Hey folks, I’m just now getting back into the game and I’ve noticed that we’re locking a bunch of tech Webs behind required experiments again.
I don’t really think that’s a good move. Doesn’t really add much to the experience in my opinion and comes across as like busy work.
Why are there so many new required experiments?
- The Wrench
- Joined: Sat Sep 12, 2020 4:06 am
- Byond Username: The Wrench
Why are there so many new required experiments?
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Jonathan Gupta wrote: ↑Sat Jan 22, 2022 6:32 pm all you godamn do is whine and complain come up with ideas, stop bitching for christs sake.
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- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: Why are there so many new required experiments?
because we changed the game and it's different now.
- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
- Byond Username: Rectification
- Location: Space Station 13
Re: Why are there so many new required experiments?
I hate when they do that
- Sincerely itseasytosee
See you later
See you later
- Imitates-The-Lizards
- Joined: Mon Oct 11, 2021 2:28 am
- Byond Username: Typhnox
Re: Why are there so many new required experiments?
I told them that locking things behind toxins was a bad idea that we already tried before with t4 lasers and it just resulted in t4 lasers being effectively soft deleted until that decision was reverted, so hey, maybe we shouldn't lock mech ballistics behind toxins, especially since ordnance is not a roboticists job. Oh, and also robos don't even have toxins access.
They responded to my criticism by giving roboticists toxins access.
I understand that coders sometimes have to put their foot down for good but hated changes, like cloning removal for example. But this is not one of those times. Why? Because cloning removal had an actual good impact that could be described: it allowed the other medical job content to flourish, like surgery and chemistry. Toxin-gating technologies does not have any upside whatsoever. It was included as part of the package deal of the tech web rework, and therefore avoided having to have a "why is this good for the game?" statement. So I think that this situation where the maintainers are thinking that they have to put their foot down for the good of the game but they're wrong and now it just comes across as being stubborn.
If I'm wrong, I'd love for Mtandi to come in here and explain to us why it's a good thing for the game to force roboticists to do ordnance instead of doing robotics for a robotics tech, because I am not seeing it.
They responded to my criticism by giving roboticists toxins access.
I understand that coders sometimes have to put their foot down for good but hated changes, like cloning removal for example. But this is not one of those times. Why? Because cloning removal had an actual good impact that could be described: it allowed the other medical job content to flourish, like surgery and chemistry. Toxin-gating technologies does not have any upside whatsoever. It was included as part of the package deal of the tech web rework, and therefore avoided having to have a "why is this good for the game?" statement. So I think that this situation where the maintainers are thinking that they have to put their foot down for the good of the game but they're wrong and now it just comes across as being stubborn.
If I'm wrong, I'd love for Mtandi to come in here and explain to us why it's a good thing for the game to force roboticists to do ordnance instead of doing robotics for a robotics tech, because I am not seeing it.
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- Joined: Fri Jan 14, 2022 7:42 am
- Byond Username: Longestarmlonglaw
Re: Why are there so many new required experiments?
I could very easily speedrun both low and high yield explosives, BZ, n20, and plasma gas shells in under 10 minutes. +2 minutes to deal with the hassle of publishing once i've speedran all those 5 experiments
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