Space Wind, Fastmos, ZASlite, whatever feedback.
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- Joined: Sat Jul 18, 2015 2:30 am
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Space Wind, Fastmos, ZASlite, whatever feedback.
After getting fucked over quite a good amount of times by "space wind" and sending over 10,000 admin helps in frustration as a result, I feel like I am obligated to make this thread. I remember being told that it is NOT an intended feature and upon inquring, KorPhareon assured me that he would personally fix the bug if nobody else would. A bit of time has passed and nothing has happened, so here I am.
The biggest issue I have with space wind is its unpredictability. Whenever I encounter "space wind" it seems like there is no consistency in its appearance or its behavior; almost as if it acts completely randomly. I'll use a real example: It's nearing the end of a typical 6 bomb singuloose round and the station is completely devastated. I'm a changeling, and have yet to murder and assume the identity of the detective. He's not in the shuttle or at the escape area so I decide to head to the Security pods. I start to head to Security passing by the Bar/Medbay hallway, which was caught in between the blasts of two parallel bombs. While heading north, all of a sudden, my character stops moving and moves one tile south. Because my finger is holding down the up arrow key, my character immediately afterwards tries to move north again, but is forced down south one tile, this repeats. After 10 seconds of this back of forth of up and down, up and down, I decide to try to move a tile to the right. This seems to fix the problem, and I am able to move north again. About 3 tiles north, I run into the same problem, and am forced to move left to fix it. This kills about... 45 seconds on an already tight timer and I fail to make it to the pods, and were I not a changeling with fleshmend I would have died without a suit.
In that sort of situation, there is no real way for me to know which tiles are the "safe" tiles and which tiles are the "cursed" tiles. I tried to find some sort of common characteristic linking the two zones, but found none. It doesn't seem to matter if the tile you are on is exposed to space, damaged, unfinished, or functional.The state of the surrounding tiles doesn't seem to matter as this issue persists in all manner of places, such as the Derelict and ground zero of a bomb. I imagine it could possibly have something to do with the magical pressure value that is functionally invisible (you never expect space wind, and you'd have to check the air alarms in all the rooms you enter to expect it) to anyone who would ever be in a situation where it is relevant. Not only is there no real way for me to know where it will occur, there is no real way to know the severity of it. Sometimes, if you simply hold the arrow in the same direction long enough you "push through". Other times this is impossible and you just end up wasting 30 seconds of your time, often times taking severe damage or dying as a result.
I have noticed that there is one thing that effects how your character deals with space wind, and that is run speed. This server has such an ABYSMAL movement speed, honestly and the space wind problem exacerbates that issue. You'd think that with a hardsuit on, you'd fare better against "space" wind right? Well it's actually quite the opposite. Putting on a hard suit severely decreases movement speed, and thus hampers any real resistance you have against space wind. Again, I shall use another example to demonstrate my point. I'm a round start engineer who's setting up the singulo. I set up the field and begin to head in, and space lag into an emitter beam. I open up the engineering airlocks to go back in and surprise! Space wind attack. I struggle to get in for a good 10 seconds with my hardsuit on before resigning to take it off to get back in. After taking the suit off I manage to get in (on an unrelated the idea of "hardsuits" existing in the year 2500 is an absurd one, and it'd be cool if you fags dealt with this reverse anachronism already). In this case, I fared better without the suit, and honestly hardsuits are already such a burden that I dread the thought of having to put one on. Consider that in most rounds things don't go to shit till much later when most people have some degree of hunger or injury and you can see why this is even more obnoxious.
Lastly, as far as I am aware there is no real counter to space wind. I'd assume that magboots WOULD work, but I've not yet tried it and would not be surprised if they didn't. As we all know however, magboots decrease speed even more! Yay! I'm still a tiny bit ignorant about the map and all it's stuff being a migrant, but I think (I may be wrong) that there are very few amounts of magboots on station in the first place. I know that there are none in engineering aside from the CE's, and that is quite the crime indeed.
