[MRP] There may be some problems with heretic on MRP but not the ones you think.

Ask and discuss policy about game conduct and rules.
Forum rules
Read these board rules before posting or you'll get reprimanded.
Threads without replies for 30 days will be automatically locked.
Post Reply
User avatar
NecromancerAnne
Code Maintainer
Joined: Mon Sep 03, 2018 6:55 pm
Byond Username: NecromancerAnne
Location: Don't touch me, motherfucker...
Pronouns: She/Her

[MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by NecromancerAnne » #779669

Myself, and several others, have started to notice ongoing problems with the perception of heretic and the way it is approached IC and OOC, from both an enforcement standard and player reaction one. Some of these are similar issues that were perceived with progression traitor, but there are some more unique ones specific to heretic that I'm somewhat concerned by. And maybe, these problems bleed into the way in which players conduct themselves in the MRP space generally.

Now, before getting too far; heretic actually won most popular antagonist to play as. But also, heretic is one of the lowest for antagonist people like the play against. (Ignoring BB's and spies, who didn't get very good polling either in the popularity contest)

Therefore, this is a very polarizing antagonist, which a significant amount of people who like to play it but a very small number who like to face against it.

Now, these stats draw from two different rulesets, but I think the impact of these stats are still felt with MRP because I do believe there are instances where players, and even admins, feel like treating them more harshly is entirely justified simply because they are a proven Heretic, and not merely because of their provable actions in a round justifying a harsher response when captured as a restricted antagonist. (where 'putting them into permabrig' currently serves as the upper limit in these cases. If that matters.)

The specific rule for this is Rule 6, and notably this line here.
6. Deal with the bad guys in proportion to their crime(s). wrote:Only antagonists that have committed the most severe crimes may be met with immediate execution.
Very often, I find that heretics are immediately executed on capture. Their nature will usually urge them towards committing a serious crime. But the rules do not presume that they have, nor do their flavour. Just that they have the capacity. This is why Rule 6 exists; to give players handling antagonists pause to consider alternatives to someone who has yet to act in a malicious manner. Particularly those caught early.. Usually, evidence of serious crimes do not need to surface (people who start reappearing with brain damage and corrupted organs) before heretics start being executed on capture. They're often treated as harshly as changelings, who have a flavour justification for that treatment (this thing eats people and steals their faces, and has done so before), as well as the mechanical one (they can escape extremely easily).

Only two paths for heretic are in the latter category, and none exist in the former category. (Let's assume, for the sake of reasonable argument, that our heretic is a proven non-rust/non-lock heretic)

Some of the justifications for harsher treatment that I've seen include:

A) The antagonist is a progression antagonist, therefore they are always going to be an emerging threat. So killing them now stops that.

B) We don't know they haven't done the serious crime they would otherwise be expected to commit, so we should assume they have killed someone because that is how they progress.

C) They are not containable. They will always have their magic. (This is for non-rust/non-lock heretics, as I already said, who cannot force open barriers)

These are arguments that would, given enough generalization, probably equally valid for dealing with practically any threat with equal harshness. Even C, while it mentions magic, could be 'we can't remove their urge directly to do their objectives', which also happens to lean slightly into B. These lines of reasoning feel like, to me, ones that come about from players potentially having been burned on making the decision for lighter approaches to the antagonist and possibly discovering that the antagonist still did what antagonists do; be evil or nefarious and found a way around their concession. Probably from a player who is able to claw their way back from a failure given the chance.

The complicated nature of heretic is very likely what attracts people to the antagonist (God I wish we had a section for people to expand on their thoughts on what they chose the antagonist they did as their favourite/least favourite). The fact that it attracts people who are already proficient at the game and succeed and is a force multiplier for skill (by design) is what makes people frustrated when they deal with it, because they are usually on the losing side and on the losing side of someone who may have a lot of edges and experience to outmatch them or even several opponents.

To get into more code related stuff...

Recently, there has been an increase in overall ascensions. From 5% average to about 12%. Sadly, we lack a similar poll from that period, but not much we can do about that. Though melbert has argued this increase is an indicator of heretic as a whole having grown stronger, I think that's only partially what the graph is saying. Because, given the stats, some of the least touched paths have ended up increasing in ascension rate as well. Cosmos, Ash and Flesh are significant outliers to Rust and Void, who only recently gained additional power.
Spoiler:
Image
You might be asking 'how exactly does ascension rate play into this argument?". It's the grand finale for the antagonist, and usually the most poignant losing state for the crew.

This indicates an increase in success for the antagonist as a whole. But one that likely isn't a consequence of just one path improving in power. Instead, it is likely a consequence of heretics gaining access to more of the broader power of heretic at once, which is something that only really occurs when someone knows what to exploit and they're already on a victory lap in the antagonist's power set.

So we have two significant outcomes taking place here; crosspathing enabling already successful heretics to succeed more, and that the role has existed long enough that those able to make use of its power have improved enough and figured out their paths to success enough to reliably succeed. Which likely results in a perception of increased power exponentially for an antagonist which currently filters out, by design, those who aren't up to par (this isn't guesswork, this is literally what heretic was designed to do by the original creator). The most successful mechanically are harming the perception of those who are not up to their level and more likely to be caught, and therefore experience the consequences of the more mechanically successful players.

Therefore, higher successes, higher difficulty dealing with more proficient pilots who dominate the limelight, harsher perception of the antagonist. It is a self-fulfilling prophecy that happens as a consequence of several, repeat encounters with the antagonist. And notably means that I don't think code changes are the sole responsible factor this phenomenon. I think it could equally be that those who are already geared towards succeeding are succeeding more, and maybe for reasons beyond just what the state of balance is for the antagonist.

With a harsher perception of the antagonist from the perspective of those who have to encounter and face off against it, this might be contributing to people feeling the need to treat heretics more harshly, even when the heretic has otherwise been caught or beaten, and despite the rules insisting on levity. There is a lower tolerance for roleplay when the mechanical consequences loom larger in peoples minds. Part of this can bleed into administrator enforcement as well. Few admins really want to play policy pingpong with someone who feels very strongly that putting six shells of 12g buckshot into the back of a moth heretic, because they found moth fibers on a toilet seat near a rift. This is hyperbole, please don't take that as a literal example.

I have already unsuccessfully argued for unrestricting heretics in the past. In that time, heretic has changed, but the perception remains the same. Not much is different. Some of the core problems remain about how people treat heretic. Much of the same harsh perception of the antagonist remains. It seems to drive everything towards more mechanical exchanges and more and more all sides care less to give the other more opportunities for roleplay.

So my proposal is thus. We give Manuel a break for a bit and come back, either with the rework that is on the way, or when we feel as there has or has not been a noticeable change in the behaviour of players, both antagonist and security, towards a higher focus on roleplay over mechanics. I don't think this an issue exclusive to heretics either. I do actually think this bleeds into how people perceive the actions and reactions too antagonists generally. And maybe, by eliminating one of the perceived problem children in the roster, we can maybe see what the source of the problem is; heretics, or something deeper.

Putting them to rest for about two months should do the job. Then, we can poll the server again and see how they feel about the ways in which antagonists are treated. With details, hopefully.

TL;DR I think, and it is felt by others, that there is growing disinterest in levity towards antagonists even for minor crimes, and one of the biggest culprits/victims is heretic. I think this is urging players towards mechanical play as a priority, which favours those who are already capable, worsening the perceptions further. To test if it is heretic at fault or if there is some deeper trend that goes beyond heretic by taking out heretic for a time (like, two months, tops), we ca see if things settle if there are absolutely no progression antagonists lingering in the pool for a bit, or see if things stay much the same. Then do a poll to get peoples feelings at the end of it.

DO NOT MAKE CODE CHANGE SUGGESTIONS.

THIS IS POLICY.

THERE IS A REWORK IN THE PIPELINE. GO MAKE CODE SUGGESTIONS HERE.
Last edited by NecromancerAnne on Mon Jun 16, 2025 6:30 am, edited 1 time in total.
Jake
Joined: Sat Apr 04, 2020 3:56 pm
Byond Username: EnterTheJake

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jake » #779671

As the guy behind the rework, I'm on board with this proposal.

The unfortunate reality of the cross pathing system, is that it doesn't allow for targeted changes to singular paths, as any buff we may grant to one path gets shared among all its neighbours. (there's a ton of other issues, but this is is about policy, you can find my indepth reasoning on the rework thread)

Yesterday I observed a round where a Heretic that didn't get to commit any crimes, got trackered, permabrigged with no prisoner id and no possibility of parole, in the eyes of the only observing admin this was justified, because " Heretics are impossible to control", which is just flat out untrue.

