Search found 1528 matches
- Wed Feb 12, 2020 2:31 am
- Forum: Ideas
- Topic: Rework Cult Stun
- Replies: 82
- Views: 20148
Re: Rework Cult Stun
Shotguns sound fucking hilarious now.
- Sat Feb 08, 2020 6:20 am
- Forum: Ideas
- Topic: Rework Cult Stun
- Replies: 82
- Views: 20148
Re: Rework Cult Stun
If I actually knew how to code I'd make cult like it used to be: no summon objective, they just have to convert x amount of crew members and have x escape aboard the shuttle.
Or we could up the number of roundstart cultists, remove conversion entirely, and stun too.
In this community there are ...
Or we could up the number of roundstart cultists, remove conversion entirely, and stun too.
In this community there are ...
- Tue Oct 22, 2019 4:58 pm
- Forum: Coding Feedback
- Topic: Clock cult 2019
- Replies: 48
- Views: 15259
Re: Clock cult 2019
I can't speak for every refactor but a lot of them are simply find & replace jobs once the core code has been changed.
All this code discussion just reinforces my initial perception of what really happened, someone was salty about an admin forcing the mode so they had to throw together whatever ...
All this code discussion just reinforces my initial perception of what really happened, someone was salty about an admin forcing the mode so they had to throw together whatever ...
- Mon Oct 21, 2019 5:18 pm
- Forum: Coding
- Topic: ITT: We lament over all the dead coding PRs that were pretty great
- Replies: 15
- Views: 6455
Re: ITT: We lament over all the dead coding PRs that were pretty great
So you're saying the loading worked but the issue was how to implement it?
As I recall I made it so that the functionality was controlled with a new argument for loading any map/template, with the default being the existing orientation (which was considered 'East' I think), so if you added a ...
As I recall I made it so that the functionality was controlled with a new argument for loading any map/template, with the default being the existing orientation (which was considered 'East' I think), so if you added a ...
- Mon Oct 21, 2019 3:45 pm
- Forum: Coding Feedback
- Topic: Clock cult 2019
- Replies: 48
- Views: 15259
Re: Clock cult 2019
what does being spread out over several files have to do with anything?
If you read the commentary from the person who removed it, it seemed like a lot of features and dependencies were hard to locate.
I have no idea where we stand on things now but I'm pretty sure previous 'best practices' were ...
If you read the commentary from the person who removed it, it seemed like a lot of features and dependencies were hard to locate.
I have no idea where we stand on things now but I'm pretty sure previous 'best practices' were ...
- Fri Oct 18, 2019 6:55 pm
- Forum: Ideas
- Topic: Give lawyers an actual job
- Replies: 25
- Views: 7054
Re: Give lawyers an actual job
I see the following "code enforcement" issues:
1) "Getting the judge to do something remotely approximating an actual judge." Right now I just see this as a feature. Sometimes the judge will show up and be a shitter and everyone will just have to embrace the drama that ensues. Like any other ghost ...
1) "Getting the judge to do something remotely approximating an actual judge." Right now I just see this as a feature. Sometimes the judge will show up and be a shitter and everyone will just have to embrace the drama that ensues. Like any other ghost ...
- Fri Oct 18, 2019 6:14 pm
- Forum: Coding Feedback
- Topic: Clock cult 2019
- Replies: 48
- Views: 15259
Re: Clock cult 2019
snip
It's pretty obvious nobody likes to read.
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=24271#p519396
Unsurprisingly though Robustin,
Your code was in a fuckload of files too, even if to a slightly lesser degree than Clock Cult, your coding practices aren't all that great either if I'm ...
It's pretty obvious nobody likes to read.
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=24271#p519396
Unsurprisingly though Robustin,
Your code was in a fuckload of files too, even if to a slightly lesser degree than Clock Cult, your coding practices aren't all that great either if I'm ...
- Fri Oct 18, 2019 3:44 pm
- Forum: Coding Feedback
- Topic: Clock cult 2019
- Replies: 48
- Views: 15259
Re: Clock cult 2019
So it sounds like we used the nuclear option on our code to solve what was an issue with *checks notes* ... a single admin?
While it wasn't being specifically maintained - just by virtue of being in the code it was getting automatically updated as we changed the names of procs, item paths, code ...
While it wasn't being specifically maintained - just by virtue of being in the code it was getting automatically updated as we changed the names of procs, item paths, code ...