As I see it, there are a few solutions to the problem.
a. Remove it entirely
b. Increase run speed (should be done anyway)
c. Add some sort of reasonable counter measure against it.
d. MANDATORY: Draw and quarter whoever is responsible for this existing in the first place.
I've really been fucked over way too many times by this "feature" and I think nobody would truly miss it if it were gone.
The biggest issue I have with space wind is its unpredictability. Whenever I encounter "space wind" it seems like there is no consistency in its appearance or its behavior; almost as if it acts completely randomly. I'll use a real example: It's nearing the end of a typical 6 bomb singuloose round and the station is completely devastated. I'm a changeling, and have yet to murder and assume the identity of the detective. He's not in the shuttle or at the escape area so I decide to head to the Security pods. I start to head to Security passing by the Bar/Medbay hallway, which was caught in between the blasts of two parallel bombs. While heading north, all of a sudden, my character stops moving and moves one tile south. Because my finger is holding down the up arrow key, my character immediately afterwards tries to move north again, but is forced down south one tile, this repeats. After 10 seconds of this back of forth of up and down, up and down, I decide to try to move a tile to the right. This seems to fix the problem, and I am able to move north again. About 3 tiles north, I run into the same problem, and am forced to move left to fix it. This kills about... 45 seconds on an already tight timer and I fail to make it to the pods, and were I not a changeling with fleshmend I would have died without a suit.
In that sort of situation, there is no real way for me to know which tiles are the "safe" tiles and which tiles are the "cursed" tiles. I tried to find some sort of common characteristic linking the two zones, but found none. It doesn't seem to matter if the tile you are on is exposed to space, damaged, unfinished, or functional.The state of the surrounding tiles doesn't seem to matter as this issue persists in all manner of places, such as the Derelict and ground zero of a bomb. I imagine it could possibly have something to do with the magical pressure value that is functionally invisible (you never expect space wind, and you'd have to check the air alarms in all the rooms you enter to expect it) to anyone who would ever be in a situation where it is relevant. Not only is there no real way for me to know where it will occur, there is no real way to know the severity of it. Sometimes, if you simply hold the arrow in the same direction long enough you "push through". Other times this is impossible and you just end up wasting 30 seconds of your time, often times taking severe damage or dying as a result.
I have noticed that there is one thing that effects how your character deals with space wind, and that is run speed. This server has such an ABYSMAL movement speed, honestly and the space wind problem exacerbates that issue. You'd think that with a hardsuit on, you'd fare better against "space" wind right? Well it's actually quite the opposite. Putting on a hard suit severely decreases movement speed, and thus hampers any real resistance you have against space wind. Again, I shall use another example to demonstrate my point. I'm a round start engineer who's setting up the singulo. I set up the field and begin to head in, and space lag into an emitter beam. I open up the engineering airlocks to go back in and surprise! Space wind attack. I struggle to get in for a good 10 seconds with my hardsuit on before resigning to take it off to get back in. After taking the suit off I manage to get in (on an unrelated the idea of "hardsuits" existing in the year 2500 is an absurd one, and it'd be cool if you fags dealt with this reverse anachronism already). In this case, I fared better without the suit, and honestly hardsuits are already such a burden that I dread the thought of having to put one on. Consider that in most rounds things don't go to shit till much later when most people have some degree of hunger or injury and you can see why this is even more obnoxious.
Lastly, as far as I am aware there is no real counter to space wind. I'd assume that magboots WOULD work, but I've not yet tried it and would not be surprised if they didn't. As we all know however, magboots decrease speed even more! Yay! I'm still a tiny bit ignorant about the map and all it's stuff being a migrant, but I think (I may be wrong) that there are very few amounts of magboots on station in the first place. I know that there are none in engineering aside from the CE's, and that is quite the crime indeed.
As I see it, there are a few solutions to the problem.
a. Remove it entirely
b. Increase run speed (should be done anyway)
c. Add some sort of reasonable counter measure against it.
d. MANDATORY: Draw and quarter whoever is responsible for this existing in the first place.