This mentality among security of "I need to destroy every antagonist as quickly as humanly possible" has been a problem on Manny for several years,

If there is a lesson I hope comes clear as a result of removing heretic for a bit, is that there is no codified solution for players wanting to win in the video game. we already saw this once with the removal of progtot, and I'm confident it's not going to change if we remove heretic.

Roleplay can only exist when there is good faith from both sides, and it's clear the well has been drained.
User avatar
Metek
Joined: Mon Dec 23, 2024 8:24 pm
Byond Username: Bisar

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Metek » #779678

I am curious to what the difference is between a changeling and a heretic as regards to people tolerating instant permanent round removal upon capture. Rust and Lock being your chosen path also seems another arbitrary distinction on whether you'd be seen as "valid" to round remove because you're impossible to "contain"; literally anyone of any level of determination and ingenuity is impossible to contain by nature of the game mechanics, aside from you being turned into a nugget for a rousing few minutes of torture RP until you ghost.
/tg/ contributor
tgui contributor
Sysadmin, developer, network admin in-training
Business owner (CSP, MSP, ad-hoc software, ML model utilization training)
User avatar
Thranos
Joined: Mon Nov 14, 2022 4:03 am
Byond Username: Thranos

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Thranos » #779689

I used to main Warden, a while ago.
And by a while ago, I mean back when it was possible to surgically neutralize a heretic, and/or actually prevent them from doing heretic shenanigans in perma if they'd been violent enough to warrant getting put in there.
I'm not 100% on what code changes were made since that sort of "sweet spot" (where heretics could kick sec's ass, but sec could kick their ass and neutralize them without RRing them), but it sucks to see.
Heretics regularly steamroll the crew now and go on an unstoppable murderbone spree because ascended heretics are allowed to do that. I've seen multiple sub-45m ascensions, shuttle recalls, the works.
I've also seen sweatsec murdering a dude for having a spray-painted shock touch hand, because the reaction to heretic now is "uncontainable, growing, round-ending threat". It's not a good situation overall.
User avatar
TheLoLSwat
Joined: Thu Nov 17, 2022 9:56 pm
Byond Username: TheLoLSwat
Location: Captain's Office
Pronouns: He/Him

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by TheLoLSwat » #779691

im going to be honest, i enjoy playing heretic even though i am horrible at it so i dont want them disabled when it isn't to stop a gamebreaking exploit.
Metek wrote: Sat Jun 07, 2025 2:03 pm I am curious to what the difference is between a changeling and a heretic as regards to people tolerating instant permanent round removal upon capture.
from commandsec POV, there isn't that much of a difference between heretic in changeling. Both have basekit (or near-basekit for heretic) tools that make them very slippery, and they both are lethal in 1v1 situations. Changelings being so difficult to contain that you have to destroy their body and heretics being a possible round-ending threat if not contained are the only practical differences round to round.
Jake
Joined: Sat Apr 04, 2020 3:56 pm
Byond Username: EnterTheJake

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jake » #779694

Thranos wrote: Sat Jun 07, 2025 7:19 pm I used to main Warden, a while ago.
And by a while ago, I mean back when it was possible to surgically neutralize a heretic, and/or actually prevent them from doing heretic shenanigans in perma if they'd been violent enough to warrant getting put in there.
I'm not 100% on what code changes were made since that sort of "sweet spot" (where heretics could kick sec's ass, but sec could kick their ass and neutralize them without RRing them), but it sucks to see.
Heretics regularly steamroll the crew now and go on an unstoppable murderbone spree because ascended heretics are allowed to do that. I've seen multiple sub-45m ascensions, shuttle recalls, the works.
I've also seen sweatsec murdering a dude for having a spray-painted shock touch hand, because the reaction to heretic now is "uncontainable, growing, round-ending threat". It's not a good situation overall.
Nothing has been done to make heretics less containable, if anything more countermeasures have been added.

you can now replace their heart with a cybernetic one to prevent them from using rituals and grounding implants block all of their jaunts, including blade break.

Heretics don't "regularly" steamroll the crew, all paths save for 1 (cosmic funny enough) have less than 10% ascension rate.

There's a couple of individuals that have pretty much mastered the antagonist and comprise the great majority of ascensions we see on Manuel.
User avatar
Metek
Joined: Mon Dec 23, 2024 8:24 pm
Byond Username: Bisar

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Metek » #779702

If we had public logs implemented we could get some cross-analysis on the data of who is winning based on what criteria.
/tg/ contributor
tgui contributor
Sysadmin, developer, network admin in-training
Business owner (CSP, MSP, ad-hoc software, ML model utilization training)
User avatar
Thranos
Joined: Mon Nov 14, 2022 4:03 am
Byond Username: Thranos

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Thranos » #779704

Jake wrote: Sat Jun 07, 2025 8:52 pm you can now replace their heart with a cybernetic one to prevent them from using rituals and grounding implants block all of their jaunts, including blade break.
Image
User avatar
NecromancerAnne
Code Maintainer
Joined: Mon Sep 03, 2018 6:55 pm
Byond Username: NecromancerAnne
Location: Don't touch me, motherfucker...
Pronouns: She/Her

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by NecromancerAnne » #779709

The fact more tools exist to contain them is the part that assures me it isn't a realistic argument for them to be considered uncontainable. I do genuinely think it is an excuse for most of the heretics to be executed for other considerations, and ones that exist despite the rules that should be encouraging people to be more lenient.
User avatar
Cobby
Code Maintainer
Joined: Sat Apr 19, 2014 7:19 pm
Byond Username: ExcessiveUseOfCobby
Github Username: ExcessiveUseOfCobblestone

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Cobby » #779712

If the issue is the player perception then admins need to enforce the RAW, followed by a complaint failing to do so versus taking out a popular antag imo. The thread would be more compelling if it was about ensuring this gets enforced rather than just removing the mode because its not enforced, especially if no complaints have been made about it not being enforced.

Its a failing on the code end if there is nothing prompting a non forum/wiki user of the tools to stop a heretic that is available with frequency, but im having a hard time justifying that to the extend administratively the mode should be disabled. Certainly removing the mode from play completely for a couple months wont help with letting people know what tools are available to handle them with and doesnt setup anything for success. Unless the rework is going to drastically change how to stop heretics, I would definitely be opposed from removing the mode from play on that alone and the shift the focus to be (on top of enforcing the hey you cant just kill heretics aspect) how to spread that news either administratively via temp MOTD or a smaller immediate change on the code end to get that information out.

Without veering too far into the code world, I think if the concern is progression mechanics negatively interact with the RP because people are also allowed to hold game mechanics ergo feel justified in killing progression antags, then roles like this need to have these crisis endings opt in with clear indicators that reveal theyve opted in so players have to assume they arent lethal-threat until they see such indicator (and the time between them getting the indicator and actually being able to end/ascend/etc. is realistic enough someone could thwart them).
Voted best trap in /tg/ 2014-current
User avatar
bingusdingus
Joined: Wed Jun 19, 2024 10:21 pm
Byond Username: Bingusdingus

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by bingusdingus » #779713

Heretic always felt too "gamey". Like it existed for the sake of the people playing the antag only, and never actually did anything other than being a big threat, which in my opinion, isn't what most antags are for. Death and destruction are a story, sure, but it's only a fun one for the people causing it. It gives me Dota Invoker vibes like it was designed for only the sweats that will 100% be able to minmax it to demolish anyone they come across and it may as well be a completely different game to anyone else trying to learn. Also I feel like it was literally made because the coder played Cultist Simulator and said "I gotta put that in SS13 somehow". I'm all for removing it, and just not adding it back. This is one of those instances where I would actually be okay with an antag being erased from the timeline.
Image VOTED WORST FORUM POSTER 2024Image
User avatar
Imitates-The-Lizards
Joined: Mon Oct 11, 2021 2:28 am
Byond Username: Typhnox

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Imitates-The-Lizards » #779723

This feels like an admin issue to me, not a heretic design issue. If heretics are being round removed for "basically existing as a heretic", despite the large number of ways to contain them such as grounding implants, heart replacements, etc., in the absence of proven felonies in-game, then I think admins should be enforcing RPR 6 more. We might even, heaven forbid, get a court case in game and use the courtroom for once.

