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https://github.com/tgstation/tgstation/ ... -369786663Why are we punishing people for playing the job they want to play?
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https://github.com/tgstation/tgstation/ ... -369786663Timberpoes 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.
And yet, even being intentionally low effort you would still be better then the empty slot.Shadowflame909 wrote:Hello, I am the guy who hates sec and would otherwise never play it. The exact shitter who if this was enabled, would all of a sudden start playing sec and would put the least effort into it as possible. But, whatever. You gotta get those antag points somehow. Pew, whats that you hear? Easy street shitty sec officers for (insert antagonist here) to defeat and powergame? That'd become so much more common. But, could you blame them? There's no fun being on the side of the murdered. So why not half-ass everything that you do, to get a taste of the glory. Y'know what that sounds like? A system where everybody lives half-assed lives and no one actually feels good about what they're doing. It's called COMMUNISM- Yeah, I went off the rails at the end. But I hope you get the point. I at least, think I raise some points.
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.
I think this is a worthwhile issue to bring up, given how annoying Head Antags can be. If anything, I'm almost inclined to say Heads and Assistants should have a marginally reduced antag chance relative to the 'main' station roles...?kevinz000 wrote:The issue is now head and ai players have an increased chance of antag IN THOSE ROLES.
Those TC options only buy you a few minutes at best, though, before sec catches on that your Mulligan identity doesn't exist. And relying on other potatoes is pretty janky.bandit wrote:That's kind of part of my point. Their options also include going undercover, finding a new identity (there are even TC items that do it for you now), getting backup from other traitors, etc. Traitor is not and never has been murderbone or nothing.sometimes the traitor gets unlucky and gets outed 3 minutes in and their options are defeat or going loud.
The logic checks out, honestly. The people who go validboner as assistant would generally be doing exactly the same thing as security, with a small side of having to put up with the Tide and hopefully learning what it's like to be on the other side of it.Arianya wrote:And yet, even being intentionally low effort you would still be better then the empty slot.Shadowflame909 wrote:Hello, I am the guy who hates sec and would otherwise never play it. The exact shitter who if this was enabled, would all of a sudden start playing sec and would put the least effort into it as possible. But, whatever. You gotta get those antag points somehow. Pew, whats that you hear? Easy street shitty sec officers for (insert antagonist here) to defeat and powergame? That'd become so much more common. But, could you blame them? There's no fun being on the side of the murdered. So why not half-ass everything that you do, to get a taste of the glory. Y'know what that sounds like? A system where everybody lives half-assed lives and no one actually feels good about what they're doing. It's called COMMUNISM- Yeah, I went off the rails at the end. But I hope you get the point. I at least, think I raise some points.
It's not like sec tends to be over-filled or capped out on officers, so short of intentionally trying to sabotage sec (the kind of thing that would get you bwoinked pretty fast) you can't actually do more harm then good.
I guess if you rolled for security and then immediately ran into the hallways, stripped and suicided you might, but again, that's the kind of pattern of behaviour that gets caught pretty quickly.
Also I don't buy that people who hate sec but otherwise try to "win" the game would just let themselves get murdered for antag rep.
We have people who play assistant and gear themselves up with the idea to take on nuke ops/changelings/etc. They clearly want to "win" against the antagonist, all antag rep would be doing in this case is incentivize them to put security on their job roster.
If people are only playing to be antagonists, that means that the non-antagonist gameplay just isnt very interesting. I'm personally burnt out and feel uninspired repeating the same roles every shift...just nothing else to explore.cedarbridge wrote:I like this as a step in the right direction to moving focus away from antags but I think we'll need more focus from development to encourage depth in non-antag gameplay to make it worthwhile. Really, we should probably aim to make non-antag activity interesting enough that players are legitimately upset that an antag could blow it up and ruin it. That would mean less valid hunting for valids sake and more legitimate hunting the bad guy because he did or could do a bad to a thing you want to protect.
Believe me, the people who go validboner as assistants usually already go validboner as security. Also, a fatal flaw I see is that this system is trying to lump the worst into the roles of the best. Yes, lets make the population of the game that commit suicide at roundstart, vandalize for shitty reasons and all in all get away with the bare minimum of player conduct to avoid a ban into the roles where we expect people to be above all that. You can't change people, so I see no reason forcing people into roles that they don't want to play. Also, yes this is forcing people into those roles. The same people who roundstart suicide are now given the opportunity to take away head roles from people who want to do good with it, and they do the bare minimum to avoid a ban! As a quite popular headmin says, if you remove the hut. The hut goes everywhere else, and everything just becomes quite worse.MaximumOverlizard wrote:The logic checks out, honestly. The people who go validboner as assistant would generally be doing exactly the same thing as security, with a small side of having to put up with the Tide and hopefully learning what it's like to be on the other side of it.