- Fri Oct 18, 2019 3:07 pm
- Forum: Coding
- Topic: ITT: We lament over all the dead coding PRs that were pretty great
- Replies: 15
- Views: 6455
Re: ITT: We lament over all the dead coding PRs that were pretty great
I loved the randomized ruin template concept, and tried to use the code from it for a station goal thing, but never got it working without bugs.
Steam vents was still a top tier idea, even if some of the other things you included were questionable.
I think I saw someone try to add directional ...
- Thu Oct 17, 2019 7:19 pm
- Forum: Ideas
- Topic: Give lawyers an actual job
- Replies: 25
- Views: 7054
Give lawyers an actual job
- Let each unique lawyer (roundstart/latejoin) have the ability to take 1 legal action per round.
- The two options (available via PDA or ID-locked console in law office) would be (1) File a habeas petition and (2) File indictment papers
- Each option would require a summary of the pleading and ...
- The two options (available via PDA or ID-locked console in law office) would be (1) File a habeas petition and (2) File indictment papers
- Each option would require a summary of the pleading and ...
- Thu Oct 17, 2019 5:47 pm
- Forum: Coding
- Topic: ITT: We lament over all the dead coding PRs that were pretty great
- Replies: 15
- Views: 6455
Re: ITT: We lament over all the dead coding PRs that were pretty great
Engipoints would have been a glorious addition that made the Department relevant beyond being a WMD depot for antags and free insulated gloves/toolbelt for would-be assistants too lazy to steal them.
The repair vehicle, Engi-shuttle, mannable/aimable emitters, the atmos market, remote shieldgen ...
The repair vehicle, Engi-shuttle, mannable/aimable emitters, the atmos market, remote shieldgen ...
- Wed Oct 02, 2019 8:24 pm
- Forum: Coding Feedback
- Topic: Fusion temperatures are getting a little stupid.
- Replies: 50
- Views: 16257
Re: Fusion temperatures are getting a little stupid.
It wouldn't be THAT hard to tamp down the reaction formulas to bring them down to more realistic levels.
The most sensible solution to me would be to just have stupidly high temps melt the floor (unless its reinforced). Space gives the fusion gas a good succ and the problem kinda resolves itself ...
The most sensible solution to me would be to just have stupidly high temps melt the floor (unless its reinforced). Space gives the fusion gas a good succ and the problem kinda resolves itself ...
- Mon Oct 22, 2018 5:13 pm
- Forum: Site, Forums, And Wiki
- Topic: Statbus II: Statnarok
- Replies: 146
- Views: 81727
Re: Statbus II: Statnarok
That customized date range is extremely helpful, thank you.
- Sun Oct 21, 2018 9:28 am
- Forum: Site, Forums, And Wiki
- Topic: Statbus II: Statnarok
- Replies: 146
- Views: 81727
Re: Statbus II: Statnarok
Just came to say that having Win/Loss data for modes moves from monthly data to its own "All Time" page completely defeats the point of tracking win-rates.
How much Revs, Cultists, Nukeops, etc. won from 2012-2016 is largely irrelevant. I used that data to understand the state of the game and how ...
How much Revs, Cultists, Nukeops, etc. won from 2012-2016 is largely irrelevant. I used that data to understand the state of the game and how ...
- Wed Oct 17, 2018 5:33 pm
- Forum: Ideas
- Topic: How to better the revolution game mode.
- Replies: 31
- Views: 8575
Re: How to better the revolution game mode.
One of the reasons I've never touched Rev is too many people have a different idea of what the mode should be.
I could try and post even the most bare-minimum improvement to end the most common complaints like "Here's a way to end stalemates without being unfair to either side" and then someone ...
I could try and post even the most bare-minimum improvement to end the most common complaints like "Here's a way to end stalemates without being unfair to either side" and then someone ...
- Tue Oct 16, 2018 11:11 pm
- Forum: Successful Complaints
- Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
- Replies: 71
- Views: 38535
Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
I gave my reasons for the attitude, Nabski blowing off my Ahelp from the night before and then literally blowing off my legs that round was enough to have my eyes roll into orbit when I get chain-bwoinked by his inquiry into my statement. The irony is only heightened when I'm already at the top of ...
- Mon Oct 15, 2018 5:11 pm
- Forum: Successful Complaints
- Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
- Replies: 71
- Views: 38535
Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Also @Cobby's deleted message...
