Some Copes ,Yaps ,and Malds about the Server

I feel like this doesn’t fix the current issue, which is that no one wants to do chemistry. If that happened, advanced chems would basically fall into irrelevancy and only the most basic meds would be made if that. It also feels like way too much for 5 doctors. The 3 roles together made 9 roles. Condensing that into 5 feels…iffy. It’s a chemistry issue, honestly.

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I believe people don’t want to be fully assigned to chemistry, because it becomes very boring after a few chemicals are made. It is literally a bar, but the drinks made are not that colorful and people are coming there not to chill/relax, but to get “Powergaming” chemicals that are medicine to treat wounded/dead.

Currently chemists are not expected to be assisting in surgery, but just stay there and keep producing chemicals, which is very monotonic and boring, leading to lack of chemistry mains and the “Advanced chemicals”. Moving this tasks to doctors, would just make em more freed up to choose what to do and there wouldn’t be single assigned person to chemistry.

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I agree that dynamic can be wildly overboard sometimes. That’s why I think it’s a good idea to add more RP, less pure combat style antagonists. If there are five RP antags for every one round ending antag, there’s a decent chance even on high threat rounds that you won’t roll nukies and xenos or whatever other hellish combo. You will instead roll maybe three RP antags and a couple tots.

Debt collector antag coming before EOY don’t quote me on that.

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if perma death + sustained injuries becomes a thing. By god the debt collector would terrify me lmao

I feel like the overarching problem with med doctors is that they have nothing to do. The first 40 minutes of a round there is rarely any patients, the only thing you can really do is the bounties (if cargo hasn’t butchered monkeys for the organs yet), upgrade medbay with more tables and equipment (if sci has researched it yet and the miners has come back with ores) or you can just do any of the other jobs in medbay (if nobody is working there).
I think most medmains like medbay is because they can be there and have bar rp (not saying thats a bad thing per say).

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It is like that and I treat this 40 minutes of grace period as a preparation, before the shit storm. Gather up all the medical supplies, prepare the stasis beds, do genetics. Once the dynameme starts hitting, there won’t be time to do further preparations.

It’s mostly me and It’s a pretty shit opinion but I think rounds are becoming more stale and less fun. I pretty much grew up on golden so I really like action and stress, but the amount of times something like that has happened is just decreasing each day. The only thing I see are bar RPs which most people like, but me personally I don’t find it attractive.

Waiting for people to tell me to go to TG Terry.

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I’ll do you one better.

Alongside permadeath, make weapons dangerous. A hit over the head with a toolbox could give you a concussion, knocking you out, especially if you are hit on the back of the head. A hatchet can easily embed in your body, causing massive bleeding. A screwdriver can be stabbed into somebody’s back like a thrusting weapon.

Dismemberment should be immediately lethal. Massive bleeding that will knock you out 10, 15 seconds. Jugular bleeding that makes you lose your balance.

Antagonist’s weapons should be lethal. A bullet to the head kills in 9 out of 10 times. A .357 is a guaranteed way to destroy somebody’s brain, permanently. Bashing somebody’s head in will accomplish the same effect. Blood puddles should be added.

An energy sword could easily slice your arm off. The burned flesh will seal the bleeding, but the pain will make your character collapse onto the floor. A changeling could easily gut somebody with a massive armblade.

The reason for these changes isn’t to let the antagonist “win” - the antagonist’s job isn’t supposed to be ‘winning’ but creating a story, and being dangerous help with being an antagonist. You aren’t respected when everybody knows it takes 4 hits from an energy sword to crit you, less if you have armor. It’s ridiculous. Getting shot 5 times in the head is also awful.

Don’t balance the game around ‘who wins’ or ‘who loses’ - balance the game in a way that cultivates roleplay and emergent storytelling. The only bad thing is where one job can outclass another, like a roboticist’s medibot solving the need to have a staffed medical department. But otherwise, every PR and balance change should be, first and foremost, consider what it does from the perspective of roleplay.

As an addition, things like better sound design are critical and will greatly improve immersion.

Bar RP is incredibly boring, I agree. I also want something interesting to happen in a shift - like a zombie outbreak, forcing departments to close down and barricade, everybody out for themselves as chain of command falls… or a traitor who brings in paranoia and slowly picks everyone off. It has incredible potential for storytelling, but requires the community to play along and cooperate with each other. There is almost a need for an unanimous, wordless agreement between everyone to suspend their sense of danger for a moment, play more selfishly (to some degree). When shit hits the fan, people panic. They don’t help each other. If there is a giant spider infestation, people will hide and look after themselves. Rarely would they walk into maintenance with welders, like possessed zombies, in order to fight giant overgrown mutated spiders with venom that can kill a human in a matter of minutes.

It’s more interesting than a spider vs. crew deathmatch, to be honest, but it’s my personal opinion. As for the traitor issue, again. A lot of people treat the traitor, or any antagonist for that matter, as an excuse to validhunt and click spacemen, which I completely don’t understand. Combat in SS13 is neither deep, nor that entertaining, the winner usually dictated by whoever lags first.