I've really been fucked over way too many times by this "feature" and I think nobody would truly miss it if it were gone.
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- Joined: Sat Jul 18, 2015 2:30 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
One thing I forgot to mention is what I'll term "decreasing resistance". When you take damage, your movement speed lowers, when you are in space without a suit you take damage. If you unsuccessfully predict the nature of the space wind, you will end up taking more damage as you will be exposed to space longer. With this damage, you lower your movement speed and so, the longer you are under the effects of space wind without a suit, the more you'll experience a "decreasing resistance" to space wind. This can lead to death in places where it would be absurd to die normally, such as one tile outside an airlock, one tile outside a breach, or within the breach/airlock itself.
- Remie Richards
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
a. Remove it entirely - No.
b. Increase run speed (should be done anyway) - Not happening.
c. Add some sort of reasonable counter measure against it. - The values for how much something can be pushed by wind are easily changes, Cheridan recently lowered them across the board due to cries for a more lethal game. MrPerson recently made pulled objects immune to space wind, meaning you can properly pull things from outside to inside again.
d. MANDATORY: Draw and quarter whoever is responsible for this existing in the first place. - Joke not worth giving a proper response to.
b. Increase run speed (should be done anyway) - Not happening.
c. Add some sort of reasonable counter measure against it. - The values for how much something can be pushed by wind are easily changes, Cheridan recently lowered them across the board due to cries for a more lethal game. MrPerson recently made pulled objects immune to space wind, meaning you can properly pull things from outside to inside again.
d. MANDATORY: Draw and quarter whoever is responsible for this existing in the first place. - Joke not worth giving a proper response to.
私は完璧
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
This was definitely needed. Unfortunately if its an object you can collide with you'll just push it out of your own grip when the wind bumps you backwards into the object. (closed lockers, mining crates, etc)Remie Richards wrote:MrPerson recently made pulled objects immune to space wind, meaning you can properly pull things from outside to inside again.
Maybe have wind resistance higher the more "weight" is added onto you, checking for slowdown from hardsuits or other heavy gear? Or treat it somewhat like wet floors, where walking gives you a much more stable movement at the cost of speed. If you're naked and walking near space tiles you're still likely gonna go down even if the wind doesn't pull you into it.
Also for the example of getting space winded out of engineering. PRACTICE PROPER AIRLOCK USAGE. Theres a reason most airlocks are two-stage.
Open from interior to fill the transfer, shut the door.
Open exterior from transfer to vent, leave and shut the door.
When you return, transfer should be a vacuum anyway and getting blown back shouldn't exist. Continue back inside once the exterior door is shut behind you.
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- Joined: Sun Nov 02, 2014 2:49 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
oh man you're that guy who got cucked out of greentexting because you got blown out of the shuttle cockpit
that was hilarious
that was hilarious
i love public logs
Spoiler:
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- Joined: Sat Jul 18, 2015 2:30 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Yes, that is one example. A more recent (yet not as severe) example would be me, a nuke op, going to steal the derelict teleporter board. I went to the derelict chapel with syndicate toolbox in hand and climbed on a table to break the window to get to the teleporter. Climbed on up, and the toolbox dropped from my hand. Shot the window with my pistol and broke the grill. Space wind drags the toolbox from the table, into space propelling it west. Considering I and the box would move at the same speed (didn't put my jet pack on) it was impossible to get. Cost us a good four or five minutes while I scrambled to find more tools.whodaloo wrote:oh man you're that guy who got cucked out of greentexting because you got blown out of the shuttle cockpit
that was hilarious
And for those who aren't aware of what he is referring to...
It was a traitor round, I was a traitor engineer with the objective to escape without any loyal crew members. CE accidentally let the singulo loose and another traitor capitalized on this and put a beacon down. Singulo basically kills almost the entire station but a very few. I figure I can actually pull it off, and wait outside the devastated chapel. Another traitor comes by, stun batons me, takes my suit off. I scramble to tell him I'm a syndie while he checks my bag and lets me live. Get my suit back on with around... 40% health. Shuttle comes by 20 seconds later. I and he, break into the shuttle cockpit. I emag it from space, and try to get on the shuttle. I have ten seconds, but space wind refuses to let me on the shuttle. I manage to miss my own emagged shuttle and fail my objective. The other traitor kills the other two people on board while I drift in space.
