. What's there to think about?
Reimoo wrote:+removal of stun and kindap combat since that's not really fun for anyone
Yeah, and what's the replacement?
Reimoo wrote:-playing cargo is somewhat more tedious, but either forgoing slowdown on crates, introducing something like a crate trolley or more conveyer belt and MULE usage would be a solution
If you have to make exceptions, you should ask "do we really need this?"
Reimoo wrote:introducing something like a crate trolley or more conveyer belt and MULE usage would be a solution
Hm, like a mech suit that does heavy lifting? I wonder what that is?
Reimoo wrote:-it's more likely getting critted is more fatal, especially if medbay is down, but could be considered an antag buff in that regard
Antag buff? People die more, less people play. It's a lot more than just "antag buff".
Reimoo wrote:-escorting changelings to their demise just got way harder
Eh, that's fairly minor.
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Re: [POLL] Add slowdown for dragging bodies

Post by Reimoo » #55817

Balut wrote:Man this is a lot more controversial than I was expecting.
It has a lot of consequences. It's one of those changes that dramatically throws the tips of the scales in all kinds of directions. We can argue via walltext about it forever but I'm not really into that kind of thing and I'd rather see a practical application to know if the idea is actually any good or not. Still, I know is this idea won't have an easy time being accepted.
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Re: [POLL] Add slowdown for dragging bodies

Post by kosmos » #55864

This starts to remind me of the slowing of walking speed -change in the past.

Just last round I got my prep pulled & saniced away from me while I was cuffing them. This change would be a major security playing experience buff, for me atleast.
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Re: [POLL] Add slowdown for dragging bodies

Post by Stickymayhem » #55877

Considering the shitty gameplay changes security has had to deal with so far, this isn't going to help in the slightest. Managing groups of criminals is already hard enough without having to fight against the controls. This also means the "LEL STEAL THE PRISONER" brigade that always shows up will be guaranteed success as they will be moving faster.

I don't see the fun or any real balance necessity in this change. It seems unecessary and not an improvement.
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Re: [POLL] Add slowdown for dragging bodies

Post by peoplearestrange » #55881

Oh god... that's a good point. All you have to do to make a sec officers job even MORE of a nightmare is just to 'rest' when your cuffed. Then they have to spend every few steps picking you back up. Its just giving players more options to be a dick. Ok yeah realism great, but then if we're going that route no ones going to get a 10 min brig sentence over grand theft, try something like a year at least... the realism argument never works.
cedarbridge wrote: Based on what? Which players did you ask? As this thread has already demonstrated, it can contribute to the fun of various players. The end?
Also probably based on the poll of this thread. 55% have said no to the idea.
Whatever
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Re: [POLL] Add slowdown for dragging bodies

Post by Lo6a4evskiy » #55882

Actually stealing prisoners will be harder, because you will be slowed down and officer won't be. It will be a much riskier business in any case.
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Re: [POLL] Add slowdown for dragging bodies

Post by RG4 » #55884

I find it ironic despite everyone who hates getting stunned and dragged to their deaths,kidnapped,or dragging lockers and girders to block taser shots have probably done any combination of the three when they're antag. Why should we continue to limit ways players are able to be antags or even just good Samaritans whose pass by, why not just make badger an RP heavy server with these suggested changes and see how people would enjoy while keeping Sybil its chaotic lightRP.
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Re: [POLL] Add slowdown for dragging bodies

Post by DemonFiren » #55885

Whoa, whoa, whoa, slow the ranting.
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Re: [POLL] Add slowdown for dragging bodies

Post by Bluespace » #55892

tbh if this is merged (lol more like when) i probably wouldn't bother dragging dead bodies to medbay, too much effort.
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Re: [POLL] Add slowdown for dragging bodies

Post by DemonFiren » #55895

Can't you closet-drag them instead?
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Re: [POLL] Add slowdown for dragging bodies

Post by Vigilare » #55930

aggressive-grabbing people and throwing them would be faster than dragging them

think about that for a second
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Re: [POLL] Add slowdown for dragging bodies

Post by Balut » #55944

Lo6a4evskiy wrote:Actually stealing prisoners will be harder, because you will be slowed down and officer won't be. It will be a much riskier business in any case.
Wuh? You can rest while being dragged by the po-po and stay on your feet while being dragged by your 'rescuers'.