If I asked you what prompted it then it should end with a "Command report had it twice so figured it needed extra attention, I'll fix/report it end of round if it's a bug that reveals the mode", yes.
Is that how this situation went?
I think you're still missing ...
If I asked you what prompted it then it should end with a "Command report had it twice so figured it needed extra attention, I'll fix/report it end of round if it's a bug that reveals the mode", yes.
Is that how this situation went?
I think you're still missing ...
- Sat Oct 13, 2018 5:42 pm
- Forum: Successful Complaints
- Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
- Replies: 71
- Views: 38535
Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Also @Cobby's deleted message. You take things waaayyy too far there bro. Revolution showed up in the Command Report. I warned Security to watch for Revolutionary Activity. For admins that should 100% be the end of any scrutiny about my statement - if an admin wants to scrutinize a possible bug ...
- Sat Oct 13, 2018 5:07 pm
- Forum: Successful Complaints
- Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
- Replies: 71
- Views: 38535
Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
"This entire thing took about a minute and you didn't even interact with another player during it." - One of the reasons I don't play Captain much is that I take the role seriously and when you play Captain seriously it's a very involved process. Therefore it's extremely frustrating when some ...
- Sat Oct 13, 2018 2:08 am
- Forum: Successful Complaints
- Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
- Replies: 71
- Views: 38535
Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Your response's made it seem like if I sat there and tried to get an answer the crew was going to be more or less captainless, so I replaced you to avoid making the round fucky for everyone else involved.
I wanted to use admin prison but captain in a rev round.
You realize that me playing ...
I wanted to use admin prison but captain in a rev round.
You realize that me playing ...
- Sat Oct 13, 2018 1:49 am
- Forum: Successful Complaints
- Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
- Replies: 71
- Views: 38535
Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
I mean, really, in what 3rd tier shithouse server is it acceptable to kill the person playing Captain in a revolution so that they can "devote" more time to their ahelp responses? Because, as I explained to Nabski, in all my time here I've NEVER seen an admin power trip hard enough to pull THAT ...
- Sat Oct 13, 2018 1:35 am
- Forum: Successful Complaints
- Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
- Replies: 71
- Views: 38535
[Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Byond account and character name: ForcefulCJS/Oldman Robustin
Admin: Nabski
Time and Server(Bagil or Sybil) incident occurred: 830pm EST - Bagil
ROUND ID HERE: 95365
Detailed summary:
1) Be Captain
2) Set Station Name to "WHY ARE MY FEET SO LOUD AHH I COULDNT HEAR YOU OVER MY FEET"
3) Nabski blows ...
Admin: Nabski
Time and Server(Bagil or Sybil) incident occurred: 830pm EST - Bagil
ROUND ID HERE: 95365
Detailed summary:
1) Be Captain
2) Set Station Name to "WHY ARE MY FEET SO LOUD AHH I COULDNT HEAR YOU OVER MY FEET"
3) Nabski blows ...
- Thu Oct 11, 2018 5:11 pm
- Forum: Closed Policy Discussion
- Topic: General discussion about mode percentages
- Replies: 23
- Views: 6653
Re: General discussion about mode percentages
I don't credit "stuff I hear in OOC/Discord/etc.", I doubt the overall attitude towards Ops has changed given that we've had Warops for years now.
The issue with repeat rounds is true of course, Warops is especially vulnerable to that complaint because the gameplay for the first 20 minutes in ...
The issue with repeat rounds is true of course, Warops is especially vulnerable to that complaint because the gameplay for the first 20 minutes in ...
- Wed Oct 10, 2018 9:39 pm
- Forum: Closed Policy Discussion
- Topic: General discussion about mode percentages
- Replies: 23
- Views: 6653
Re: General discussion about mode percentages
The poll was done in April.
Clockcult was the lowest, followed by extended and Rev.
Extended was also the most polarizing mode, around 18% of our playerbase has extended as their favorite mode - only traitor has more "favorite mode" votes. However, the other 82% of the playerbase hates extended ...
Clockcult was the lowest, followed by extended and Rev.
Extended was also the most polarizing mode, around 18% of our playerbase has extended as their favorite mode - only traitor has more "favorite mode" votes. However, the other 82% of the playerbase hates extended ...