- Akkryls
- Joined: Fri Nov 07, 2014 11:54 am
- Byond Username: Akkryls
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Mandatory foot note that I was dragging a super matter shard through maint and went past a broken window in the dark, the space wind sucked me into the shard and killed me. It then went on to kill about four or five more people.
Fun round.
Space wind kinda sucks major cocks at the moment
Fun round.
Space wind kinda sucks major cocks at the moment
Last edited by Akkryls on Wed Aug 19, 2015 2:50 pm, edited 1 time in total.
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- Joined: Sat Jul 18, 2015 2:30 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Considering you ignored or chose not to respond to my actual reasoning for wanting the above done I suppose that the only part of your post I can reply to would be c.Remie Richards wrote:a. Remove it entirely - No.
b. Increase run speed (should be done anyway) - Not happening.
c. Add some sort of reasonable counter measure against it. - The values for how much something can be pushed by wind are easily changes, Cheridan recently lowered them across the board due to cries for a more lethal game. MrPerson recently made pulled objects immune to space wind, meaning you can properly pull things from outside to inside again.
d. MANDATORY: Draw and quarter whoever is responsible for this existing in the first place. - Joke not worth giving a proper response to.
When I say that I want a reasonable counter measure against it, I mean a counter measure my character can take in game to lessen the effects. Changing values is not a viable option because it is an OOC solution to the IC problem. It is not something the player can do, only something the coder or server host can do. I'll admit I'm not familiar with what you're talking about when you reference "cries for more a lethal game" so I'll choose not to comment on that for now. I'm aware that the issue regarding pulling objects was fixed, it's why I didn't bring it up at all in the original post.
Last edited by Boogeyman on Wed Aug 19, 2015 3:29 pm, edited 2 times in total.
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- Joined: Fri Mar 20, 2015 5:07 pm
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
The in-game countermeasure is magboots, which can be created in R&D with enough research. Space wind is still overpowered, though, so a code solution to change values is also needed.
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- Joined: Sat Jul 18, 2015 2:30 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I recall at one point, magboots were in EVA as well as the CE's locker. This was before advanced magboots existed. Their availability now seems rather slim. I really do despise magboots though, I hate anything that decreases movement speed, and having to decrease movement speed TWICE (once for wearing, the second for toggling) is obnoxious. Having recently learned that hyperzine was removed made me furious.TheNightingale wrote:The in-game countermeasure is magboots, which can be created in R&D with enough research. Space wind is still overpowered, though, so a code solution to change values is also needed.
And having looked at the new Research levels, looks like it requires Engineering 5 + gold and silver. It seems like a 50/50 shot that Science even does research, and given the relatively high research/material cost I'd estimate it's a bit lower then that. And then it would require power gaming to the max to even consider asking for them outside of an Engineering role (when they should be standard for all engineering rigs anyway). I suppose it's a solution, but I am just taking your word for it.
EDIT: Well after compiling my own server it seems, that I was wrong about the magboots slowing you down twice, they only slow on activation. They work differently on /vg/. And there are two pairs in EVA. So that makes for 3 pairs total.
Last edited by Boogeyman on Wed Aug 19, 2015 3:29 pm, edited 1 time in total.
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- Joined: Fri Mar 20, 2015 5:07 pm
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
There already are magboots in EVA; three pairs, I believe? It'd be good if they were integrated into Engineering RIGs, but they're already the best spaceworthy suits on station (with the built-in jetpack and floodlight helmet).