Assuming standing results in no slowdown, I mean. Which it should.
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Re: [POLL] Add slowdown for dragging bodies

Post by oranges » #55951

You guys sure are funny, I haven't seen a single coder imply that they would work on this, so unless OP can code it's a moot point.
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Re: [POLL] Add slowdown for dragging bodies

Post by Saegrimr » #55954

DemonFiren wrote:Can't you closet-drag them instead?
Is everybody just kind of ignoring the idea based on size rather than just BODIES? Lockers would ideally be even slower than bodies.
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Re: [POLL] Add slowdown for dragging bodies

Post by DemonFiren » #55958

Sssh, just assume lockers have little wheels at the bottom. Once you get them going...
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Re: [POLL] Add slowdown for dragging bodies

Post by cedarbridge » #55959

peoplearestrange wrote:
cedarbridge wrote: Based on what? Which players did you ask? As this thread has already demonstrated, it can contribute to the fun of various players. The end?
Also probably based on the poll of this thread. 55% have said no to the idea.
And polls tell us very little other than "there was a poll." It doesn't tell us if the voters were informed about what they were voting on (I'd wager most voted before any discussion had actually taken place or without reading past the first two posts) or voted on the "haet realzimz" ballot. This is a lot of the reason polls on features have never gone anywhere because they kinda skip past the merits of a change to appeal to catchphrases and following the wave. Or it could even be the opposite. The fact is that polls really don't give as much information (even the sort of general opinion they would seem to be giving) as one would think. Gathering general sentiment is great and all but dictating untested features by committee is kinda bad tbh.
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Re: [POLL] Add slowdown for dragging bodies

Post by lumipharon » #55968

No one has addressed the MAJOR issue of dragging people in from space being all but impossible with this proposed change, or antag literally bypassing the intended purpose of this change by simple cuffing people and killing them later.
And that's if this is JUST dragging people, if you effect dragging everything, you SLOW DOWN the game so much. That is not fun, or enjoyable. People don't play to walk down corridors all day.
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cedarbridge
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Re: [POLL] Add slowdown for dragging bodies

Post by cedarbridge » #55970

lumipharon wrote:No one has addressed the MAJOR issue of dragging people in from space being all but impossible with this proposed change, or antag literally bypassing the intended purpose of this change by simple cuffing people and killing them later.
And that's if this is JUST dragging people, if you effect dragging everything, you SLOW DOWN the game so much. That is not fun, or enjoyable. People don't play to walk down corridors all day.
Here's a fun experiment. Next time you drag somebody in from space, use grab intent intead of click+drag. Tell me if doing so is "impossible." If you're doing so while not actually protected against space, then that's kinda your own lookout.
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Re: [POLL] Add slowdown for dragging bodies

Post by dezzmont » #55975

RG4 wrote:I find it ironic despite everyone who hates getting stunned and dragged to their deaths,kidnapped,or dragging lockers and girders to block taser shots have probably done any combination of the three when they're antag. Why should we continue to limit ways players are able to be antags or even just good Samaritans whose pass by, why not just make badger an RP heavy server with these suggested changes and see how people would enjoy while keeping Sybil its chaotic lightRP.
The thing is I think players don't get that not everything in a game is designed to be unconditionally fun.

In general, losing can be fun but the process of losing is hard to make fun. The end result may be awesome but it is nearly impossible to make the process of losing control fun. And because absolutely no one has ever been able to make a persuasive argument for what will replace losing control in our combat system when it comes up (Usually in the context of stun based combat) these suggestions are essentially "I hate losing control of my character and I don't really care about the ramifications of the stun combat system, so I am just going to call it dumb without explaining why it is bad."