You don't greentext as a traitor that got borged unless you have an objective to die.CosmicScientist wrote:you get greentext as the traitor, so there's no reason not to pair up with them unless you absolutely hate the thought of helping a silicon to win, like me, because they have the power of friendship built in, especially when they get an autoborger.
Unless I've forgotten since I stopped reading this when I blew up too hard and wound up triggering Remie into spouting nonsense about languages not used by dream maker, you get rep by playing not as an antag.
I don't think you keep antag status unless you get deborged (which almost never happens, especially considering law 3)cmspano wrote:This is apropos of nothing other than a traitor getting borged. Do you keep your objectives when you get borged? You'd still have to follow your laws, but do you still have your objectives from when you were human since you're the same brain?
Like if you had an assassinate objective to kill a lizard and then get borged, could you go kill that lizard assuming no human ordered you to not do it?
Who would enforce this and how?Nilons wrote:This seems like a good opportunity to introduce more of an expected bare minimum into crucial roles like security and heads considering theyd be getting a reward in exchange for not playing those roles. If you implement this system and up the bar for whats expected of those roles
Yes admins do have the resources? If a head suicides you ahelp it. There is no base to the claim that admins couldn't do what admins on other servers do regularly. While admins being unable to enforce something is definitely a reason to not make it a rule this is not the case.captain sawrge wrote:Who would enforce this and how?Nilons wrote:This seems like a good opportunity to introduce more of an expected bare minimum into crucial roles like security and heads considering theyd be getting a reward in exchange for not playing those roles. If you implement this system and up the bar for whats expected of those roles
Don't say admins because they do not have the resources to scrutinize the behavior of a relatively large group of players, nor can they investigate every anecdote of "high standard" roles misbehaving.
Such as?Nilons wrote:Then use objective criteria to determine the bare minimum headmins decide on? Obviously subjective things are going to be an administrative headache, why you jumped immediately to it being impossible that there are more objective standards to hold people to than "Dont kill yourself" is beyond me.
Here are a few examples but overly specific suggestions almost always get ignored in policycaptain sawrge wrote: Such as?
Unreasonnable in multi-hour rounds, and largely irrelevant, since if a head is dead and not imminently revived you can bet someone stole their ID and goodies.Nilons wrote: -Not accepting being cloned if you die or taking ghost roles as a head
Ahelp this under basically any threat whatsoever and reap the rewards.-Going out into space to explore as a head or security (happens regularly in my experience)
Considering how much of a bugbear escalation is already, applying a secondary filter to escalation especially to a role that can very often be in mortal peril (revs/antags hungry for your access/etc) is really weird.-Heightened escalation rules that don't make it as easy to remove someone from the round as the default ones considering you're in a position of power
No one's asking to be spoonfed, the issue is that going "hey maybe judge heads on their performance??" without suggesting any kind of criterion is basically as useful a suggestion as "hey maybe ban all the bad people??"These examples are not suggestions but proof that there is more than one objective criteria for this sort of thing, which for some reason you need spoonfed to you
you're ignoring the fact that most admins wouldn't want to enforce it because it's not what they're looking for in the game and it's not why they joined, but by all means try to rotate the community on it's axis.Nilons wrote:Yes admins do have the resources? If a head suicides you ahelp it. There is no base to the claim that admins couldn't do what admins on other servers do regularly. While admins being unable to enforce something is definitely a reason to not make it a rule this is not the case.captain sawrge wrote:Who would enforce this and how?Nilons wrote:This seems like a good opportunity to introduce more of an expected bare minimum into crucial roles like security and heads considering theyd be getting a reward in exchange for not playing those roles. If you implement this system and up the bar for whats expected of those roles
Don't say admins because they do not have the resources to scrutinize the behavior of a relatively large group of players, nor can they investigate every anecdote of "high standard" roles misbehaving.
