Re: CLONING REMOVAL FEEDBACK
Posted: Sat Feb 01, 2020 4:38 pm
Bottom post of the previous page:
Theres murderboning on manuel, silent skeleton pirates keep butchering the crewBottom post of the previous page:
Theres murderboning on manuel, silent skeleton pirates keep butchering the crewI’ve disliked nerfs/changes plenty. I stopped taking them as a personal affront to my ability to play ss13 after techwebs replaces my beautiful old autism RND. Recent nerf that I disagree with is the one to light step. I just don’t behemently express my opinion about them because change is change and new stuff is ultimately one of the few things that keeps me from quittingShadowflame909 wrote:You've never disliked a nerfimsxz wrote:ive been playing medical recently to be able to confidently take a stance on the cloning changes. i enjoy it, it feels a lot more rewarding to be a fast doctor than it did in the past. Just had a shift on bagil where a bomb went off near medbay and 2 people were beheaded in maint. We were able to stitch the corpses including bomb victims back together in the time that the roundstart cloner would have been able to clone 1 of them. The recent surgery and defib changes have made medbay a lot stronger when staffed by a competent crew, and frankly i think it is a good change for the game overall.
Edit: but you don't die often either...
Ive said a few times already, but there are a few problems here.SkeletalElite wrote:I think passive tools that are much less efficient than the active work of a doctor is a good way of doing that. One way this could work would be to make cloning take much longer. That way when the bodies pile up the cloner works to get people back in the round as secondary tool while doctors actively revive other bodies much more quickly than the cloner can. In a non crisis situation using the cloner would be a bad idea because you can just revive the body yourself faster, but if you have a lot of bodies to revive having the cloner revive one while you work on others could help the station recover. In the event you do have the medbay dream team, they can work faster without the cloner. This adds a bit of a saftey net though, something too fall back on if medbay is to swamped to handle everything or all the doctors get killed.
This isn't grey at all. Dont kill someone you started a conflict with, and if you do then take the consequences of having killed someone.SkeletalElite wrote:edit: Oh and also it helps in the case of escalation, where without cloning, theres a bit of a grey area on what to do if you kill someone you start a conflict with.
A bypass surgery takes 30 seconds, and you can almost always defib straight after (if they have brute or burn damage a patch or injection from the kit will take care of it). Medbay is just inexperienced right now. It'll pass.SkeletalElite wrote:Medbay needs a way to deal with crises, sometimes shit happens and the bodies just keep piling up. I think even with cloning this was a problem, but is even worse without it. A good medbay team could probably effectively deal with this with the tools currently in place, but it will require the competence of numerous people in medbay all working effectively, which is rare. I think some way of medbay to deal with a crisis is necessary, especially if the goal is create an environment where people try to fix problems first instead of call the shuttle when something goes bad.
I think passive tools that are much less efficient than the active work of a doctor is a good way of doing that. One way this could work would be to make cloning take much longer. That way when the bodies pile up the cloner works to get people back in the round as secondary tool while doctors actively revive other bodies much more quickly than the cloner can. In a non crisis situation using the cloner would be a bad idea because you can just revive the body yourself faster, but if you have a lot of bodies to revive having the cloner revive one while you work on others could help the station recover. In the event you do have the medbay dream team, they can work faster without the cloner. This adds a bit of a saftey net though, something too fall back on if medbay is to swamped to handle everything or all the doctors get killed.
edit: Oh and also it helps in the case of escalation, where without cloning, theres a bit of a grey area on what to do if you kill someone you start a conflict with.
braindeathCritawakets wrote:Cloning removal only really works on Manuel where there is no murderboning.
A bypass surgery takes 30 seconds. Organ replacement takes two minutes, not counting the appendix in which case add another thirty seconds. Brain surgery takes thirty seconds assuming the brain isn't dead to begin with. The actual revival surgery can take around 30-ish seconds. Note that I'm not even counting actual tissue damage or blood loss, which can take several minutes to heal at worst. For an experienced medbay player it can take a while to revive one single body from death, and that's in the best circumstances with a stocked fridge and competent non-traitor teammates. In the worst circumstances suiciding mid-surgery might actually be a more effective use of your time because the dude you're operating on already fucked off to become a xenobio spawn and the R&D dude is too busy fighting robotics over points, if there's an R&D dude at all.Sheodir wrote:A bypass surgery takes 30 seconds, and you can almost always defib straight after (if they have brute or burn damage a patch or injection from the kit will take care of it). Medbay is just inexperienced right now. It'll pass.SkeletalElite wrote:snip.