A heck of a lot of things are based on the ability for people to disable you relatively reliably and then control you. Security, the incinerator, cult, spacing corpses or storing them on solars, getting gibbed in the gibber, ect. The default assumption of a fight is that if the agressor does not move their victim efficiently then the end result will be ineffective as you will be easily cloned or revived. You can say removing that will force antags to be "creative' but you don't have any idea what they will actually do. It will either shut down antag play and force antags to do weak ass ambushes when they know you are absolutely alone and isolated, which is hardly fun, or force them to gib your body on the spot, which trust me when I say will be so much less interactive and fun than getting dragged in a run and gun chase.
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tedward1337
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Re: [POLL] Add slowdown for dragging bodies

Post by tedward1337 » #55987

Man, 64% said no. Hopefully that'll be enough for the coders to not add it in.
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Antonkr
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Re: [POLL] Add slowdown for dragging bodies

Post by Antonkr » #55990

tedward1337 wrote:Man, 64% said no. Hopefully that'll be enough for the coders to add it in.
fixed ;^)

But in all seriousness, hell naw. Wouldn't work well here at all imo
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Saegrimr
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Re: [POLL] Add slowdown for dragging bodies

Post by Saegrimr » #55992

lumipharon wrote:No one has addressed the MAJOR issue of dragging people in from space being all but impossible with this proposed change,
Grab intent
lumipharon wrote:or antag literally bypassing the intended purpose of this change by simple cuffing people and killing them later.
Meaning they'll have to spend the time to cuff someone, and silence them untill they can kill them later. Instead of killing them while running at maximum speed away from everybody completely unhindered.
lumipharon wrote:And that's if this is JUST dragging people, if you effect dragging everything, you SLOW DOWN the game so much. That is not fun, or enjoyable. People don't play to walk down corridors all day.
Other things affected by slowed dragging:

Cargo will pull crates somewhat slower. Its a shame that the mailing system, mulesbots, and loader ripleys don't exis- oh.
Miners dragging a locker full of minerals to science will be slower, its a shame the mailing sys- oh wait.
Engineering will drag emitters to a blob slower, probably an actual issue.
Atmos will spend some extra time dragging cans/scrubbers around, if they actually give a shit about pressurizing rooms like I do after bombs.
Shitnerds getting cuffed by sec who lay down will get two more minutes on their timer for resisting, good on them.
Scientists dragging... ...Okay guess not. Maybe they want to move the crates shipped to them out into the hallway?
Janitor dragging his cart wil- oh wait it has wheels.
Bartender dragging his monkey... somewhere. I don't know.
Chef will spend an extra two seconds pulling a body from the counter to the gibber.
Botany will be ever so slightly inconvenienced if they drag a try to a different spot.
Librarian will continue to read WGW.
Chaplain will continue to give scientists brain damage by trying to heal them with his bible.
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Re: [POLL] Add slowdown for dragging bodies

Post by Incomptinence » #56001

So the only thing that matters in the game is you getting killed by antags via any method that isn't akin to pulling teeth and the prevention thereof. You don't even seem to care that by your own imperious standard of dismissing all inconvenience the antagonist could also be considered minorly inconvenienced* making the change itself pointless.

* Oh the traitor will be oh so sliiiiightly frazzled by dragging his victims into maint more slowly good thing rarely trafficked areas that are inconspicuous exist~ whoops they DO!

Oh also forgot you want lockers and other large objects to slow down too but you want janicart wheels to grant it an exception because well wheels. By my consideration your opinion is beyond the pull.
Last edited by Incomptinence on Mon Jan 05, 2015 11:02 pm, edited 1 time in total.
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Re: [POLL] Add slowdown for dragging bodies

Post by Lo6a4evskiy » #56002

Balut wrote:Wuh? You can rest while being dragged by the po-po and stay on your feet while being dragged by your 'rescuers'.

Assuming standing results in no slowdown, I mean. Which it should.
But it would be bad for the reasons you just stated.
tedward1337 wrote:Man, 64% said no. Hopefully that'll be enough for the coders to not add it in.
What relevance does it make?

To be honest, you can just shake people who rest up. And then lock them in a cell forever. So security won't even be that annoyed.