- Mon Oct 01, 2018 6:25 pm
- Forum: Coding Feedback
- Topic: Assimilation Gamemode Feedback
- Replies: 75
- Views: 29317
Re: Assimilation Gamemode Feedback
none of you have actually given any reasons why more extended like rounds are bad
The polls showed that It's easily the most divisive mode we have. Many love it, but even more hate it. Plus the common sense notion that conflict drives the SS13 narrative, and the mode dictates the nature of that ...
The polls showed that It's easily the most divisive mode we have. Many love it, but even more hate it. Plus the common sense notion that conflict drives the SS13 narrative, and the mode dictates the nature of that ...
- Mon Oct 01, 2018 5:51 pm
- Forum: Coding Feedback
- Topic: Blood Cult Barrier Rune Nerf
- Replies: 9
- Views: 2918
Re: Blood Cult Barrier Rune Nerf
Last I checked janitors can still mop (not soap, or spray, just MOP) barrier runes.
- Wed Apr 18, 2018 3:32 pm
- Forum: Closed Policy Discussion
- Topic: Enable blood brothers
- Replies: 59
- Views: 18254
Re: Enable blood brothers
I also tried to develop traitor partners last year but traitor code was such spaghetti with so many snowflake checks and procs where you had to visit 4 files just to figure out what they did that I gave up because testing was extremely difficult.
I do think we need to experiment with this more and ...
I do think we need to experiment with this more and ...
- Wed Apr 18, 2018 3:23 pm
- Forum: Coding Feedback
- Topic: New welding eye damage
- Replies: 22
- Views: 5890
Re: New welding eye damage
File this under "WHY"
You get spammed with eye warnings and messages now and there was absolutely nothing wrong with the previous system.
You get spammed with eye warnings and messages now and there was absolutely nothing wrong with the previous system.
- Mon Apr 09, 2018 4:06 pm
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 21934
Re: Bloodcult feedback thread
wasn't this literally what robustin built his new cult around?
Where'd you get that idea? The only big change I've made was moving from talismans to "touch spells". My only vision for constructs was sacrificing some of their combat strength for added utility. My "ideal" for blood cult has always ...
Where'd you get that idea? The only big change I've made was moving from talismans to "touch spells". My only vision for constructs was sacrificing some of their combat strength for added utility. My "ideal" for blood cult has always ...
- Mon Apr 09, 2018 3:59 pm
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 35984
Re: REMOVE LING remove ling
Kor remains opposed to a ling test since he's convinced it will just end up encouraging sec to round up the entire crew or something.
I think we can have a test that's sufficiently time and energy intensive that sec won't have the means or the will to just sit around and testing everyone.
I think we can have a test that's sufficiently time and energy intensive that sec won't have the means or the will to just sit around and testing everyone.
- Sat Apr 07, 2018 8:02 pm
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 33193
Re: Remove Conversion Modes From Rotation
Thank you.Rustledjimm wrote:I'll get updated linear results for you Oldman.
- Sat Apr 07, 2018 7:25 pm
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 21934
Re: Bloodcult feedback thread
Constructs need to go in my opinion. Why does the cult need them anymore when they have significantly more weapons than they did when they were introduced. It also means that the cult gets an easy way to make bodies uncloneable which is not something they should have. Make them have to go through ...
- Sat Apr 07, 2018 6:54 pm
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 21934
Re: Bloodcult feedback thread
I really appreciate this level of balance and fine tuning.
Also yay one spell. Having played a few cult rounds the flexibility of two spells did feel like a really strong starting position. Having to choose between offensive and defensive options is a great way to make the empower rune far more ...
- Sat Apr 07, 2018 8:59 am
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 33193
Re: Remove Conversion Modes From Rotation
STOP USING EXPONENTIALLY WEIGHTED VOTING TALLIES THIS ISNT A HEADMIN ELECTION.
Please ask MSO to post the linear-weighted results like he did with the preliminary results a week ago. Nothing aggravates me like the fact we only get player feedback once a year on this shit and when we do we save ...
Please ask MSO to post the linear-weighted results like he did with the preliminary results a week ago. Nothing aggravates me like the fact we only get player feedback once a year on this shit and when we do we save ...
- Sat Apr 07, 2018 8:42 am
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 21934
Re: Bloodcult feedback thread
What do you mean they don't show up in-hand? They all have the same in-hand icon, just using different colors.
Talismans only made inventory noise if you used them from your bag.
Using spells (with the exception of EMP) takes as many clicks as it did before. You'd click once to equip them, once ...
Talismans only made inventory noise if you used them from your bag.