That one Nightmare which can revive , delimb , and teleport while already managing to regularly kill half the station without these changes
Ninjas and Many others have a Instawin button (dont even mention cult)
half of all Midrounds exist to ‘Test Your Might’ and rarely ever RP making this almost impossible to accomplish besides death isnt fun randomly dying because you were hit by Sec blasting shotguns in a hallway or being rr’ed by a Missed 357 bullet isnt engaging gameplay

P;S brute dmg on skulls do make em unrecognisable already give plastic surgery a chance
P.P.S Throat Slicing got hella nerfed and doesnt kill in 10 seconds anymore : (

ah the experimental rebalancing gambit of the increased fatality level
buff sec offense and deffence
buff all antags
buff lavaland
weapons are lethal

leaving the avarage crew outpaced but the station overall still capable

its a bold and risky strategy im not gonna lie. not sure of it myself

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Bring back old lavaland stuff ;-;

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Gateway too OP in lavaland base as I prefer using jaunters and flutons and we got 3 shuttles connected to the base already

It’s not about winning or losing… it’s about an interesting story. If an antag or security plays to win… then they should look for a different server. That’s my opinion.

There are to many oppinions on all kinds of diffrent things in here for me to realy feel like responding to each.
But i do have some oppinions noone asked for to share.

Theres lots of shit-tier terrible takes in here.
but also lots i do agree with.

I think the #1 thing with “is the server declining” is… what the fuck does that even mean?
No realy, what do you mean by it?
Has RP gotten worse, recently? Has it gotten worse in the long term? Something else?

Its way to vague and all encompassing.
If we’re speaking “all in all”, anyone that says the server’s declined since 2019 is either a based LRP chad (which is to say - not meant to be here anymore!) or just insane.

I agree that in very recent time there are some issues.
I love that our pop is looking more stable, but it does seem like recent TG-fugees have been strugling to put away their tider habits and speak to people and such.
Admins, players and sec espechaly should be though on low quality players that have one word responses and tide around - its been a long way to where we are with RP standards these days, and it’d be a shame if we fell back down
But all in all, i think we’re still pretty solid


Another matter entirely is coders removing fun.
Yes, its a meme. Yes “muh open source coders and maintains dont owe you shit”. yes yes i know.
But i do largely agree with takes some people have had that we’re pushing towards blandness in some way, and balancing the game like its a comp shooter where evrything needs to be a viable matchup.
This is a shame and if that continues will become bad eventualy.

But— we’re still not as bad as TG was and is with dumbass changes, imo. It could be much worse.
And it does seem like mr head dev isnt a fan of this aswell?
Theres some confusing stuff (to me as non coder anyways) in his recent guide to balancing, but the sentance “Balancing isn’t about making everything equal or eliminating all overpowered items.” fills we with some hope.


Lastly, as much of a fan i am of shitposting
and evryone needs to cope and seethe sometimes

but doomposting is a shit idea, yo
If we people keep yelling about how “shits fucked were all going to hell”, this will manifest. If not to evryone, then to that person atleast - its gonna make you unhappy and burn you out

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I feel like the overarching problem with med doctors is that they have nothing to do.

We should get us the TG bartender/chef robots except they’re mindless people beamed into medbay that want to get augged/healed/revived/whatever for a fee. Actually basically nothing like the tg bots.

The balancing issues stem first and foremost from the need to balance a game like it’s a competitive combat simulator. TG has this approach, because again, it makes sense for them as a codebase. You have mostly-LRP players who don’t care much about story, acting out a role, ect. If the main attraction is the combat system and being good at the game, the coders will balance it in such away - with more skill, or less skill, but they will balance the game this way.

The issue is with the playerbase. We have a lot of people who are either new, straight from TG, and refuse to change. A lot of those things aren’t technically ‘against-the-rules’ but are still a very negative cause towards player immersion and roleplay quality. Playing to win, joking around, ect. It’s a sign that a player needs to be educated or has had their fill, or isn’t here to contribute to the shift. Some silliness is both required and encouraged, but creating the story should be a priority everyone works towards.

Balancing should resolve around things that are blatantly overpowered, or negate other player’s need to exist. Medibots that are more efficient than Doctors, for example. Even so, it’s only an issue when it’s used repeatedly. If people didn’t treat the game like a competition, there would be no need for this. In fact, it would open ways to change the game in such a way that it makes roleplay more credible and easy to do. That, however, requires player maturity and people who roleplay consistiently. It’s a very hard goal, and it’s not unique to beestation. It’s generally very hard to get a group of people to behave in particular way, so I’m not putting the blame on the beestation community in particular.

meh i dont like the idea of… lets just add npc’s to play with while ntohing else happens sounds like patchwork to circumvent the real issues

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Yeah, it sounds lame. But an advanced AI actor could work in an interesting way… the only issue is processing power. From my limited knowledge, even something like a simplemob’s pathing AI tanks performance. Now imagine an entire ‘artificial’ crewmember with different reactions, subsystems and functionality.

Definitely very interesting, but not really feasible for Byond. SS14, perhaps.

phah. artefitial crewmember. goodluck

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