This could all be solved by having one or two admins online to watch this round removal happening once or twice and issuing a bwoink and a note.
Image
Image
User avatar
Ghostplayer
Joined: Fri Dec 01, 2023 7:29 pm
Byond Username: Ash Lightweaver

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Ghostplayer » #779758

I don't think removing heretic will cause anything to change. RP on manny has dropped in quality and in my experience security has always leaned towards playing to win when there's any antagonist around.
Image Image
User avatar
Thranos
Joined: Mon Nov 14, 2022 4:03 am
Byond Username: Thranos

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Thranos » #779761

Ghostplayer wrote: Sun Jun 08, 2025 5:38 pm RP on manny has dropped in quality
I'd suggest an extremely likely reason why this is, but I would be called a server tribalist.
At least some of the most outstandingly blatant NRP players have caught bans, but it's still in a sorry state, I have to agree.
User avatar
TagGamerGang2
Joined: Wed Sep 20, 2023 5:24 pm
Byond Username: TagGamerGame2

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by TagGamerGang2 » #779771

> There's a couple of individuals that have pretty much mastered the antagonist and comprise the great majority of ascensions we see on Manuel.
I'm curious about the statistics here if there are any.
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #779774

Not really on board with the idea. I do not think Heretic is causing issues on MRP.
Image
ImageImageImageImage
User avatar
bingusdingus
Joined: Wed Jun 19, 2024 10:21 pm
Byond Username: Bingusdingus

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by bingusdingus » #779784

Honestly, I wish we could hit a reset button and systematically re-add each antag after reworking them with the current game climate in mind (if needed). I feel like a big problem is that SS13 changes, but not all at once, so a lot of antags can be too over/underpowered from the way people approach that antag staying the same. I have always looked at removed antags and imagine what could have been if they could just be done "right", or if they were added today. As I usually say, it comes down to the players to use the powers given to them as antagonist to create a fun round. Some people only see it as a means to "winning" and I think maybe if that kind of behavior was addressed, it could help with antags constantly stomping and bringing balance into question. I just miss the days when people would do crazy unique and fun shit with their antag rounds instead of rushing straight to the easiest path to greentext, and dchat spectating antags and flaming them about all their mistakes as soon as they die because they did/didn't play by the meta. Which on it's face, is a ridiculous concept that antags have metas, that's how you know you lost the fucking plot with the antagonist's relationship with the crew. Antag just feels so unfun now unless you're the kind of person that plays to win, and I'm kind of sick of it all around. I feel like heretic just encourages this behavior because most of the tools feel more for a PvE mode than something for a normal SS13 round.

A good antag story is based around the crew, a bad antag story is based around the antag. Heretic feels like all the gameplay is for the antag. I guess that's what I mean by it being too "gamey". Anyways I made this post too long by accident and now you get to read it lmao.
Image VOTED WORST FORUM POSTER 2024Image
User avatar
Jamarkus
Joined: Wed Jan 22, 2020 8:58 pm
Byond Username: Jamarkus
Location: leaf
Pronouns: Pronoun/Noobnoun

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jamarkus » #779813

bingusdingus wrote: Sun Jun 08, 2025 10:35 pm A good antag story is based around the crew, a bad antag story is based around the antag.
My god, im agreeing with bingusdingus....

What bingus says is 100 percent on the money. there no more innovation in the way players play antagonists because they get shit on for not doing whats mechanically advantageous. If anything at all, Heretic is for sure an RPR 6 issue with sec gaming all over the brig. Hell even if its jokes, players say that the "goal" of sec is to stop the antag. Isnt the goal of sec to uphold the law???

Dont forget the first line of RPR 5 too.
The goal of antagonists on MRP is to create stories and make rounds interesting, for both antagonist players and crew-sided players alike.
Does heretic fall into this definition? I feel like it has a hard time to given the issues with sec gaming the shit out of them. Even then, does it still create an engaging story if theres a threat that most players see as needing to be delt with as swiftly as possible because it has the potential to be bad for the crew? IT SHOULD, but I dont think it does for the same reason that Sec goes ahead and cuts off the beasts head before it can show its fangs. Ive seen one compelling heretic, that set up shop in the chapel, and made it their schtick that they were gathering followers for their great ascension. I noped out due to IRL things, but that concept was GOOD. it explored a fun way to play the antag that was engaging for the crew to feed into. The issue is if a Heretic did this now, sec would immediately kill them because they are uncontainable. NOT because following a religion that demands sacrifices is illegal in the NT book of law.

thats where I see the issue. its the sec vs good heretic players, and these good heretic players just playing to game (which is fine, we allow this.) instead of playing to create a fun story. and the players that want to do a compelling story that may not be as good mechanically get shunned because of the notion that they are probably gonna kill everyone anyway, so let me get rid of it first.

The only way I can see this solved is to Enforce RPR 6 more closely when we have lings and heretics on the station, and then NUDGE heretic players in the direction of RPR 5. let them know that yeah, they can game, but it would be cooler if you made up a fun story that got the players involved minus just fighting them because you want to see some green text at the end of the game instead of red.
!!WARNING!! ATTEMPTING TO SPEARHEAD MANUEL TO BE MORE MRP LIKE A BOSS.
Image
VEKTER MASSVE L TAKE???!?!?!?!!111?!?!?!

Image

Goof is honestly, quite incredible. See below!
Spoiler:
Image
User avatar
MothNyan
Joined: Tue Sep 19, 2023 12:09 am
Byond Username: Moffifuwa

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by MothNyan » #780111

I like heretics, I think there's potential for roleplay from them
I used to know a cool character whose entire lore was based on being a researcher of heretics and their many paths

But the ascension adds an issue where they're given no leniency because they can easily end the round 30 minutes in

I don't want to lose heretics, but it is an issue how they're treated with zero leniency because of their ability to end a round.
Image
User avatar
NecromancerAnne
Code Maintainer
Joined: Mon Sep 03, 2018 6:55 pm
Byond Username: NecromancerAnne
Location: Don't touch me, motherfucker...
Pronouns: She/Her

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by NecromancerAnne » #780113

I want to be very clear about this fact in light of the rage thread.

The state of the code, and what each antagonist can do in theory, does not mean by our current MRP policy you get to assume that someone is worth execution every time just from being one of our progression antagonists.

The leniency expected from rule 6 is asking you to ignore that. If you cannot ignore that and simply treat them disproportionately with no evidence they are entitled to harsher punishment, you are effectively ignoring rule 6.

We have people who have demonstrated the ability to apply rule 6 fairly even to these antagonists. Its possible. It just takes a degree of letting go around winning and assuming you are doing worse by the round by giving the bad guys a chance to make it interesting.

The desire to win must not exceed the desire to see a good narrative play out. From everyone. That's the core concession. My thread here is to say this is being lost and that is a problem. Consider disabling it temporarily to see if it actively affects how people apply rule 6 or if it gets shifted to a new focus. To show my hand, I am going to tell you that we'll get a new 'problem child' antagonist supposedly making it difficult to apply rule 6 properly.
User avatar
NecromancerAnne
Code Maintainer
Joined: Mon Sep 03, 2018 6:55 pm
Byond Username: NecromancerAnne
Location: Don't touch me, motherfucker...
Pronouns: She/Her

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by NecromancerAnne » #780181

I'll be honest I think the other thread has proven my point for me, so make of that what you will. I don't even think we need to do this anymore, I can just keep pointing people there and say 'see, this shits real and these mindsets are a problem'.
User avatar
Bepis
Joined: Wed Feb 26, 2020 7:05 am
Byond Username: AurumDude

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Bepis » #780199

What point do you feel was proven with the other thread?
Image
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #780467

I think the major gripes with heretic currently comes from how powerful it is. The rework is in the pipeline sure but until that happens the state heretic is in is very powerful in the hands of a knowledgeable player. Besides that I think the notion of heretic being an issue on MRP is entirely bogus. It is already so rare for one. It only shows up when the pop picks up later in the day and the shifts are more chaotic. It is also not that common that a heretic succeeds. I think this is entirely just haters making the most noise.
Image
ImageImageImageImage
BrianBackslide
Joined: Thu Apr 16, 2020 10:43 am
Byond Username: BrianBackslide

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by BrianBackslide » #780469

Highly doubtful this will change anything until you can force admins to respect RPrule 6. In the past I have argued for better enforcement for this rule due to immediate execution/neutering as well as unrestricting due to similar reactions to the antag and have been shot down.

Temporarily disabling the antag won't change perceptions, but cement it in the minds of those who ran afoul of a heretic. Worse, it takes away opportunities for players to actually learn the antag. Much like cult, heretic has a problem with a lack of knowledge about the antag. Unlike cult, heretic isn't anywhere nearly as grossly overpowered. (until they get far into their progression)
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #780506

So since I passionately disagree with this idea. I feel the need to put more thought into my post here.

Heretic causes no issues IMO. Just like Prog tot didn't cause issues except during low pop. I would say removing prog tot has overall made the server less fun. This is just heading further in that direction.

This has come about because of the divide in how people see MRP. There are some; That to them MRP means not much happens during a shift. With most shifts being low threat. For this kind of player. The idea of an antagonist like heretic is antithetical to how they view MRP should be.