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
It can be so annoying to even re-enter the station that this needs to be turned down or all hardsuits need them integrated.
plplplplp WOOOOooo hahahhaha
- Remie Richards
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
There has been more and more public outcry to make the game harder, more lethal, more likely to die to non-antagonist sources.Boogeyman wrote:Considering you ignored or chose not to respond to my actual reasoning for wanting the above done I suppose that the only part of your post I can reply to would be c.Remie Richards wrote:a. Remove it entirely - No.
b. Increase run speed (should be done anyway) - Not happening.
c. Add some sort of reasonable counter measure against it. - The values for how much something can be pushed by wind are easily changes, Cheridan recently lowered them across the board due to cries for a more lethal game. MrPerson recently made pulled objects immune to space wind, meaning you can properly pull things from outside to inside again.
d. MANDATORY: Draw and quarter whoever is responsible for this existing in the first place. - Joke not worth giving a proper response to.
When I say that I want a reasonable counter measure against it, I mean a counter measure my character can take in game to lessen the effects. Changing values is not a viable option because it is an OOC solution to the IC problem. It is not something the player can do, only something the coder or server host can do. I'll admit I'm not familiar with what you're talking about when you reference "cries for more a lethal game" so I'll choose not to comment on that for now. I'm aware that the issue regarding pulling objects was fixed, it's why I didn't bring it up at all in the original post.
As a side effect of this, resistance to space wind was reduced by quite a bit, the result is what you are complaining about.
私は完璧
- Scones
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Spacewind feels like you're dying to a bug/poorly balanced mechanic
Not like a hard game.
Jerking in an out of a window is not more fun for an extra minute while you die
And not being able to ENTER THE FUCKING STATION sure as hell isn't lethality
Not like a hard game.
Jerking in an out of a window is not more fun for an extra minute while you die
And not being able to ENTER THE FUCKING STATION sure as hell isn't lethality
plplplplp WOOOOooo hahahhaha
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- Joined: Sat Jul 18, 2015 2:30 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Right, I'll take your word for it...
I'd go on to argue that just because there is a public outcry for something does not mean it is the right course of action. I'd say something about valuing the carefully deliberated opinions of the elite and knowledgeable (someone like me you see) more then the opinions of the easily manipulated horde. I'd also consider making an argument challenging the assertion that introducing this system would be the best option, similar to what the above poster did. Lastly, I would argue against the idea that the valued goal of a more "dangerous station" was desirable at all!
But again! I'm taking your word for it! So I won't.
I'd go on to argue that just because there is a public outcry for something does not mean it is the right course of action. I'd say something about valuing the carefully deliberated opinions of the elite and knowledgeable (someone like me you see) more then the opinions of the easily manipulated horde. I'd also consider making an argument challenging the assertion that introducing this system would be the best option, similar to what the above poster did. Lastly, I would argue against the idea that the valued goal of a more "dangerous station" was desirable at all!
But again! I'm taking your word for it! So I won't.
- Wyzack
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I think it is pretty ridiculous to claim that bouncing between two tiles while you struggle to walk inside and occasionally dying is fun gameplay. Yes we want more lethality but slowly freezing as you bounce back and forth between two tiles is not fun or interesting in the slightest.
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- Joined: Fri May 23, 2014 3:29 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
More lethality means more lethality from traitor-induced hazards, not inducing pingpong entering the station by invisible forces that kills you if you're even slightly wounded or slowed.
I'm fairly sure people want more lethal weaponry, departmental equipment, and other wielded equipment, NOT from magical spacewind that literally not a single person has sung the praise of since it's introduction. It's especially retarded in conjunct with the buffed vents and scrubbers.
I'm fairly sure people want more lethal weaponry, departmental equipment, and other wielded equipment, NOT from magical spacewind that literally not a single person has sung the praise of since it's introduction. It's especially retarded in conjunct with the buffed vents and scrubbers.
- Akkryls
- Joined: Fri Nov 07, 2014 11:54 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I would also like to point out the station was more lethal 3+ years ago when we had oldlings and parapenc4 and no defibrillators or other such stuff.
We didn't have retarded space wind back then. It's killing a rather large amount of people who would usually survive with minor injuries.
We didn't have retarded space wind back then. It's killing a rather large amount of people who would usually survive with minor injuries.