I dunno, may be there's something to this after all.
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Re: [POLL] Add slowdown for dragging bodies

Post by Incomptinence » #56005

Spamming help intent on a prisoner to get them up all the way into brig, basically rubbing them like a magic genie or a mining scanner.

Sounds like a huge chore and totally ridiculous to see in action.

Also hugcurity sounds like something for the joke ideas thread.
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Re: [POLL] Add slowdown for dragging bodies

Post by dezzmont » #56009

"Hey there is a super hillarious and dumb way to make this change the worst thing ever for sec"
"Oh, they can just do something stupid that won't even instantly pick them up and would slow them down even more!"

No.

There are a lot of bad effects with nerfing dragging and people keep saying traitors will "need to use their heads more" but are unwilling to really adress what traitors will be expected to do.

What do you expect them to do?

Because we all really know what they will do. Microbombs. Pop pop, toss, gone.

If you really care about interactivity you wouldn't push that as the primary assassination mechanic.
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MisterPerson
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Re: [POLL] Add slowdown for dragging bodies

Post by MisterPerson » #56014

Just remove rest, then. Simple solution to a simple problem.
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Re: [POLL] Add slowdown for dragging bodies

Post by soulgamer » #56016

MisterPerson wrote:Just remove rest, then. Simple solution to a simple problem.
>removing features
you seem to like doing this unless its features you added

Inb4
>Deleted for being a hostile douchebag
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Re: [POLL] Add slowdown for dragging bodies

Post by dezzmont » #56020

MisterPerson wrote:Just remove rest, then. Simple solution to a simple problem.
How is something that actually serves an important function in order to make a broken change slightly less broken a good idea?

Rest is actually useful for a couple of things that can't be done easily in other ways.

And has anyone been able to counter the "Seriously do you expect traitors to do slow drag somehow or do you expect them to microbomb?"
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Re: [POLL] Add slowdown for dragging bodies

Post by MisterPerson » #56027

soulgamer wrote:
MisterPerson wrote:Just remove rest, then. Simple solution to a simple problem.
>removing features
you seem to like doing this unless its features you added

Inb4
>Deleted for being a hostile douchebag
I'm simply putting forth the option in case people want to bite on it. If I hated drag fu enough to want it gone, I would consider losing rest to be worth it.
I code for the code project and moderate the code sections of the forums.

Feedback is dumb and it doesn't matter
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Re: [POLL] Add slowdown for dragging bodies

Post by Stickymayhem » #56031

MisterPerson wrote:
I'm simply putting forth the option in case people want to bite on it. If I hated drag fu enough to want it gone, I would consider losing rest to be worth it.
this is surely parody
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cedarbridge
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Re: [POLL] Add slowdown for dragging bodies

Post by cedarbridge » #56033

MisterPerson wrote:Just remove rest, then. Simple solution to a simple problem.
Alternatively, remove the ability to rest while cuffed. You avoid throwing the baby out with the bath water and close a retarded loophole.
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Saegrimr
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Re: [POLL] Add slowdown for dragging bodies

Post by Saegrimr » #56034

MisterPerson wrote:Just remove rest, then. Simple solution to a simple problem.
Coderbus, everyone.
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WeeYakk
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Re: [POLL] Add slowdown for dragging bodies

Post by WeeYakk » #56079

MisterPerson wrote:Just remove rest, then. Simple solution to a simple problem.
There was never a problem in the first place.
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Re: [POLL] Add slowdown for dragging bodies

Post by MisterPerson » #56096

WeeYakk wrote:
MisterPerson wrote:Just remove rest, then. Simple solution to a simple problem.
There was never a problem in the first place.
It was just mentioned that it would be a problem if this was implemented. I don't even support it, I was just laying out an obvious and simple solution that people can chew over. The way I see it, there's 3 choices.

Dragging continues to cause no slowdown.
Dragging people who are conscious and standing doesn't cause a slowdown and resting is removed/changed to make security's life easier.
Dragging people only causes a slowdown if they're dead. Non-mob dragging may or may not be slower, that's a different issue.

Pick your poison. I would be in favor of this if it wouldn't literally make security (more of) a nightmare with dragging people back to the brig, people resisting arrest, etc.
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