Personally. I have always seen MRP as being about adhering to the setting. I don't think MRP means low chaos. I see MRP and the extra rules as a stage for people that think in terms of their character and how they can interact. With just as much room for chaos and destruction as that happens in LRP. So I will never see heretic as an issue

First of all you hardly see heretic on Manuel. For most of the day the population is too low to even roll it. Unless its one of those outlier days where we are hitting 30 pop before the afternoon pop surge. Then later in the day when folks get home and start getting online and we hit the pop cap you actually start seeing heretics. Some of the players that play on manuel at this time are pretty good at the game. They can ascend pretty consistently if heretic lands in their hands.

Heretics getting executed on capture is an issue if the heretic has not done anything to deserve it yet. That should not be happening on mrp. It is against the rules. I try my best to make sure heretics get their fair shot at RPR6.

If the heretic is already on the kill spree. I don't see an issue with security feeling the need to bust out the lethals. That is just the natural flow of the game.
Image
ImageImageImageImage
User avatar
dendydoom
Site Admin
Joined: Fri Dec 04, 2020 10:40 am
Byond Username: Dendydoom

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by dendydoom » #780533

fwiw, saying that heretic doesn't appear enough to be an issue doesn't resolve the central tension of the discussion, which is that it requires rapid, efficient, objective driven gameplay that must utilise deep systems/game knowledge to succeed at the cost of all else. either you powergame to be of any consequences and snowball into a murder machine, or you die quietly and no one notices you. there is a gulf here between failing utterly in an unsatisfying and boring way or dominating the entire round where everyone needs to game just as hard to counter it. the plot is always the same. this assertion is supported by your post. how often something appears does not affect this central position.

it is fairly evident that no one is willing to do the controversial thing and touch the config, so really the only hope here is that this is a loud enough signal for invested contributors to listen to feedback around its design, and perhaps some advice for maintainers who let heretic get to this point. it's a boring, single note antag that exists for the power fantasy of the singleplayer powergamer and not for being the catalyst to an interesting narrative in a multiplayer social roleplaying game. there is no point beyond "ascend as fast as possible" and there is no narrative expression beyond "ascend as fast as possible" and the fun comes from "you get to kill everyone if you powergame hard enough"

there are conversion antags like cult and revs that utilize progression in a way that offer many different opportunities for high action, combat heavy gameplay that are designed well and are fun for the entire server to participate in. heretic fails at all the things cult does well, while affording the protections of being a restricted antag.

the assertion that hugboxy roleplayers and people who want to win easily are the only ones who care about this is ridiculous. it would be just as easy to say it's only nrp powergamers who enjoy killing and hate rp want to keep it. i don't know why the conversation needs to keep wrapping around to insulting players without basis. it just highlights that the counter argument has no merit beyond pointless contrived identity politics around our players. variance is good, no one is arguing this. there is plenty of valid criticism around design and its impact on the space to address without derailing the discussion in this manner.

finally, thank fuck that progression traitor is gone. traitor is and always will be our best antag because it is a readily available toolbox of antag items that you can improv any bad guy story you want with. you cannot design effort and improv and imagination out of a roleplaying game, and what you end up with is heretic when you try.
MrStonedOne wrote:I always read dendy's walls of text
MatrixOne wrote:I always read dendy's walls of text
MothNyan wrote:Dendy's walls of text are always worth reading
User avatar
TheRex9001
In-Game Head Admin
Joined: Tue Oct 18, 2022 7:41 am
Byond Username: Rex9001

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by TheRex9001 » #780536

We have not yet come to a decision internally, but for some Illumination none of us are in favor of permanently disabling heretic on MRP, the options being discussed currently are mainly disable for x amount of months, disable until rework, and not disable but tweak something else.
User avatar
MothNyan
Joined: Tue Sep 19, 2023 12:09 am
Byond Username: Moffifuwa

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by MothNyan » #780543

dendydoom wrote: Wed Jun 25, 2025 6:37 am it is fairly evident that no one is willing to do the controversial thing and touch the config, so really the only hope here is that this is a loud enough signal for invested contributors to listen to feedback around its design, and perhaps some advice for maintainers who let heretic get to this point. it's a boring, single note antag that exists for the power fantasy of the singleplayer powergamer and not for being the catalyst to an interesting narrative in a multiplayer social roleplaying game. there is no point beyond "ascend as fast as possible" and there is no narrative expression beyond "ascend as fast as possible" and the fun comes from "you get to kill everyone if you powergame hard enough"
I'm a bit frustrated by the attitude of the main coder who seems to be working on the project, when concerns are brought up they mainly say "but thats how heretic works" and wave off any criticism. It makes me feel really discouraged about the future of heretic.

I don't want heretics to be removed, but I wish more was done to add depth to the lore of heretics and make more opportunities to roleplay surrounding that lore, than the purely mechanics based treatment it's getting right now.

It sucks to ask "what are you doing to ensure this antag is fun for more than the person who rolled the antag datum", and to be met with condescending and sarcastic responses, to be told they work off of spite of others, and finally "hey look at this cool megadeath laser I'm working on".

I knew people who roleplayed around the lore of heretic, and thats my reasoning for liking it, but that was like a year ago. And the lore is pretty empty to begin with, so what am I left to like and advocate for the antag about?
I just want to see improvement. In a way that's not adding bigass death lasers or just limiting the teleportation ability when they ascend. But actual thoughts on game design that takes into account that this is a multiplayer game.
Image
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #780549

dendydoom wrote: Wed Jun 25, 2025 6:37 am fwiw, saying that heretic doesn't appear enough to be an issue doesn't resolve the central tension of the discussion, which is that it requires rapid, efficient, objective driven gameplay that must utilise deep systems/game knowledge to succeed at the cost of all else. either you powergame to be of any consequences and snowball into a murder machine, or you die quietly and no one notices you. there is a gulf here between failing utterly in an unsatisfying and boring way or dominating the entire round where everyone needs to game just as hard to counter it. the plot is always the same. this assertion is supported by your post. how often something appears does not affect this central position.

it is fairly evident that no one is willing to do the controversial thing and touch the config, so really the only hope here is that this is a loud enough signal for invested contributors to listen to feedback around its design, and perhaps some advice for maintainers who let heretic get to this point. it's a boring, single note antag that exists for the power fantasy of the singleplayer powergamer and not for being the catalyst to an interesting narrative in a multiplayer social roleplaying game. there is no point beyond "ascend as fast as possible" and there is no narrative expression beyond "ascend as fast as possible" and the fun comes from "you get to kill everyone if you powergame hard enough"

there are conversion antags like cult and revs that utilize progression in a way that offer many different opportunities for high action, combat heavy gameplay that are designed well and are fun for the entire server to participate in. heretic fails at all the things cult does well, while affording the protections of being a restricted antag.

the assertion that hugboxy roleplayers and people who want to win easily are the only ones who care about this is ridiculous. it would be just as easy to say it's only nrp powergamers who enjoy killing and hate rp want to keep it. i don't know why the conversation needs to keep wrapping around to insulting players without basis. it just highlights that the counter argument has no merit beyond pointless contrived identity politics around our players. variance is good, no one is arguing this. there is plenty of valid criticism around design and its impact on the space to address without derailing the discussion in this manner.

finally, thank fuck that progression traitor is gone. traitor is and always will be our best antag because it is a readily available toolbox of antag items that you can improv any bad guy story you want with. you cannot design effort and improv and imagination out of a roleplaying game, and what you end up with is heretic when you try.
If you are only able to see heretic as a power fantasy for one person, with the inability to create an interesting narrative. That is such a shame. You are missing out on the potential for incredible stories. So is everybody else missing out on the fun you could create with it I am sure. The way I have always seen it in my head. You adapt the flavor of the antag to yourself. Not adapt yourself to the flavor of the antag. You can roleplay it in anyway you want. It is a personal favorite of mine to be a heretic and also the chaplain. There are many ways I can think of to play that out.

And you know what? I think its just fine for somebody to roll heretic and only care about the heretic parts. Having a part of the sandbox that has a specific goal and path laid out to getting that goal doesn't make it outside the sandbox. It is just another element of the sandbox interacting with everything else.

I don't see how somebody following the mechanics laid out for them is mutually exclusive to roleplaying. Are they not by definition roleplaying? They are playing their given role.

Boring? Sorry but no it is not. It is the most compelling antagonist of the entire lot for myself. It is exciting to roll heretic. I am sorry you are unable to share in the same joy I get from it. I wish you could. It is so much fun.