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- Joined: Thu Feb 05, 2015 8:51 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
My biggest beef with the current space wind is its... randomness.
Sometimes you can just casually enter an airlock - and sometimes you keep struggling for 30 seconds, even getting pushed away at a diagonal angle (how the fuck does that work).
Single tile breaches are deathtraps, whereas a max cap bomb crater can be easily moved through.
Add a banana peal to that one tile breach and you have a black hole of death.
Another example:
Shitface McHulk punches out a window in the escape shuttle. As soon as the shuttle launches, EVERY OBJECT on the shuttle begins to move into the breach. They didn't move when the breach was created, they just started moving all together upon launch. And this doesn't happen every time, it feels random. Or buggy.
Whenever I get into a struggle for my life against space wind, I have no idea if I will make it out easily or if I was somehow already doomed by physics pingpong.
There is no consistency.
Also: space wind is now so strong, it even diverts emitter beams.
Sometimes you can just casually enter an airlock - and sometimes you keep struggling for 30 seconds, even getting pushed away at a diagonal angle (how the fuck does that work).
Single tile breaches are deathtraps, whereas a max cap bomb crater can be easily moved through.
Add a banana peal to that one tile breach and you have a black hole of death.
Another example:
Shitface McHulk punches out a window in the escape shuttle. As soon as the shuttle launches, EVERY OBJECT on the shuttle begins to move into the breach. They didn't move when the breach was created, they just started moving all together upon launch. And this doesn't happen every time, it feels random. Or buggy.
Whenever I get into a struggle for my life against space wind, I have no idea if I will make it out easily or if I was somehow already doomed by physics pingpong.
There is no consistency.
Also: space wind is now so strong, it even diverts emitter beams.

- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
>diverts emitter beams
GIFs or it didn't happen.
GIFs or it didn't happen.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Space wind at present is really pushing the envelope as given in examples here even small amounts of damage can render people in space suits totally incompetent in a vacuum. The threshold for being able to move properly is really fucking fine for anyone in a space suit with people without space suits having a bigger margin before total stupidity kicks in. Given traitor shenanigans aside we have mining a job in part dedicated to getting injured bumping beasts on the asteroid how is this an acceptable game mechanic other than MUH REALIZMS!?
Dangerous station my ass half the examples are it not even killing people, nuisance station more like it.
Dangerous station my ass half the examples are it not even killing people, nuisance station more like it.
Last edited by Incomptinence on Wed Aug 19, 2015 11:27 pm, edited 1 time in total.
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
How can ANYONE possibly think space wind is a good idea for a 'more lethal game?'
It is not more lethal. It is more frustrating and shitty, because you're fighting poorly designed game mechanics, not people.
By the same logic we might as well have random BSA that gib people for no reason with no warning or counter throughout the round. It'll be more lethal, right guys?
Walking down a corridor getting pushed backwards NONSTOP because the corridor is slightly overpressurised is the most pants on head retarded thing I have EVER seen in this game.
It is not more lethal. It is more frustrating and shitty, because you're fighting poorly designed game mechanics, not people.
By the same logic we might as well have random BSA that gib people for no reason with no warning or counter throughout the round. It'll be more lethal, right guys?
Walking down a corridor getting pushed backwards NONSTOP because the corridor is slightly overpressurised is the most pants on head retarded thing I have EVER seen in this game.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Raise the push threshold, if it's a thing, and make magboots vastly more common.
Alleviates some symptoms, at least, because I doubt we're getting rid of nonZAS.
Alleviates some symptoms, at least, because I doubt we're getting rid of nonZAS.
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- Confined to the shed
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Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Incomptinence wrote:Space wind at present is really pushing the envelop as given in examples here even small amounts of damage can render people in space suits totally incompetent in a vacuum. The threshold for being able to move properly is really fucking fine for anyone in a space suit with people without space suits having a bigger margin before total stupidity kicks in. Given traitor shenanigans aside we have mining a job in part dedicated to getting injured bumping beasts on the asteroid how is this an acceptable game mechanic other than MUH REALIZMS!?