Do not make the problem worse.Kryson wrote: Stasis beds are not necessary, they are just a magical machine that removes all urgency for medical gameplay.
This is what I mean by inexperience.Taraiph wrote:A bypass surgery takes 30 seconds. Organ replacement takes two minutes, not counting the appendix in which case add another thirty seconds. Brain surgery takes thirty seconds assuming the brain isn't dead to begin with. The actual revival surgery can take around 30-ish seconds. Note that I'm not even counting actual tissue damage or blood loss, which can take several minutes to heal at worst. For an experienced medbay player it can take a while to revive one single body from death, and that's in the best circumstances with a stocked fridge and competent non-traitor teammates. In the worst circumstances suiciding mid-surgery might actually be a more effective use of your time because the dude you're operating on already fucked off to become a xenobio spawn and the R&D dude is too busy fighting robotics over points, if there's an R&D dude at all.
i can bet its 129426 or not but looks similarMuncher21 wrote:Round ID? I'm super curious about the a lot of context behind this picture, station time, number of antags, number of medical staff etc.SpinnerMaster wrote:Spoiler:
That's not dynamic decision making. That's a flowchart. If the decision-making weren't so binary I'd say it were dynamic. At this point it's just more of the same conveyor-belt mentality that cloning caused, only now you have even more catatonic people than ever before.Sheodir wrote:This is what I mean by inexperience.Taraiph wrote:judgement cut
If not Non-Functional it's not worth going for replacing the other organs unless you have time to spare. Brains only break after thirty minutes, so you'll rarely have to do brain repair surgery. Plus, if there's one complaint after playing a lot of Medbay post cloning is that revival surgery is pretty much needless - you only need it if the body's so cold it might as well be a popsicle, up to 30 minutes or more. For most, your rhythm is coronary bypass and defib, with tend wounds for 20 seconds n the middle if you used up all your brute/burn kits and the chemist hasn't made more.
If the Organs aren't Non-Functional, even Severely Damaged ones will at best just inconvenience the revived player for a couple minutes before they're healed up to Moderately Damaged, at which point the inconveniences are minimal (mostly flavor text). So in a rush, focus on this process (bypass->heal->defib) and only go for the full fixer upper when you have the time.
This is the kind of dynamic decision making that makes Medbay fun now imo.
Did you not read what I wrote?Taraiph wrote:That's not dynamic decision making. That's a flowchart. If the decision-making weren't so binary I'd say it were dynamic. At this point it's just more of the same conveyor-belt mentality that cloning caused, only now you have even more catatonic people than ever before.
this seems kinda needlessly reductivekopoba wrote:Reviving still take take too much time and i dont see anyone making any steps to fix this.
So cloning removal sucks.![]()
Objectively wrong.kopoba wrote:Reviving still take take too much time and i dont see anyone making any steps to fix this.
So cloning removal sucks.![]()
You've downvoted a PR making it easier for doctors to deal with death in the last few days. Begone.kopoba wrote:Reviving still take take too much time and i dont see anyone making any steps to fix this.
So cloning removal sucks.![]()
Its not wrong. Yeh its sounds cool with all that surgery and chems but ITS TOO MUCH TIME. You can repeat your mantra about how cool removing cloning is but from my view and practice as doctor its sucks.Sheodir wrote:Objectively wrong.kopoba wrote:Reviving still take take too much time and i dont see anyone making any steps to fix this.
So cloning removal sucks.![]()
For most cases that can't be straight defibbed (Dead within the last 4 to 10 minutes) a bypass and defib with tend wounds OR chem injection from a kit in the middle is more than enough. Assuming basic tend wounds and a fully damaged 200 brute or burn damage body you're looking at about a minute half revival. (healing to the point of defib + bypass + defib)
This is significantly faster than roundstart cloning, which took 3 minutes.
Husking got super changed recently. Not only is it much harder to meet a husk outside of ling rounds but making instabitaluri heal husk when burn damage is less than 50 makes it a non issue if you have even a half decent chemist. I've been forcing my Chemists to make a few patches of it every roundstart as CMO and Husks haven't been an issue since.Super Aggro Crag wrote:what if they're husked
I just explained how it takes less time than cloning did. Even upgraded cloning took two minutes, which bypass + defib still takes less than. You've also proven several times in this thread you don't really play much Medical, given a lack of knowledge of even basic medical procedures and common occurences. If you ever played MD it was an eon ago, certainly before Cobbychem became standard.kopoba wrote:Its not wrong. Yeh its sounds cool with all that surgery and chems but ITS TOO MUCH TIME. You can repeat your mantra about how cool removing cloning is but from my view and practice as doctor its sucks.