I miss prog tot dearly. I have many memories of great scenes playing out from awkward interactions caused by chasing after one of the side objectives. I miss having people want to rob me for my hierloom or Renault. It was always a fun interaction.
Image
ImageImageImageImage
User avatar
dendydoom
Site Admin
Joined: Fri Dec 04, 2020 10:40 am
Byond Username: Dendydoom

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by dendydoom » #780551

the op of this thread stated that it's an enforcement issue that heretics are played the way they are. we cannot enforce restrictions on something that is designed to be played optimally, my feelings on the antag don't matter. that is the consequence of its design and the structural incentives that it creates for playing it. no one has refuted that central position, and those that skirt around it are unable to explain how policy enforcement is meant to work in a way that's consistent across admins and intuitively understood by players. do you refute that? if so, how would you enforce policy around fair play for an antag that incentivizes efficiency and optimization? do you refute that it's strong and encourages optimal play? if so, how do you reconcile that with the op agreeing that it does? if your argument is "i like it and don't see it as a problem" then that is fine, that is your valid stance. but it does not permit you to dismiss the valid criticism of others as misunderstanding or just "being a hater." characterising my argument as some sort of simple bitter joylessness misses the point and doesn't engage with what ive been saying at all. this is a design issue that creates an untenable disconnect in our enforcement. you are allowed to be fine with that. but it does not make the problem go away.
MrStonedOne wrote:I always read dendy's walls of text
MatrixOne wrote:I always read dendy's walls of text
MothNyan wrote:Dendy's walls of text are always worth reading
User avatar
RaveRadbury
In-Game Game Master
Joined: Fri Mar 08, 2019 3:41 am
Byond Username: RaveRadbury
Github Username: RaveRadbury
Location: BK ChatZone
Contact:

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by RaveRadbury » #780553

Can you guys share some of your enjoyable RP experiences involving heretic rounds where you weren't the heretic?

My experience of heretic has either been
  • Playing along with a request to follow someone into maints/wherever
  • Surviving the disaster that is an awakened heretic
The former you get with a lot of antags anyway.
The latter feels like a less-fun plasma flood, because plasma floods aren't sentient and have atmos mechanics.

My experience has been that heretics are focused on their lore and ascending. I don't see what unique flavor or experience it adds to the round as far as RP with others goes.
Jake
Joined: Sat Apr 04, 2020 3:56 pm
Byond Username: EnterTheJake

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jake » #780554

MothNyan wrote: Wed Jun 25, 2025 1:43 pm
dendydoom wrote: Wed Jun 25, 2025 6:37 am it is fairly evident that no one is willing to do the controversial thing and touch the config, so really the only hope here is that this is a loud enough signal for invested contributors to listen to feedback around its design, and perhaps some advice for maintainers who let heretic get to this point. it's a boring, single note antag that exists for the power fantasy of the singleplayer powergamer and not for being the catalyst to an interesting narrative in a multiplayer social roleplaying game. there is no point beyond "ascend as fast as possible" and there is no narrative expression beyond "ascend as fast as possible" and the fun comes from "you get to kill everyone if you powergame hard enough"
I'm a bit frustrated by the attitude of the main coder who seems to be working on the project, when concerns are brought up they mainly say "but thats how heretic works" and wave off any criticism. It makes me feel really discouraged about the future of heretic.

I don't want heretics to be removed, but I wish more was done to add depth to the lore of heretics and make more opportunities to roleplay surrounding that lore, than the purely mechanics based treatment it's getting right now.

It sucks to ask "what are you doing to ensure this antag is fun for more than the person who rolled the antag datum", and to be met with condescending and sarcastic responses, to be told they work off of spite of others, and finally "hey look at this cool megadeath laser I'm working on".

I knew people who roleplayed around the lore of heretic, and thats my reasoning for liking it, but that was like a year ago. And the lore is pretty empty to begin with, so what am I left to like and advocate for the antag about?
I just want to see improvement. In a way that's not adding bigass death lasers or just limiting the teleportation ability when they ascend. But actual thoughts on game design that takes into account that this is a multiplayer game.
every antagonist has the potential to cause death and destruction, the tools are there because we want players to use them to cause chaos in ways that are different and hopefully don't feel unbearable on the receiving end.

The fact Revs and Cults are being labelled as "friendly for RP antagonist that don't promote optimal play" is just absurd to me, their entire design revolves around ending the round as quickly as possible.

they are both hard round ending antagonists that require immediate action from the crew in order to be shut down, cult specifically forces a shuttle call simply by *EXISTING* because that's their codified defeat state.

Heretics have the potential to do gimmicks, they exist. I have 2 positive notes for doing gimmicks as Heretic.

Nobody knows about it, because they either don't care or simply don't know what most of the side knowledges do, (somethig I'm planning to address with reworking the tree).
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #780555

dendydoom wrote: Wed Jun 25, 2025 5:23 pm the op of this thread stated that it's an enforcement issue that heretics are played the way they are. we cannot enforce restrictions on something that is designed to be played optimally, my feelings on the antag don't matter. that is the consequence of its design and the structural incentives that it creates for playing it. no one has refuted that central position, and those that skirt around it are unable to explain how policy enforcement is meant to work in a way that's consistent across admins and intuitively understood by players. do you refute that? if so, how would you enforce policy around fair play for an antag that incentivizes efficiency and optimization? do you refute that it's strong and encourages optimal play? if so, how do you reconcile that with the op agreeing that it does? if your argument is "i like it and don't see it as a problem" then that is fine, that is your valid stance. but it does not permit you to dismiss the valid criticism of others as misunderstanding or just "being a hater." characterising my argument as some sort of simple bitter joylessness misses the point and doesn't engage with what ive been saying at all. this is a design issue that creates an untenable disconnect in our enforcement. you are allowed to be fine with that. but it does not make the problem go away.
Part of my frustration over this is I do think that the MRP rules already do a good job of allowing a space for heretics to do gimmicks. While also allowing the crew to blast a heretic that just wants to engage in the mechanical aspects. I think this idea that "heretic creates this odd space where sec feels the need to kill them instantly despite them being restricted" is a falsehood. Its ok if a heretic gets caught and executed after they killed somebody. Thats not a lack of rp. That is not a story getting shut down. It is the conclusion of a story. Not one getting shut down. It would be shutting them down if sec executed them for being a heretic. Which the rules should be protecting them from. I think its ok for people to get killed by a heretic. Sometimes thats how your story ends in the round. Sometimes you get killed by a bad guy for selfish reasons like power. That is not roleplay being squandered. It is roleplay actively happening.

If the rules are not working I think we are not doing our job properly.
If the heretic is not playing optimal heretic and trying to do something different, they should be protected by the MRP rules from being killed. Sec should not be executing heretics they find with a book and a blade in their bag. Heretics should not be feeling this need to go go go go go go as fast as they can on MRP so that they can get a gimmick done before getting executed. That is not the fault of heretic or the person playing it. On the flipside. It is ok for there to be heretic players that like the "go go go go go go" aspect. You only have so much time in a round after all.

Part of the problem stems from the crew having incredibly powerful things they can get their hands on as the shift goes on. Sometimes incredibly quickly into the shift.
It is something I pointed out was becoming an issue in the past. Right when the void and rust heretic reworks came out.

The arms race.

We are have hit a spiral of adding more and more bonkers stuff because "x oy y got something bonkers so now we need something else to even the playing field." It has bled into the gameplay in a large way. Crew don't want to get killed by the a traitor or heretic or X that they never stood a chance of fighting back against. Antags don't want to get killed the instant they go loud because the crew can have a fully armed durand 15 minutes into the shift.

I think we should be looking at this issue in the current code direction. Rather than disabling heretic. The problem is not heretic. It is also not just lack of proper enforcement of MRP rules. This problem is caused by the arms race.

We can absolutely enforce restrictions on heretics on MRP. If a heretic started running down the halls killing everybody they can robust because they are john space man and they got antag they would get bwoinked. Same way we would do that for a traitor.
Image
ImageImageImageImage
User avatar
dendydoom
Site Admin
Joined: Fri Dec 04, 2020 10:40 am
Byond Username: Dendydoom

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by dendydoom » #780556

cult is unrestricted early on and cannot be optimized by the nature of its progression because it relies on other people to succeed. there are too many variables to even consider optimization. there are a million different points of failure and interaction points that create narratives through that uncontrollable element that can encompass chaos and action. the central team focused gameplay is a tug of war over conversions until one side wins out. that is a disaster scenario with agency and involving everyone at some level. im not against intense gameplay or mechanics when they create an equivalent level of interaction for everyone on the server. the goal is not "no action, must be boring." if you have questions about my position then you can ask me rather than drum up false equivalences. let's presume that you are correct and cult is "just as bad". does it suddenly make what is being said here about heretic not a problem? no, it does not. i offered it as an example because it utilizes progression and high action gameplay in a way that *i personally enjoy participating in,* not intended to be some objectively correct stance on design.

it seems like a not insignificant number of people are trying to give you feedback and i hope you take it onboard. good luck with your rework, which would have no point if heretic was fine as-is and didn't need it.
MrStonedOne wrote:I always read dendy's walls of text
MatrixOne wrote:I always read dendy's walls of text
MothNyan wrote:Dendy's walls of text are always worth reading
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #780557

RaveRadbury wrote: Wed Jun 25, 2025 5:44 pm Can you guys share some of your enjoyable RP experiences involving heretic rounds where you weren't the heretic?