Dangerous station my ass half the examples are it not even killing people, nuisance station more like it.
Also fucking ore crates. The change to pulled objects not being pulled from you due to spacewind was thankful, but as a miner, it didn't fix ore crates. The fucking things get bumped into by you when spacewind pulls you back and then slingshot out the door due to the wind. imo magboots should be built into all hardsuits on a toggle in the object tab like built-in jetpacks.
Miners having built-in jetpacks would also be a nice thing for spess exploration after your job is done but I'm not really counting on it happening.
Spoiler:
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I half expect anyone who wants to do anything in space bum rushing EVA storage like they have an objective to steal magboots because that is what they need to avoid this stupid mechanic, anyone who fails to do so I refer you to the coders telling you that you need to "get good".
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Bay style EXPLOSIVE DECOMPRESSION SEND HALP would be 'more lethal'.
Constant pushback due to the slightest pressure difference is just 'more annoying and frustrating'.
Constant pushback due to the slightest pressure difference is just 'more annoying and frustrating'.
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- Joined: Thu Feb 12, 2015 3:36 am
- Byond Username: Roadhog1
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I thought the explosive decompression thing was pretty cool.lumipharon wrote:Bay style EXPLOSIVE DECOMPRESSION SEND HALP would be 'more lethal'.
Constant pushback due to the slightest pressure difference is just 'more annoying and frustrating'.
- Akkryls
- Joined: Fri Nov 07, 2014 11:54 am
- Byond Username: Akkryls
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
DemonFiren wrote:>diverts emitter beams
GIFs or it didn't happen.
Actually on this note. I got dragged by space wind as a revenant the other day.
Shit's broken yo.
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- Joined: Thu Feb 05, 2015 8:51 am
- Byond Username: Actionb
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Fuck, I am bad with computers. And try taking a screenshot of an emitter beam when it's on a specific tile.DemonFiren wrote:>diverts emitter beams
GIFs or it didn't happen.
To reproduce:
- leave towards singulo containment through the western airlock
- be careless and leave both airlocks open for maximum spesswindyness
- stand diagonally SE to the northwestern emitter (f.ex. on numpad: 5 = emitter, 3 = you)
- turn emitter on
- get hit in the face with emitter beams as long as there's air pushing out of the airlock
If the stars align and lag plays along, you can even see the beam leaving the emitter on a diagonal.
The beam returns to its original path after having taken this slight detour in your general direction and still hits the generator it was aiming for. But still.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Will reproduce with upgraded emitter, hilarity if true.
Reminder to port /vg/'s beams.
Reminder to port /vg/'s beams.
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
lmao get good you losers
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- Joined: Tue Aug 05, 2014 2:48 pm
- Byond Username: Absalom526
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I have never died to space wind. I HAVE, however, been INCREDIBLY FUCKING INCONVENIENCED by it, every time I have come into contact with it.
It doesn't add lethality, it adds pure frustration.
It doesn't add lethality, it adds pure frustration.
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Yesterday a tator AI attempted a plasmaflood. It was pretty weak and only a little plasma came out, but the positive pressure was enough that it was literally impossible to walk down the hallway in a spacesuit with slight damage and a massive ping pong inconvenience to do it without. Is there any chance for this to be reverted or rebalanced? Everyone seems to hate it and agree it adds nothing to gameplay
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
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- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I disagree, space wind is pretty fun. We just need ways to mitigate its effects. We already have magboots, but there are few of those.Wyzack wrote:it adds nothing to gameplay
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- Joined: Tue May 20, 2014 6:53 pm
- Byond Username: Cheimon
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
What makes you find space wind "pretty fun"? Serious question.Scott wrote:I disagree, space wind is pretty fun. We just need ways to mitigate its effects. We already have magboots, but there are few of those.Wyzack wrote:it adds nothing to gameplay
- Not-Dorsidarf
- Joined: Fri Apr 18, 2014 4:14 pm
- Byond Username: Dorsidwarf
- Location: We're all going on an, admin holiday
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I think he means "fun-ny". As a traitor AI. Who hit the panic syphon in a crowded hallway.Cheimon wrote:What makes you find space wind "pretty fun"? Serious question.Scott wrote:I disagree, space wind is pretty fun. We just need ways to mitigate its effects. We already have magboots, but there are few of those.Wyzack wrote:it adds nothing to gameplay


kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.![]()
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- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
The fact that this is the first time the atmos system is relevant outside plasma floods? Fastmos was the best thing that happened to tg.Cheimon wrote:What makes you find space wind "pretty fun"? Serious question.Scott wrote:I disagree, space wind is pretty fun. We just need ways to mitigate its effects. We already have magboots, but there are few of those.Wyzack wrote:it adds nothing to gameplay
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
It pushed people before. It's not like bad atmos settings invented air pressure killing people.