Using spells (with the exception of EMP) takes as many clicks as it did before. You'd click once to equip them, once ...
- Sat Apr 07, 2018 1:05 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 126955
Re: Clockwork Cult (now off of rotation, suggestions go in this thread)
I always felt the defense setup was more suited to NukeOp/Syndie/Gangster-type item sets.
The core concept was solid enough but when your defense relies on 80% shit you can't control (walls, speartraps, wardens, ghost-controlled marauders), 15% weapons you stole, and 5% your actual shitty combat ...
The core concept was solid enough but when your defense relies on 80% shit you can't control (walls, speartraps, wardens, ghost-controlled marauders), 15% weapons you stole, and 5% your actual shitty combat ...
- Fri Apr 06, 2018 9:58 pm
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 21934
Re: Bloodcult feedback thread
We broke stats, again, so its very hard to get an idea of how cult is doing after the talisman removal.
It felt strong though so I was doing a weekly nerf to reign in the most abused stuff but after the freeze hit I had no data OR ability to keep making changes.
I had planned to add more limits ...
It felt strong though so I was doing a weekly nerf to reign in the most abused stuff but after the freeze hit I had no data OR ability to keep making changes.
I had planned to add more limits ...
- Fri Mar 30, 2018 11:09 pm
- Forum: Coding Feedback
- Topic: Robustin appreciation topic.
- Replies: 23
- Views: 5749
Re: Robustin appreciation topic.
I-Ive done it.
I cracked overlay code.
The results of my improvement are... indescribable. Overlays, human overlays especially, were by far the greatest source of lag known to our servers. They completely overshadowed even atmos for processing consumption on Midpop+ servers.
I picked up and put ...
I cracked overlay code.
The results of my improvement are... indescribable. Overlays, human overlays especially, were by far the greatest source of lag known to our servers. They completely overshadowed even atmos for processing consumption on Midpop+ servers.
I picked up and put ...
- Thu Mar 29, 2018 12:10 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 126955
Re: Clockwork Cult 2.0
Likert Scale or Yes/No
But for the love of god lets get some polls going for all the modes so we can get some real data in here.
Even 50/50 doesn't say much until we see other polls with the same parameters.
Between that and Statbus being offline/broken I feel like we're only regressing in terms ...
But for the love of god lets get some polls going for all the modes so we can get some real data in here.
Even 50/50 doesn't say much until we see other polls with the same parameters.
Between that and Statbus being offline/broken I feel like we're only regressing in terms ...
- Wed Mar 28, 2018 10:02 pm
- Forum: Coding Feedback
- Topic: Robustin appreciation topic.
- Replies: 23
- Views: 5749
Re: Robustin appreciation topic.
Aww shucks.
I'm working on overlays now, which are the real performance killer when the servers get busy, but its even more of a headache than atmos - which at least tried to follow predictable rules.
Keep in mind I am not a coder by education or profession, so its really nice to get positive ...
I'm working on overlays now, which are the real performance killer when the servers get busy, but its even more of a headache than atmos - which at least tried to follow predictable rules.
Keep in mind I am not a coder by education or profession, so its really nice to get positive ...
- Wed Mar 28, 2018 5:27 am
- Forum: Coding Feedback
- Topic: We literally just removed smoke machine because of revenant salt
- Replies: 58
- Views: 15053
Re: We literally just removed smoke machine because of revenant salt
The machine is awful for deathmix because its doesn't scale with volume like grenades do.
You put in 6 different nasty poisons and the victim will breathe in so little of each that it will metabolize out of their system in <2 seconds.
Grenades on the other hand, you don't have to drag them around ...
You put in 6 different nasty poisons and the victim will breathe in so little of each that it will metabolize out of their system in <2 seconds.
Grenades on the other hand, you don't have to drag them around ...
- Thu Mar 22, 2018 6:33 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 126955
Re: Clockwork Cult 2.0
I'll make a poll for traitor, a fairly liked mode, and see the results
I'll also do changeling, a fairly disliked mode, and see the results
then we can compare this to what clockcult got
Please do it for every mode so we can get a sense of where things stand. It doesn't have to be all at once ...
I'll also do changeling, a fairly disliked mode, and see the results
then we can compare this to what clockcult got
Please do it for every mode so we can get a sense of where things stand. It doesn't have to be all at once ...