My experience of heretic has either been
  • Playing along with a request to follow someone into maints/wherever
  • Surviving the disaster that is an awakened heretic
The former you get with a lot of antags anyway.
The latter feels like a less-fun plasma flood, because plasma floods aren't sentient and have atmos mechanics.

My experience has been that heretics are focused on their lore and ascending. I don't see what unique flavor or experience it adds to the round as far as RP with others goes.
One way I see a lot of people roleplay heretic is that they are crazier than normal today and as they day goes on they get crazier and crazier. Saying outlandish occult and crpytic things like its perfectly normal. Its always fun when somebody takes it that route. Sometimes I see somebody who is a head of staff mix being the department head and also an eldritch wacko and try to enforce that on how the department will be run. I remember Zishy used to do that quite a bit.

My favorite bit is the lunatic eqsue ramblings on the radio while you go about your day. I have been called cringe for it but I like to get a hand held radio and turn on the mic for it to pick up all my spells once I hit the breaking point. You may not see the way heretic adds to the roleplay but I promise you it is there.
Image
ImageImageImageImage
User avatar
dendydoom
Site Admin
Joined: Fri Dec 04, 2020 10:40 am
Byond Username: Dendydoom

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by dendydoom » #780558

xzero314 wrote: Wed Jun 25, 2025 6:08 pm The arms race.

We are have hit a spiral of adding more and more bonkers stuff because "x oy y got something bonkers so now we need something else to even the playing field." It has bled into the gameplay in a large way. Crew don't want to get killed by the a traitor or heretic or X that they never stood a chance of fighting back against. Antags don't want to get killed the instant they go loud because the crew can have a fully armed durand 15 minutes into the shift.

I think we should be looking at this issue in the current code direction. Rather than disabling heretic. The problem is not heretic. It is also not just lack of proper enforcement of MRP rules. This problem is caused by the arms race.

We can absolutely enforce restrictions on heretics on MRP. If a heretic started running down the halls killing everybody they can robust because they are john space man and they got antag they would get bwoinked. Same way we would do that for a traitor.
agree entirely about the arms race. it is an issue that heretic is designed around overcoming the most optimal of the crew by being designed to be played optimally itself. it is a feast or famine antag, it either excels and snowballs or dies and fails completely. meeting the problem of power creep with more power does not negate the problem, it compounds it. i don't disagree with anything there. the presence of a larger design problem still means that the design problem exists with heretic's implementation as well.

as for the enforcement question, it's not a matter of a heretic obviously breaking the rules around escalation. it is around Anne's position that admins should be enforcing arbitrary limiters on the rate at which heretics progress. you should read her posts here and in the other thread, because i cannot be bothered to reiterate them for the nth time here. that is the central axis of the discussion, and my stance is that i don't think it's an enforcement issue, i think it is a design issue that we're continually doubling down on and getting ourselves stuck in a corner with. try to ignore the fact that the thread is asking for heretic to be disabled, because that is clearly a contentious issue with you and i empathize with the fact that you don't want something you personally like removed from that game. but try to see the central axis of the discussion for what it is, because when you do so here, our views actually start to align much more.
MrStonedOne wrote:I always read dendy's walls of text
MatrixOne wrote:I always read dendy's walls of text
MothNyan wrote:Dendy's walls of text are always worth reading
Jake
Joined: Sat Apr 04, 2020 3:56 pm
Byond Username: EnterTheJake

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jake » #780559

dendydoom wrote: Wed Jun 25, 2025 6:20 pm cult is unrestricted early on and cannot be optimized by the nature of its progression because it relies on other people to succeed. there are too many variables to even consider optimization. there are a million different points of failure and interaction points that create narratives through that uncontrollable element that can encompass chaos and action. the central team focused gameplay is a tug of war over conversions until one side wins out. that is a disaster scenario with agency and involving everyone at some level. im not against intense gameplay or mechanics when they create an equivalent level of interaction for everyone on the server. the goal is not "no action, must be boring." if you have questions about my position then you can ask me rather than drum up false equivalences. let's presume that you are correct and cult is "just as bad". does it suddenly make what is being said here about heretic not a problem? no, it does not. i offered it as an example because it utilizes progression and high action gameplay in a way that *i personally enjoy participating in,* not intended to be some objectively correct stance on design.

it seems like a not insignificant number of people are trying to give you feedback and i hope you take it onboard. good luck with your rework, which would have no point if heretic was fine as-is and didn't need it.
My policy is rusty, but I was under the impression Cult is only unrestricted when halos are on?

A single cultie can and often does flip the table for the rest of the team, especially now that cult leaders are assigned to the most experienced player.

I was using cult as an example because that's the one that was brought up, but fair enoough.

My issue with this line of thinking is that this strikes me as similar to what happened to progtot, we removed it in hope of addressing the ongoing arms race that's been plaguing manuel over the last 3 years or so and it didn't actually fix the problem in the slightest.

Sec is still as bloodthirsty and hellbent on just destroying antagonists as efficiently as they possibly can; that Moocow video (you know the one) is a pretty good example of that.

That's partly why I'm in favor with heretic taking the backseat for a little bit, if only so that it can be proven this less of a code issue that people might realize. (there are some objective problems with how heretic is designed, but I don't think the progression aspect is one of em).

If players are still prioritizing the mechanical aspect of the game now that all progression mechanics have been weeded out from our antagonists, maybe that's not the issue that needs to be looked at.
User avatar
MothNyan
Joined: Tue Sep 19, 2023 12:09 am
Byond Username: Moffifuwa

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by MothNyan » #780560

Jake wrote: Wed Jun 25, 2025 6:45 pm Sec is still as bloodthirsty and hellbent on just destroying antagonists as efficiently as they possibly can; that Moocow video (you know the one) is a pretty good example of that.
You mean the one where he was repeating the same gimmick over and over and over again between rounds while refusing to talk or interact with people on the RP server?
Great example.

Also again with revs and cults, they involve more than one person. The win condition, if it happens at all, is the win of everyone involved and generally requires teamwork.
Heretics however, have no design mechanics that are meant to serve for anyone else's enjoyment. They either die or they ascend and get to murderbone, and maybe if we're lucky, at least the player did any inkling of RP to make it interesting for the round, but that's extremely rare.

The person who did interesting RP with heretic had a character who was a researcher of the different paths, though they actually had the antag disabled, they were a scholary type character that sought out the mysteries of heretics and their knowledge.
I've also enjoyed roleplay surrounding their rifts and being cautious and fearful of them.

But any good memories I have of heretic are from over a year ago, before they were continuously powercrept, and any lore took a backseat for pure mechanics.
Image
User avatar
dendydoom
Site Admin
Joined: Fri Dec 04, 2020 10:40 am
Byond Username: Dendydoom

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by dendydoom » #780561

i agree that power creep is a problem. the server has no control over that. we have control over what we can enforce, and when enforcement is untenable because of structural design incentives around gameplay, then it becomes a matter of either maintainers helping to negate the problem or we turn it off in the config. in my view it's not feasible to place that blame on enforcement when the issue is of design and implementation. admins are not game designers, we interpret behaviour in the context of a player's roleplay incentives.

in my view removing progression traitor was excellent. traitors do not need progression. they do not need a dopamine hit of "you're winner" at the roundend screen. no one gives a shit about the binary win lose condition, they will not remember it. what they will remember is whether or not the story they participated in was good, and those stories are good by valuing agency and interactivity and originality. traitor is just a toolbox of bullshit that you can use to improv a bad guy story with. you have to put effort into that and you are wholly encouraged to do so. code does not try to do it for you. in heretics case, the fact that original gameplay is possible within a system despite it not rewarding or incentivizing it is not evidence of it working, it is the opposite. the most fundamental principle of game design is to design around the average outcome, not the ideal, and how to incentivize that outcome to occur as much as possible.

any system can produce story with enough creativity. but a system that requires players to fight its fundamental design incentives in order to produce a satisfying narrative is fundamentally mismatched with the goals of an mrp server. that critique is not that rp is impossible, it's that heretic as designed doesn't encourage or reward rp by default. it rewards optimization speed and isolated extraction from others with as little direct interactivity as possible. these are behaviours we actively discourage in every other domain of the server. whether that is an extension of the power creep problem is an issue for the repo to contend with. we cannot enforce out design incentives via policy in that way.

perhaps it is something to consider for your rework. how would you implement paths that could each reward a different method of interaction for the server? im going off on a bit of a tangent here but it's worth noting that i truly do wish for you to succeed - and hope that you're open to criticism in pursuing a good heretic at the end of it.
MrStonedOne wrote:I always read dendy's walls of text
MatrixOne wrote:I always read dendy's walls of text
MothNyan wrote:Dendy's walls of text are always worth reading
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #780562

dendydoom wrote: Wed Jun 25, 2025 6:31 pm
xzero314 wrote: Wed Jun 25, 2025 6:08 pm The arms race.

