It needs to be tweaked, too many antagonists at once.
It’s entertaining but it becomes too chaotic to the point it ruins RP.
It’s balanced, no changes are needed
Other(Elaborate in comments)
0voters
With the new tide of players coming in, we’ve had a lot of high-pop rounds where we could see Dynameme at its full power, leaving that aside, i’m sure you’ve all also experienced Dynamic going psycho mode with some threat rolls in the past with our usual 30-40 pop.
So… What do you think and how do you feel about it?
In my personal opinion, ever since the latest change that made certain midrounds cost no threat when the round reach X timer(that’s the one that leads to two space dragons, two blobs, etcetera) it has become… too much, while it’s supposed to ‘‘help’’ wrap out a round it just feels like it drags combat and create even extra casualties(and some of them are badly timed like i’ve seen waay too many xenos, spiders and dragons that spawn when shuttle is coming which is weird)
As for the regular dynamic this comes from someone who plays mostly Command and Security, i feel like i’m constantly going from point A to point B because X thing is happening and the moment we dealt with one we already have to deal with two others(not counting the eventual midrounds) and after playing a single round of that stress it’s no surprise a general sec team or command goes from being full staffed to a few(obviously not counting people leaving due to IRL stuff) and seeing the old revs as midrounds really remarks that.
This almost always the case, even on low-pop. When the shuttle can not be delayed any more (being half-way to the station, crew vote, etc) then any more spawning of antags should simply zip it and let those already in the round continue.
Yeah, it would be a good QoL to have something that detects crew-votes or shuttle calls past the time of recall that tells dynameme: Bugs bunny No.jpg because there really is no point on them at that point and often it forces the antags to go super hostile(i’ve seen dragons ignoring portals and just rush shuttle or fight in the hallways)
Specially on lenghty shifts(that are a given considering how it works as condition for them to spawn) maybe the crew is exhausted due to X or Y and then you have a random dragon/spider/blob/xenos it’s like… people voted to go home not to fight and die last second after a long shoft.
Its biggest issue is with the traitor/changeling/BB rounds, since its super inconsistent on how many traitors it ends up spawning. Having more consistent threat would probably be a good change
Yes, I was noticing that our pop was just declining over time and after playing a few rounds it was pretty clear that we were in a death trap. We would only ever get traitor rounds in which not a lot of stuff would happen, even when we were getting 30-35 pop rounds in a day where technically major gamemodes could spawn but they had such an incredibly low weight. I upped the weight of the 4 gamemodes you mentioned significantly with the aim of having 1 of them appear per-day during the high-pop round. Now that our pop has been climbing again, more rounds meet the condition to be considered the high-pop round and they are happening more frequently so I may have to bring it down again. I still want at least 1 of these to run per day, across 1 of the 2 or 3 high-pop rounds.
I haven’t touched anything to do with traitors or midrounds, although I want to make those a lot more consistent since the variation in stuff that happens is incredibly wild.
I love that it prevents faux green shifts that happen when a new player gets a high threat role like cult or heretic and falls on their face, and how you don’t get hit with random round ends out of nowhere because miner headrev. But I hate how there is basically 0 breathing room. Once the shit starts happening it just doesn’t stop. Your only hope is security is staffed by ultra gamers who can stomp on the threat through knowledge and robustness but that has its own set of problems, no chaos is just as not fun as so much chaos you can’t do anything.
I think it was upped too much even without the new higher pop. We were reaching the lower end of the high pop antags, and nukies and even clockies happened from time to time.
But mostly, its wizard. Wizard cant happen on anything other than actual genuine high pop of probably 50 minimum. Anything less is simply too difficult to deal with the wizard, unless they fluke, which is hard when the wizards are picking the most standard meta wizard builds around. Fireball, some hard stun, armor. no variation. No gimmicks. Just murderbone wizards, every time. Suddenly it was a wizard round all the time, until enough people got sick of playing fuckin wizard rounds that there are no longer enough players for wizard to occur again. Its weight is WAAAAAY to high. astronomically high
It was originally configured with the assumption that each step was 10 pop, but it was actually 6 pop meaning that antags meant to spawn on 30 pop would spawn on 18 instead. I have made adjustments to this and will probably bring it down if pop stays strong.
At least 1 round per day should be a major antag, if its generally under 33% then I am happy with how the major antags are playing out.
I’m not happy with the spawning of midrounds and non-major antags, and I personally think that the way it works (threat) is a horrible idea that was destinated to fail from the start.
Okay, then what do you think should entertain the shift ? In your opinion, what could replace antagonists in a shift that would still keep ss13’s spirit of working on a space station while threats are lurking around ?
I genuinely do not get this post.
Most threats involve a majority of the crew nowadays (thanks to dynamic) which means no one is left going through a literal greenshift and while those have their appeal (and they still happen frequently !) I genuinely do not see how you could keep this up for more than a week without people being bored.
Which they did. Bee stayed lowpop because lowpop is boring due to having no antags.
Do you never RP outside of antagonist interactions? What do you do during the 20-60 minutes before antags let loose?
The last couple of rounds since bacon upped the chance of major antags have just been complet chaos, it has given me no chance to do any gimmick or do any project, its just a total ass fuck.
You seem to think that antagonists and RP is mutually inclusive. Players that can’t have fun without the existence of antags every round most likely aren’t the best at RP. Also green shifts don’t happen frequently during mid to high pop, its only during low.
Bee stayed lowpop because Bee always fluctuate with pop during the year. Also lowpop isn’t boring because no antag, its boring because there is literally nobody on and everyone seem to do their own shit. Every lowpop round (up to 20 players connected) there are atleast one guy in xenobio, one to two in explo and mining respectively, some guy physically unable to leave medical, some lone cargo tech doing all the bounties, like three people in the engi department each doing their own thing and the rest wanders the hallways waiting for something to happen. Tots during this time usually dont interact with the crew much either, they tend to go for their objective to steal something and maybe murder someone if theyre lucky, then do jack shit waiting for the shuttle to arrive.
I’m not unhappy with it, and thats coming from someone who used to mostly do midrounds, but has largely shifted to being in the round. I think threat is sort of wonky, but the old way was worse. Sec catching 2 traitors would put the round into a pseudo greenshift state until everyone gets bored and calls shuttle.
I think the only real problem is that each traitor should be its own individual threat, not a bulk expenditure that decides to only spawn one traitor anyway.
I find midrounds and non major antags much more engaging to play as or with or against, because usually they get more leeway on their gimmicks.