- Thu Mar 22, 2018 8:44 am
- Forum: Coding
- Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
- Replies: 22
- Views: 8724
Re: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
@Qbopper
I don't even know how you can call this a "fuckup" for anyone who was a victim of this stupidity. If you post that the freeze will begin for an EST English-speaking server on the 21st, then nobody should reasonable expect that deadline to trigger when its fucking midnight of the 21st in ...
I don't even know how you can call this a "fuckup" for anyone who was a victim of this stupidity. If you post that the freeze will begin for an EST English-speaking server on the 21st, then nobody should reasonable expect that deadline to trigger when its fucking midnight of the 21st in ...
- Wed Mar 21, 2018 5:00 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 126955
Re: Clockwork Cult 2.0
We just entered a freeze so its pointless to discuss now anyway.
As I've said elsewhere, my inspiration for cc has been dried up for quite a while. I've been pretending I could still hop in it whenever I wanted, but I honestly immediately lose motivation whenever I code for it, and have since ...
As I've said elsewhere, my inspiration for cc has been dried up for quite a while. I've been pretending I could still hop in it whenever I wanted, but I honestly immediately lose motivation whenever I code for it, and have since ...
- Wed Mar 21, 2018 3:58 am
- Forum: Coding
- Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
- Replies: 22
- Views: 8724
Re: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
Why didn't you just talk to me like the other two people that this happened two? They both got approval to finish their in progress stuff after like ten seconds of discussion about their situation.
I've been in IRC all day and you never messaged me, so if not me, who is the target audience of this ...
I've been in IRC all day and you never messaged me, so if not me, who is the target audience of this ...
- Wed Mar 21, 2018 1:31 am
- Forum: Coding
- Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
- Replies: 22
- Views: 8724
Re: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
hahah lmao try to game the system win stupid prizes
You realize you're the maintainer I'm referring to in the OP?
The one I spent my Saturday coding angular (non-Cardinal) directional lighting for because you seemed enthusiastic about it?
I could've finished the ruin that day.
You're also the ...
You realize you're the maintainer I'm referring to in the OP?
The one I spent my Saturday coding angular (non-Cardinal) directional lighting for because you seemed enthusiastic about it?
I could've finished the ruin that day.
You're also the ...
- Tue Mar 20, 2018 11:32 pm
- Forum: Coding
- Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
- Replies: 22
- Views: 8724
WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
Both this freeze and last started at seemingly random times.
The only response to this is the same attitude that has it happening in the first place, "Quit whining bitch you're entitled to nothing".
I support the idea of Feature Freezes yet I end up so bitter about the idea of donating my time to ...
The only response to this is the same attitude that has it happening in the first place, "Quit whining bitch you're entitled to nothing".
I support the idea of Feature Freezes yet I end up so bitter about the idea of donating my time to ...
- Tue Mar 13, 2018 8:44 pm
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 35677
Re: Sleepers no longer automatically generate chemical PR
The current sleeper system is just too easy for my tastes, I get the convenience of having a FIXES-EVERYTHING-IN-SECONDS machine but honestly I think a more involved healing system would make doctor's jobs more satisfying.
I suggested to the PR creator that they remove the "glass cover" on the ...
I suggested to the PR creator that they remove the "glass cover" on the ...
- Mon Mar 12, 2018 6:59 pm
- Forum: Closed Policy Discussion
- Topic: Turn off mulligan
- Replies: 21
- Views: 5641
Re: Turn off mulligan
Mulligan is literally the only reason we still have wizard mode.
I agree its terrible and its just a crutch keeping wizard on life support since most wizard rounds just end up being traitor rounds and thus its not really offensive to most players.
Its a massive kick in the balls for security ...
I agree its terrible and its just a crutch keeping wizard on life support since most wizard rounds just end up being traitor rounds and thus its not really offensive to most players.
Its a massive kick in the balls for security ...
- Mon Mar 12, 2018 5:12 pm
- Forum: Coding Feedback
- Topic: We literally just removed smoke machine because of revenant salt
- Replies: 58
- Views: 15053
Re: We literally just removed smoke machine because of revenant salt
are you guys seriously pretending that if you put it into techwebs someone's actually gonna use it?
The thing sat in chemistry every round for months and it was still getting used in <10% of rounds.
Within those examples about 50% was what I'd call "silly" uses like using it for carpet, color ...
The thing sat in chemistry every round for months and it was still getting used in <10% of rounds.
Within those examples about 50% was what I'd call "silly" uses like using it for carpet, color ...