We are have hit a spiral of adding more and more bonkers stuff because "x oy y got something bonkers so now we need something else to even the playing field." It has bled into the gameplay in a large way. Crew don't want to get killed by the a traitor or heretic or X that they never stood a chance of fighting back against. Antags don't want to get killed the instant they go loud because the crew can have a fully armed durand 15 minutes into the shift.

I think we should be looking at this issue in the current code direction. Rather than disabling heretic. The problem is not heretic. It is also not just lack of proper enforcement of MRP rules. This problem is caused by the arms race.

We can absolutely enforce restrictions on heretics on MRP. If a heretic started running down the halls killing everybody they can robust because they are john space man and they got antag they would get bwoinked. Same way we would do that for a traitor.
agree entirely about the arms race. it is an issue that heretic is designed around overcoming the most optimal of the crew by being designed to be played optimally itself. it is a feast or famine antag, it either excels and snowballs or dies and fails completely. meeting the problem of power creep with more power does not negate the problem, it compounds it. i don't disagree with anything there. the presence of a larger design problem still means that the design problem exists with heretic's implementation as well.

as for the enforcement question, it's not a matter of a heretic obviously breaking the rules around escalation. it is around Anne's position that admins should be enforcing arbitrary limiters on the rate at which heretics progress. you should read her posts here and in the other thread, because i cannot be bothered to reiterate them for the nth time here. that is the central axis of the discussion, and my stance is that i don't think it's an enforcement issue, i think it is a design issue that we're continually doubling down on and getting ourselves stuck in a corner with. try to ignore the fact that the thread is asking for heretic to be disabled, because that is clearly a contentious issue with you and i empathize with the fact that you don't want something you personally like removed from that game. but try to see the central axis of the discussion for what it is, because when you do so here, our views actually start to align much more.
It is hard for me to level with any of your or Annes points on this. I don't think the server was improved in any way by prog tot getting removed. This idea that the removal of prog tot would reign in a new era of gimmicks and people being creative with traitor never happened. It just made the antag less fun. It is directly responsible for the current state of over and over and over 3h+ manuel rounds all day until pop picks up. Now how quickly the sights have moved to heretic. It is a very bittering experience to watch this unfold. Especially when from the way I see things. I called this. Many of these issues you describe are directly the fault of changes I was outspoken against in the first place. I always knew this was where the road was leading. So I do not for a second believe the suggestion to remove heretic to improve things on mrp has any merit to it what so ever.
Image
ImageImageImageImage
User avatar
dendydoom
Site Admin
Joined: Fri Dec 04, 2020 10:40 am
Byond Username: Dendydoom

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by dendydoom » #780563

then there's nothing else for us to discuss. we talked and we disagree. it was a good discussion. neither of us are the decision-maker around this so there is no point making it personal. i don't see it the way you do and after talking about it with you i don't expect you to suddenly see it my way either.

there should be nothing for you to be bitter about and i don't see why my position would make you that way. we are allowed to disagree and want different things from the game. me not liking heretic doesn't mean i hate the game and won't play it. i join every round open to any new experiences and im not joining a round and rolling my eyes when i see a heretic. i hope for the best and engage in good faith. when im in policy discussion on the forums, i am here to discuss policy. it is entirely detached from how i participate as a player. i don't carry it with me into the game like some cross to bear on my shoulders. that would just be ruining my own fun of something i love and care about.
MrStonedOne wrote:I always read dendy's walls of text
MatrixOne wrote:I always read dendy's walls of text
MothNyan wrote:Dendy's walls of text are always worth reading
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #780566

dendydoom wrote: Wed Jun 25, 2025 7:19 pm then there's nothing else for us to discuss. we talked and we disagree. it was a good discussion. neither of us are the decision-maker around this so there is no point making it personal. i don't see it the way you do and after talking about it with you i don't expect you to suddenly see it my way either.

there should be nothing for you to be bitter about and i don't see why my position would make you that way. we are allowed to disagree and want different things from the game. me not liking heretic doesn't mean i hate the game and won't play it. i join every round open to any new experiences and im not joining a round and rolling my eyes when i see a heretic. i hope for the best and engage in good faith. when im in policy discussion on the forums, i am here to discuss policy. it is entirely detached from how i participate as a player. i don't carry it with me into the game like some cross to bear on my shoulders. that would just be ruining my own fun of something i love and care about.
You are advocating for removing my all time favorite part of the game. Using the same reasoning that you used to justify why we should remove one of my other favorite parts of the game. Which I never agreed with in the first place. Naturally this would make me bitter. I will never be able to enjoy the game to the same extent if heretic is removed. Of course I am passionate about this and bitter at your suggestion it is an issue when I disagree completely.

Ive given the impression of blindly being biased to heretic. But that is not the case. I understand the sort of antag it is. I dont spawn heretics very often. I very rarely accept trades for heretic. I understand it is a very impactful antag. I just do not see it as an issue to have an antag that is played by one person be able to impact the round to the extent they do. Its ok for somebody to get to have the limelight that is a solo antag.
Image
ImageImageImageImage
User avatar
dendydoom
Site Admin
Joined: Fri Dec 04, 2020 10:40 am
Byond Username: Dendydoom

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by dendydoom » #780568

if you're going to make it personal and characterize my position as ideologically toxic to villainize me then im not going to engage with you. grow up.
MrStonedOne wrote:I always read dendy's walls of text
MatrixOne wrote:I always read dendy's walls of text
MothNyan wrote:Dendy's walls of text are always worth reading
Jake
Joined: Sat Apr 04, 2020 3:56 pm
Byond Username: EnterTheJake

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jake » #780569

MothNyan wrote: Wed Jun 25, 2025 7:10 pm
Jake wrote: Wed Jun 25, 2025 6:45 pm Sec is still as bloodthirsty and hellbent on just destroying antagonists as efficiently as they possibly can; that Moocow video (you know the one) is a pretty good example of that.
You mean the one where he was repeating the same gimmick over and over and over again between rounds while refusing to talk or interact with people on the RP server?
Great example.

Also again with revs and cults, they involve more than one person. The win condition, if it happens at all, is the win of everyone involved and generally requires teamwork.
Heretics however, have no design mechanics that are meant to serve for anyone else's enjoyment. They either die or they ascend and get to murderbone, and maybe if we're lucky, at least the player did any inkling of RP to make it interesting for the round, but that's extremely rare.

The person who did interesting RP with heretic had a character who was a researcher of the different paths, though they actually had the antag disabled, they were a scholary type character that sought out the mysteries of heretics and their knowledge.
I've also enjoyed roleplay surrounding their rifts and being cautious and fearful of them.

But any good memories I have of heretic are from over a year ago, before they were continuously powercrept, and any lore took a backseat for pure mechanics.
You can say many things about Moocow, except that the dude is monotone with his gimmicks, they might like building bases, but they do a variety of gimmicks with them, his youtube channel is proof enough, and even so there is no reason for security to harass someone to that degree for simply breaking into EVA, if Moocow is truly guilty of breaking RPR10 that falls on the admins.

Howse cult and rev requiring teamwork have to do with how linear their progression and how heavily they impact the round from simply existing?

Antag power shouldnt (and isn't) a justification for players unwillingness to engage in roleplay, We make our antagonists powerful to better enact the stories they want to tell, sometimes it's a simple story about chaos and conflict, sometimes something more specific.

