Francium hasn’t been a part of the community for years and frankly was something of a contentious figure while they were here. Please reconsider.
Don’t think that changes what Joel is trying to convey. Just because you or a group of people don’t like someone doesn’t mean everything they did, said or whatever is all bad. What Joel quoted I agree with.
Coders will decide that something is good for the game, ignore players, and merge it if other coders like it.
It’s been like this for ages, the only factor was how obvious it was. I’ve come to accept it because the other choice is too painful, but no one, including me, likes finding out that they will be ignored and disregarded. This is just another page in the book.
Make a PR reverting it then. Though, you better have good arguments then for why.
If the rest of the admin team didn’t echo this sentiment the command would be long gone.
Why just not do this
If the PR that changed medibots to use tend wounds had been first proposed today it would have been shot down. The change to reagents started as a simple reversion of the original swap, and built into something better and more interactive.
These ARE the old medibots, in other words
Tipping over the medbot should spill the contents inside. I want to see someone’s hard work destroyed infront of me.
My opinion on medibots was not changed by who added or changed them or why.
They are a product of a bygone era and hold the game back just like Bluespace miners did
I do like the idea of putting chems in the borg though, that’s neat.
(changed mind about original statement)
Feel free to hold the game back or forward as much as you like, but let’s not forget about our players. I sincerenly hope that people just aren’t used to this, but I can easily see this ending with medbots just being forgotten or becoming a niche. In that situation, that’s just a big crew nerf.
I do believe that since this got merged i’ve never seen a medibot inject someone a reagent on the hallway, perhaps the latest pr proposal might encourage people to swap the reagents for something better and give some clarity.
I love this and hate you at the same time. lol
Personally I think the Holo-deck should be loaded with a bunch of harmless simulations intended to acquaint players with various systems found commonly on station.
basic engie shizz, basic med shizz, just enough simulated accuracy to give players rough idea as to how things work and not flounder around practicing on the live equipment/patients.
So far since this update, I’ve seen medbots get ignored in favor of putting the same chems in the sleeper. I think I saw the bots have something other than the default bag once In the last three days
the lack of medbots is more of a lack of chemist issue.
I’ve played a couple rounds with the changes and most of the time there was no chemist, not having a chemist making medbots “useless” is not really a problem, this is an intended change
but another issue that I don’t consider intended is lack of communication of what a medbot does, even with a rename most people tend to ignore that a medbot is labelled “brute-burn healing” or “only hurts badly injured people”. This could be solved by allowing medbots to be recoloured post-creation via medkit or crayon, or just from their UI to more easily tell people what they heal
and honestly I don’t really mind if they are much less used, bots should be an optional thing not a core element of a departments gameplan
quotereplying above message:
Yup, a lot of things (virology hard cures(rip), cargo bounties, sleeper upgrades or general better quality medicines and now medibots) get either: completely ignored due to lack of chemist or you get one rare extreme pro chemist that fills up the fridge in 10 minutes and makes you the nastiest healing combos for the sleeper there’s no in between lmao, that’s the thing with Chemist that i’ve noticed… the players that do it and are very good at it usually play from time to time, you don’t really see chemist mains nowadays compared as before but you certainly notice when they’re around.
Anyways back to the topic of medibot… The thing with them now being only filled with epi is that… you don’t really see them heal, specially the ones that patrol, during all the shifts i’ve played i’ve never got once healed by a default medibot that patrol the hallways and the only time i got healed by one in medbay, i didn’t even notice it because the doctors were treating me so the epipen was pointless since i was already stabilized and they almost OD’d me
So… Hallway medibots have become useless, before… if you somehow were in a fight and were dragging yourself out of maint into a hallway while crit you got that ‘‘THANK YOU’’ moment when the medibot came and slowly healed you now… if you happen to crawl… the epi might not even fully save you and you might end up dying anyways.
Stationed default setting medibots in medbay are… meh, because the doctors are healing you so the epipen is redundant and might actually cause overlaps of epi and cause accidental OD’s when freshly defibbed(and if they epi’d your body on the way to medbay)
And then you have the rare medibots with good healing chems that you see once every couple of rounds, haven’t seem em yet.
Dunno, just feel like they’re so not impactful now that migh as well not exist in the round and it wouldn’t change anything since it relies on chemists and the default ones feels like they’re not doing anything, of course it’s nice to give the spotlight to the doctors, since they’re the players that heal the others but medibots, despite being broken having the busted 500% upgrade tending wounds on late shifts felt like a tool that helped on dire times and also part of the fantasy of ss13 of an advanced research station where you slowly progress something into making it better to help you.
Also i feel like Roboticists are already slowly stopping producing them because they probably have seen their bots be left ignored and empty outside medbay so that’s one less bot for the Roboticists to produce, which sucks.
All in all… Yeah you make the doctors heal but medibots despite the positive balancing aren’t doing much even if they have the chance to do it since they rely on the rare pro chemist or CMO to actually take care of them(alongside the fridge, sleeper, synth, etc)
so… +1 Chemist more stuff to do -1 Hallway medibots doing nothing +1 Medical doctors having to heal manually and making people take longer to get back up -1 Stationed medibots with default settings not doing much -1 Roboticists not really being interested on creating something no one will use.
This cannot happen in the described scenario as an epi medibot will never inject someone that currently has epi
it’s more like a doctor can probably inject someone out of force of habit with epi but if the medibot injects let’s say 10-15 epi and a doctor uses an epi pen then at most they will have 20-25 epi in their system, I don’t think we can encounter many instances of epi overdose unless medibot injects someone with epi, a rando takes the crit corpse and injects epi, then a doc injects epi but this scenario I don’t think it can be that common, maybe a rare instance but seen every round? nope