Yeh, replace what I said with this, I absentmindedly switched them as I typed it.Arianya wrote:(subjective, not objective)
Sure, you can enforce anything, that doesn't mean it's a good idea. A lot of the reason we play here is because admins don't administrate their standards of RP or competence onto the players like a HRP server.Yes admins do have the resources? If a head suicides you ahelp it. There is no base to the claim that admins couldn't do what admins on other servers do regularly. While admins being unable to enforce something is definitely a reason to not make it a rule this is not the case.
Nabski wrote:If you roll head and go afk/ask to be replaced really early on, I'm going to drop your reputation.
Nabski wrote:If your behavior is somewhere between moving on my way and a note, I might drop your reputation a little.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
Why do you think reducing antag roll rep is a bad punishment for bad actions. I was mostly thinking of using it for cases of bad escalation, heavy greytiding, or aweful security play where they shouldn't be rewarded with extra points for it. That last one is things like beating revolutionaries to death or wordless arrests/executions.Saegrimr wrote:Blinky Light Bulbs]
Please check with headmins before you invent a new form of punishment that is even more subjective than the ones we have nowNabski wrote:Why do you think reducing antag roll rep is a bad punishment for bad actions. I was mostly thinking of using it for cases of bad escalation, heavy greytiding, or aweful security play where they shouldn't be rewarded with extra points for it. That last one is things like beating revolutionaries to death or wordless arrests/executions.Saegrimr wrote:Blinky Light Bulbs]
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
The cause of the salem witch trials were mass hysteria. Which caused alot of innocent people to be murdered. Do you really want to make players hysterical that when they go afk to use the bathroom or eat. They're losing out on antag points. At the very least it'll instill a sense of fear in the players!Nabski wrote:SnipSaegrimr wrote:Blinky Light Bulbs]
I agree. What is the point of a line if we're going to penalize people who didn't cross it?Grazyn wrote:As long as admins don't turn this into "what you did wasn't bad enough for a ban or a note so I'm lowering your antag rep", it can be an interesting way to force people into less played jobs
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
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.
I think people are worried about thisStickymayhem wrote:Holy fuck can we keep this simple
As it stands, the new system being implemented is this: https://github.com/tgstation/tgstation/pull/38042
MSO has decided this is a code decision not a headmin decision, so some form of this is going to be implemented whether we like it or not. I don't think it's necessary but it's happening.
The good news is the initial plan which would have been a disaster has been scrapped and we have a compromise instead. Now everyone gets 10 tickets per round except assistants who get 7. This discourages assistant antag rolling without increasing competition for head roles from shitters.
"Bad escalation" is vaguely defined by design, "heavy greytiding" is less subjective but some may be worried that they're gonna be punished for assistant shenanigans on top of earning less points due to their role, "worldless arrests" are normal since officers usually arrest people without warning them first, which had already led to endless pointless policy discussion in the past so let's not go there once again. Also admins already ban/note players who do these things, and I was under the impression that the new system was meant to give players a reason to play unrewarding and stressful jobs like heads and sec, using the system to further punish them when they mess up seems cruel to meNabski wrote:Why do you think reducing antag roll rep is a bad punishment for bad actions. I was mostly thinking of using it for cases of bad escalation, heavy greytiding, or aweful security play where they shouldn't be rewarded with extra points for it. That last one is things like beating revolutionaries to death or wordless arrests/executions.Saegrimr wrote:Blinky Light Bulbs]
Still valid as a learning/low-effort role. It's a very small disincentive to not play assistant. If you truly find value in the assistant role you'll still play it. If, like I imagine the majority do, you play assistant to antag role and otherwise have no responsibility instead of a small amount of responsibility, then it seems reasonable you get a bit less chance at the fun stuff.CPTANT wrote:Just remove the assistant role if you are just going to punish people for playing it.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
No, you just pick another job and do what you would have done otherwise.Stickymayhem wrote:Still valid as a learning/low-effort role. It's a very small disincentive to not play assistant. If you truly find value in the assistant role you'll still play it. If, like I imagine the majority do, you play assistant to antag role and otherwise have no responsibility instead of a small amount of responsibility, then it seems reasonable you get a bit less chance at the fun stuff.CPTANT wrote:Just remove the assistant role if you are just going to punish people for playing it.
Not contributing to the round is disincentivized now.
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.
because mso just activated it, or at least stated that it would be activated, in the server config threadCobby wrote: why do we have a policy for a feature that’s not even implemented this is the utmost bikeshed bait.
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