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wesoda25 wrote:personal attacks removed.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
christ110 wrote:If it makes you feel any better, the OD was an oversight.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
oranges wrote:no
gum disease wrote:Yeah, I'd like to know why this change was deemed necessary in the first place. Understanding the reasoning behind it would answer a lot of questions, given that players have been asking why these chems exist in ahelps (usually they ask what the chems actually do, which is then followed with "but why?"). I understand that how medicine works on /tg/ is being revamped, but more clarification would be appreciated.
I'm also not going to mince my words here: I don't think it's wise to keep changes that someone made for inherently malicious reasons in the game. I also think it's poor form to not explain why they're not allowed to be changed or replaced with something else. All I can really glean from this is that healing medicine needs to have some kind of drawback/be less straightforward to make injuries have more of an impact.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
Anonmare wrote:These chemicals make me want to cry. I've completely lost interest in any kind of medical role due to the unnecessary complexity the system's been given and my first course of action is to cryo and last is clone. I legit do not understand why our chemistry system has 600 steps to making medicine and pyrotechnics barely 3. Its completely at odds with the fast paced health system.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
Shadowflame909 wrote:I feel like your end-game for medical is just very very different from the style of play a multitude of players actually want to see.
wesoda25 wrote:Oranges how does making it harder to heal people increase round time???
tinodrima7020 wrote:wesoda25 wrote:Oranges how does making it harder to heal people increase round time???
Obviously less people left alive mean less people out there murdering. It makes sense
Kryson wrote:Shadowflame909 wrote:I feel like your end-game for medical is just very very different from the style of play a multitude of players actually want to see.
I think that is at least partially true, right now.
Most players only want to heal as fast as possible(this type of player loves styptic and brute packs) or as easily as possible(this type of player really loved tricord).
However, I find that the consensus was that medical doctor was a really lame job mostly done by new players.
I am fortunate to align with Cobby and Oranges in that I want to get rid of brainless healing mechanics and one size fits all solutions.
I think that is a shame when an in-depth medical system easily could make the role the most interesting on the station.
Making anything less powerful or convenient is never going to be entirely free of controversy, even if it ultimately changes the game for the better. My feeling is that once implemented, not many people will want the old system back.
Shadowflame909 wrote:Kryson wrote:Shadowflame909 wrote:I feel like your end-game for medical is just very very different from the style of play a multitude of players actually want to see.
I think that is at least partially true, right now.
Most players only want to heal as fast as possible(this type of player loves styptic and brute packs) or as easily as possible(this type of player really loved tricord).
However, I find that the consensus was that medical doctor was a really lame job mostly done by new players.
I am fortunate to align with Cobby and Oranges in that I want to get rid of brainless healing mechanics and one size fits all solutions.
I think that is a shame when an in-depth medical system easily could make the role the most interesting on the station.
Making anything less powerful or convenient is never going to be entirely free of controversy, even if it ultimately changes the game for the better. My feeling is that once implemented, not many people will want the old system back.
Well, I hope you're right. I'm not into this core concept change very much right now though. But, things have been argued and then forgotten about. Like Techwebs and the Supermatter and even Meta-station.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
wesoda25 wrote:Organ damage stuff was a good PR for making doctor interesting. This was not.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
Dr_bee wrote:The brute healing chemical is absolute dogshit because it is basically trading a rare resource (blood) for a common one (brute healing). I know this is what cobby wants, but in reality it isnt a choice anyone wants to make. using those chems to heal 50 brute damage at the cost of all of my patients blood is not a trade any doctor can make.
EDIT: The biggest problem is that brute damage already causes bleeding, so by using sanguiose you are making a bad problem worse instead of causing a minor problem. Trading blood for burn or toxin healing would be an acceptable trade, but for brute it becomes basically a poison.
tinodrima7020 wrote:wesoda25 wrote:Oranges how does making it harder to heal people increase round time???
Obviously less people left alive mean less people out there murdering. It makes sense
Shadowflame909 wrote:That would be good but murderboning isnt against the rules here screemonster
There is no disincentive for a murderboner to piss off everyone they see and leave them crippled thanks to changes like these.
Murderboners dont need to rely on lame healy gimmicks like these.
Wand of Restoration, Healing Holopara, Flesh-Mend, Syndicate Tome, Darkness Regeneration, and eating. They're self-healing killing machines. The only one taking these costs are the ones that try to defend themselves.
Screemonster wrote:how the fuck are you supposed to RP with a grille
Dax Dupont wrote:we're getting closer and closer to baymed by the day.
Meanwhile damaging people in excessive amounts is just as easy as ever.
wesoda25 wrote:I fucking love cobby and randolfs surgery changes respectively, but fuck do i dislike this new chem system. We made so much progress with the organ/dissection PRs for making medbay fun again, and now its being ruined.
Agux909 wrote:Timonk wrote:This is why we make fun of Manuel
Woah bravo there sir, post of the month you saved the thread. I feel overwhelmed by the echo of unlimited wisdom and usefulness sprouting from you post. Every Manuel player now feels embarrased to exist because of your much NEEDED wise words, you sure teached'em all, you genius, IQ lord.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
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