GOONCHEM FEEDBACK 2.0

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iamgoofball
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Re: GOONCHEM FEEDBACK 2.0

Post by iamgoofball » #90996

Bottom post of the previous page:

PKPenguin321 wrote:
invisty wrote:Jesus christ these synthflesh patches are OP. Instant heals? What? Nerf that shit.
le old bruisepacks face

Don't fucking nerf it, it's basically one of the only actually potent healing chems
did you even read the post on the front page about how styptic and silv. Sulf. are better at healing than synthflesh and/or bicard or did you gloss over it because heresy
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Shaps-cloud
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Re: GOONCHEM FEEDBACK 2.0

Post by Shaps-cloud » #90998

invisty wrote:Jesus christ these synthflesh patches are OP. Instant heals? What? Nerf that shit.
If it's so OP then why does no one make it
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
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lumipharon
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Re: GOONCHEM FEEDBACK 2.0

Post by lumipharon » #91003

Because it requires blood, which therefore requires effort.

Also a patch with silver sulf + Styptic powder canstill heal well over 100 brute and burn damage, and only requires dispenser shit.
25u styptic = 150 brute
25u silver = 150 burn (I'm almost certain it got buffed to the same level as styptic).

Synth is literally useless, but all three are OP as balls compared to trek healing chems,while not fixing the possibility of loadin up on healing chems, since you can still just hit yourself with 200 patches of meds instead of the old 200 pills.

By golly, it's almost as if it changed nothing except made healing even more 1 click and done.

Trek chems didn't heal instantly, so you can't just click to heal then immediately go back at it.
And because they weren't limited to patches for no particular reason, they are far more useful, since they can be used in dropper, syringes, food, grenades, chem implants, pills etc etc.
Goonchems it's just patches. Also I guess grenades.

This also killed the following forms of healing:
Sleepers
Medibots
Medborgs
the 5+ botany grown plants with healing reagents inside them
the barman's doctor's delight


Seriously just, fucking stick an OD at 100u of each healing chem or some bollocks and use trek healing chems. Adding more powerful, patch only chems did nothing of value.
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PKPenguin321
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Re: GOONCHEM FEEDBACK 2.0

Post by PKPenguin321 » #91015

iamgoofball wrote:
PKPenguin321 wrote:
invisty wrote:Jesus christ these synthflesh patches are OP. Instant heals? What? Nerf that shit.
le old bruisepacks face

Don't fucking nerf it, it's basically one of the only actually potent healing chems
did you even read the post on the front page about how styptic and silv. Sulf. are better at healing than synthflesh and/or bicard or did you gloss over it because heresy
if you'll actually read my post you'll see that i said "one of the only actually potent healing chems," not "the only actually potent healing chem"
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Rhisereld
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Re: GOONCHEM FEEDBACK 2.0

Post by Rhisereld » #91034

I do agree with lumipharon's observations regarding how a lot of Goonchem is limited to patches and breaks a whole lot of design that was centered around being able to ingest chemicals in any way (sleepers, hypospray, droppers, etc.).
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Scones
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Re: GOONCHEM FEEDBACK 2.0

Post by Scones » #91046

chemistry is shit

trekchem was marked by over-simplicity and unbalanced healing mixes (fuck DD), as well as being balanced around just being able to reagent cap yourself on heals - it was not a good system and conceptually it was overpowered bullshit, rob ust never forget

goofchem suffers similar issues although it has made the recipies more complex and prevented true god-mixing via addiction and OD
but the whole patch thing was bullshit and a lot of chems are useless/niche as fuck

chemistry is shit
plplplplp WOOOOooo hahahhaha
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iamgoofball
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Re: GOONCHEM FEEDBACK 2.0

Post by iamgoofball » #91049

When the freeze ends I have plans to fix Mediborgs, Medibots, and the problem of injections and droppers, sleepers being useless, etc.
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CPTANT
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Re: GOONCHEM FEEDBACK 2.0

Post by CPTANT » #91090

iamgoofball wrote:When the freeze ends I have plans to fix Mediborgs, Medibots, and the problem of injections and droppers, sleepers being useless, etc.
Wasn't that something that should have been thought out BEFORE overhauling the complete system? They weren't useless before.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
mosquitoman
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Re: GOONCHEM FEEDBACK 2.0

Post by mosquitoman » #91152

Rhisereld wrote:I do agree with lumipharon's observations regarding how a lot of Goonchem is limited to patches and breaks a whole lot of design that was centered around being able to ingest chemicals in any way (sleepers, hypospray, droppers, etc.).
all those you listed are simply intravenous
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Re: GOONCHEM FEEDBACK 2.0

Post by rockpecker » #92786

iamgoofball wrote:When the freeze ends I have plans to fix Mediborgs, Medibots, and the problem of injections and droppers, sleepers being useless, etc.
I'd be interested to hear what your plans are. Might be worth discussing DURING the freeze so that you can get some feedback on the design.
Remove the AI.
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PKPenguin321
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Re: GOONCHEM FEEDBACK 2.0

Post by PKPenguin321 » #92789

i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
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CPTANT
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Re: GOONCHEM FEEDBACK 2.0

Post by CPTANT » #92915

I do not really understand, is this mashing both chem systems together?
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
Rhisereld
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Re: GOONCHEM FEEDBACK 2.0

Post by Rhisereld » #92921

Literally everyone ever is requesting a REVERT with overdose mechanics added.

I don't see how mashing the two systems together accomplishes this - it's even worse.
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Shaps-cloud
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Re: GOONCHEM FEEDBACK 2.0

Post by Shaps-cloud » #93004

I think the two systems can be mixed together.

Inaprovaline and Dexalin, maybe not since they're pretty much completely replaced by Epinephrine and Salbumentol

Bicaridine and Kelotane could have their healing and metabolization rates cut in half, so 1u would heal 5 damage over 5 ticks. Combined with the fact that you can eat/drink those chems without getting sick, this would make Bicaridine and Kelotane better at carrying around in a flask or in a burger for patching up over time, while Styptic Powder and Silver Sulf would remain the goto-chems for emergency treatment or general time critical stuff.

Antitoxin could be used to heal toxin damage at a slower rate than Charcoal and Pentetic Acid (maybe 1 toxin damage per tick?), but it doesn't purge any chemicals in the bloodstream. Then when you need to treat a patient that has toxin damage, you won't have to worry about purging any beneficial chemicals already in their bloodstream
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
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rockpecker
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Re: GOONCHEM FEEDBACK 2.0

Post by rockpecker » #93013

Rhisereld wrote:Literally everyone ever is requesting a REVERT with overdose mechanics added.

I don't see how mashing the two systems together accomplishes this - it's even worse.
Where's the part where this makes sleepers useful?
Remove the AI.
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DemonFiren
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Re: GOONCHEM FEEDBACK 2.0

Post by DemonFiren » #93026

Sleepers were mildly more useful with trekchems. Bicaridine/Dermaline/Kelotane versus salglu, you know.

Not sure how far salglu's been buffed now, though.
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