It falls on the pilot behind the antagonist, and ultimately we have a lot of players that are just interested in winning, don't deny that, you know it's true.
User avatar
xzero314
In-Game Admin
Joined: Tue Jun 20, 2023 6:26 pm
Byond Username: Xzero314
Location: Narnia

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #780570

dendydoom wrote: Wed Jun 25, 2025 7:41 pm if you're going to make it personal and characterize my position as ideologically toxic to villainize me then im not going to engage with you. grow up.
I really do not have any idea what you are talking about. I am not trying to villainize you. I have obviously failed here in properly formulating my responses if that is how you see this. I will take some time and make a clear post on my feelings here. I am only trying to express how much I love this part of the game that you see as such an issue. My goal was never to paint your pov as toxic.
Image
ImageImageImageImage
User avatar
MothNyan
Joined: Tue Sep 19, 2023 12:09 am
Byond Username: Moffifuwa

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by MothNyan » #780573

Jake wrote: Wed Jun 25, 2025 7:41 pm You can say many things about Moocow, except that the dude is monotone with his gimmicks, they might like building bases, but they do a variety of gimmicks with them, his youtube channel is proof enough, and even so there is no reason for security to harass someone to that degree for simply breaking into EVA, if Moocow is truly guilty of breaking RPR10 that falls on the admins.
In the case of the video you were referencing, he was being monotone with his gimmick, maybe he was trying to get the perfect footage idk, but he also was refusing to interact or talk with anyone.
Jake wrote: Wed Jun 25, 2025 7:41 pm Howse cult and rev requiring teamwork have to do with how linear their progression and how heavily they impact the round from simply existing?
Involves more people in the round, rather than a heretic that stays somewhat silent and then oop- they've ascended and the round is over. It's anticlimatic for everyone except for that one person, and maybe security if they got an early lead and was chasing them down.
Jake wrote: Wed Jun 25, 2025 7:41 pm Antag power shouldnt (and isn't) a justification for players unwillingness to engage in roleplay, We make our antagonists powerful to better enact the stories they want to tell, sometimes it's a simple story about chaos and conflict, sometimes something more specific.

It falls on the pilot behind the antagonist, and ultimately we have a lot of players that are just interested in winning, don't deny that, you know it's true.
Yes, it's human nature to want to follow and complete your objectives. That's why the point of this thread is talking about how heretics mechanically encourage that sort of instinct while doing little to incorporate others or make the round interesting. Maybe heretics can be louder or more powerful like wizards and nukies but more rare, or maybe you can incorporate more lore into their mechanics that encourage the player and give them something to roleplay around mechanically.
That's the point people have been trying to make here.

Again, I don't want heretics gone personally, I want their rework to have some thought put into it into how it can make rounds more interesting for more people outside of just the player who rolled the antag datum. Wizards and nukies are entertaining, loud, and fun to watch. Cult and Revs hook in a large amount of players and require teamwork to win or lose. Heretics are quiet-ish until they ascend and then it's like, oh whelp, that happened. People don't even pay attention to rifts, because 90% of the time the heretic is just quietly apprehended and that's the end of that.
Image
User avatar
MothNyan
Joined: Tue Sep 19, 2023 12:09 am
Byond Username: Moffifuwa

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by MothNyan » #780574

I remember the last time I did enjoy watching a heretic was Emerald Bromson over a year ago. She went the path with flames and was setting everything aflame even before she ascended, and she went LOUD, killed all of security and the rest of the station was trying to take her down too. Then she ascended and it was a beautiful crescendo where it really felt like there was involvement with everyone.
It really feels like heretic was in a better spot over a year ago, I don't know what happened but it's gotten to the point where it's neither entertaining to watch nor play against. Only the player enjoys it. Some people say it's been powercrept too much.
Image
Jake
Joined: Sat Apr 04, 2020 3:56 pm
Byond Username: EnterTheJake

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jake » #780579

A heretic needs to sacrifice 4-5 people (including a head of staff) to ascend, if they can pull it off stealthily, that's either a skill issue on Security or the station is already in such chaos, your targets are already dead or unprotected.

Cult has higher chances of summoning nar sie undetected since they only require a single sacrifice to win, hell Revs can single handedly wipe all of security with a few bombs without announcing themselves, Nukies can stealth rush the captain with cqc, the list goes on, sometimes it happens man, I agree it's lame but it's a rare event.

I'm not sure what you mean by "incorporating more lore into their kit" but different paths antagonize the crew in different ways; it's anything but a one note antagonist in that regard.

Void causes breaches and slowly depressurizes the station , Rust makes large portion of the station hazardous and promotes a tug of war against the crew, Flesh bring other people into the round through summons and ghouls and so on.

As developers we can give players a box of tools to play with, but at the end of the day, in any competitive environment players will usually go for what's the most straightforward path.


Roleplay will always require players to sacrifice optimal play for the sake of narrative, if players are not willing to make that sacrifice, bullying them into doing so by sanding every corner of our game is only gonna add even more vexation and as I told you already, it's not fair to the LRP crowd who only cares about the mechanical portion of the experience.
User avatar
NecromancerAnne
Code Maintainer
Joined: Mon Sep 03, 2018 6:55 pm
Byond Username: NecromancerAnne
Location: Don't touch me, motherfucker...
Pronouns: She/Her

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by NecromancerAnne » #780580

RaveRadbury wrote: Wed Jun 25, 2025 5:44 pm Can you guys share some of your enjoyable RP experiences involving heretic rounds where you weren't the heretic?

My experience of heretic has either been
  • Playing along with a request to follow someone into maints/wherever
  • Surviving the disaster that is an awakened heretic
The former you get with a lot of antags anyway.
The latter feels like a less-fun plasma flood, because plasma floods aren't sentient and have atmos mechanics.

My experience has been that heretics are focused on their lore and ascending. I don't see what unique flavor or experience it adds to the round as far as RP with others goes.
I encountered a really good example of someone acting natural in a space with regards to a heretic just last month. An assistant explaining why they were in the department I was attached too as sec, acting natural, clearly going about some kind of believable setting up of some machinery they were going to use for what they claimed was a maint project. But as it turns out they were waiting for me to get into a good position so they could spring on me. Was small talking the whole time too.

They didn't get an easy kill on me because I managed to space myself with my own dragnet as I fell into crit, but it was still a good leadup, I was totally clueless there was even a heretic around (because he hadn't popped any rifts and it was during the time when heretics were spawning below their original pop level, this was a near deadpop round), let alone that he was an antagonist in the first place.

This was a Sybil expat player as well. He was definitely not afraid to fight, but he clearly managed to fool me, and I have typically got a sharp sixth sense for people with evil intent. And sure, he was following his objectives, but he at least accomplished his goal in a way that utilized roleplay to disarm me of my usual suspicions in these scenarios.

I've actually not had as many encounters that were roleplay focused since with heretics because by the time I'm aware of one, everyone is in mechanical mode. But I've seen some heretics using non-gamey heretic tools to great impact. The one I'm most fond of was my good pal Melinoe's shenanigans with heretic, such as rust and Eldritch Essence vapes to cause all kinds of chaos as people struggled to stop her while their brains melted. She really showed off how much potential there is for cleverness when not being overly focused on success, but an interesting situation.

And I was talking to Kryson just the other day about how he had a similar thing going with Eldritch Essence bees in botany, relying more on his department stuff to cause strife. And how he ended up in permabrig only to reveal he was a rust heretic partway through the round, and take over perma while other events were unfolding outside.

Sec in the round were kicking themselves for not having executed him, but I think that made for a really fun outcome where I look over at permabrig and announced to sec 'So that heretic from earlier has turned permabrig into a rustbucket. Just so you know.' He even let the other permabrig prisoner have a little island of no rust to sleep on.
User avatar
Imitates-The-Lizards
Joined: Mon Oct 11, 2021 2:28 am
Byond Username: Typhnox

Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Imitates-The-Lizards » #780621

RaveRadbury wrote: Wed Jun 25, 2025 5:44 pm Can you guys share some of your enjoyable RP experiences involving heretic rounds where you weren't the heretic?

My experience of heretic has either been
  • Playing along with a request to follow someone into maints/wherever
  • Surviving the disaster that is an awakened heretic
The former you get with a lot of antags anyway.
The latter feels like a less-fun plasma flood, because plasma floods aren't sentient and have atmos mechanics.

My experience has been that heretics are focused on their lore and ascending. I don't see what unique flavor or experience it adds to the round as far as RP with others goes.
Chaplain heretic has the best opportunity for roleplay. As someone who enjoys lawyer, it's been more than once where I have argued that it's impossible for the chaplain to be a heretic, because he is the authority on religion on the station.

I've also seen the classic "Heretic sets up a spooky shop in the commissary" before.

I've seen flesh heretics create great scenarios where they have banded together with the crew to fight bigger threats like a blob by raising fallen crew to keep on fighting, and then they have been given a pass for their existence by command in recognizance of their service to the station.

Frankly, I think heretic is a more varied and has more rp potential than several other antagonists, like nukies or cult.
Image
Image
Post Reply

Who is online

Users browsing this forum: RaveRadbury