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
It's unbelievably retarded.
Get an AIR canister.
Empty it in some corridor (try outside medbay) watch as it becomes a horrible, unplayable mess as no one can walk down the corridor or move through doors.
Get an AIR canister.
Empty it in some corridor (try outside medbay) watch as it becomes a horrible, unplayable mess as no one can walk down the corridor or move through doors.
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- Joined: Wed Apr 23, 2014 12:23 am
- Byond Username: Kromgar
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Lol we were fighting a Dark Gygax and its air tank ruptured. Holy fucking shit we couldn't get near it for a whole fucking minute
Planet Station Best Station
Vote Planetstation and Kor Phaeron 2017
Vote Planetstation and Kor Phaeron 2017
- AnonymousNow
- Joined: Tue Jul 15, 2014 1:41 pm
- Byond Username: AnonymousNow
- Location: Neptune
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
So when's this getting fixed?
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.


Spoiler:
- ABearInTheWoods
- Joined: Mon Apr 14, 2014 10:56 pm
- Byond Username: MrStonedOne
- Github Username: MrStonedOne
- Contact:
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
I have a fix, I'm gonna make space wind not effect people who are moving (as in, still holding down the movement key) unless its strong spacewind.
After I finish my stickybans pr.
After I finish my stickybans pr.
Forum/Wiki Administrator, Server host, Database King, Master Coder
MrStonedOne(!vAKvpFcksg) on Reddit(banned), Steam, IRC, Skype Discord. Don't click this

NSFW:
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
What's strong space wind?
ie: If there is a one tile breach are you still going to get stuck in it and die for no particular reason?
ie: If there is a one tile breach are you still going to get stuck in it and die for no particular reason?
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
if i had to guess, strong spacewind would be wind that's a level higher than a breach, IE if somebody sabotages atmos and makes all the distro output pumps shoot 100,000 kPa of pressure into the halls, or maybe the sudden increase of pressure when plasma heats up in a fire
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- firecage
- Github User
- Joined: Thu Apr 17, 2014 4:22 pm
- Byond Username: Firecage
- Github Username: Firecage
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Honestly that feels a bit snowflakey...MrStonedOne wrote:I have a fix, I'm gonna make space wind not effect people who are moving (as in, still holding down the movement key) unless its strong spacewind.
After I finish my stickybans pr.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
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- Joined: Sat Sep 26, 2015 7:53 am
- Byond Username: Tuypo1
- Location: the wardens office bitching about armory layouts
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
maybe we should put handles you can grab on the walls between exterior airlocks with light wind you can pull yourself in for stronger winds you hold on untill the wind stops
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
Remeber when a pr got put up to remove shitty space wind?
Remember when it got shut down because "we just can make a fix"?
Remember when no one has bothered to make a fix?
Remember when it got shut down because "we just can make a fix"?
Remember when no one has bothered to make a fix?
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Space Wind, Fastmos, ZASlite, whatever feedback.
The problem is that space wind is usually imagined as a short strong burst that pushes you in a certain direction and than stops. However since it takes ages for pressure to spread due to the atmos code it is just a looooong annoying pull into on direction.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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