Probably because removing cloning bad in first place and all that "PR with fix" will lead to cloning removal PR will be merged permanently and i dont like it. And stop spying what im down voting pervert =Pskoglol wrote: You've downvoted a PR making it easier for doctors to deal with death in the last few days. Begone.
I love you skog but don't become oranges 2.0. Actually engaging with people who disagree with your PRs is one of the thing that sets you apart in a good way.skoglol wrote:I check who downvotes because when bad take people downvote my stuff I know I am doing something right.
Sheodir wrote: I just explained how it takes less time than cloning did. Even upgraded cloning took two minutes, which bypass + defib still takes less than. You've also proven several times in this thread you don't really play much Medical, given a lack of knowledge of even basic medical procedures and common occurences. If you ever played MD it was an eon ago, certainly before Cobbychem became standard.
You cant beat cloning surrender yourself.All other shity procedures will include fixinng ~200-400 damage of brut/burn, printing liver,lungs, heart, replacing them in victim. Maybe printing limbs and attaching them. This shit will take around 10 minutes or more. If i remember right brain also taking damage over time so i think if body lays to long you must get brain from body use mantilol on it and insert it back. +~3minutes to do surgery and get mantitol.
Imagine how many operation you must do to revive one man versus cloning.
Its not hard to deal with me i just play alot and feels players pain how i feel it myself.Sheodir wrote: Kopoba is hard to deal with. He straight up ignores arguments against him when he isn't saying 'no u'.
This shit is just... wrong.kopoba wrote:]All other shity procedures will include fixinng ~200-400 damage of brut/burn, printing liver,lungs, heart, replacing them in victim. Maybe printing limbs and attaching them. This shit will take around 10 minutes or more. If i remember right brain also taking damage over time so i think if body lays to long you must get brain from body use mantilol on it and insert it back. +~3minutes to do surgery and get mantitol.
Imagine how many operation you must do to revive one man versus cloning.
Every time you post you show clearly you don't play the game, at least not anytime this year or in the department we're discussing. I mean, really? Mannitol splashing?kopoba wrote:Its not hard to deal with me i just play alot and feels players pain how i feel it myself.Sheodir wrote: Kopoba is hard to deal with. He straight up ignores arguments against him when he isn't saying 'no u'.
Dude i got 7k minutes as doctor and 3k as CMO i play the damn gameSheodir wrote: This shit is just... wrong.
Again, stop reading git posts and play the damn game. Fixing 200 to 400 burn or brute damage isn't necessary, there is a threshold to defib that is quite fast to heal with Tend Wounds, specially advanced. Printing limbs and organs isn't necessary for revival - organs take a long ass time to break aside from the heart, which only requires a short bypass surgery. The brain needs thirty minutes to break, brain death and mannitol splashing haven't been that common an occurrence for eons. I've explained in detail the new surgeries that'll make most of you time in Medical and you've refused to listen because you clearly don't play Medical.
Some players are making good arguments on bodycount and other such matters that can be actually discussed, but you're just wildly trying to guess whilst getting shit so wrong that it is just sad.
Cloning would literally not solve this "conveyor belt", at best alleviate it slightly. It'd take minutes to spit out each new revived person, still less than a Doctor actually working with surgeries.kopoba wrote: Dude i got 7k minutes as doctor and 3k as CMO i play the damn game
Lets take some round for example https://sb.atlantaned.space/rounds/129426
87 death for 120 minutes on extended
1 death per 1.37 minute
goodluck fixin this death conveyor without cloning
I think we looking different logs https://sb.atlantaned.space/deaths/round/129426/page/1 . And yes cloning will solve the problem 2-3 cloning pods and we good to go drink tea with catgirls and even 1 fully upgraded will poop clones like cookies and docs can revive other crew with head on right place organs that not rotting and with limbs while bad patients going to cloning.Sheodir wrote:
Cloning would literally not solve this "conveyor belt", at best alleviate it slightly. It'd take minutes to spit out each new revived person, still less than a Doctor actually working with surgeries.
Also, I checked the logs and this was a 2 hour shift on event hall of mostly no deaths with a pretty significant shuttle bombing at the end, where most deaths happened. Good try.
Fully upgraded cloning heals at 2 minutes. Logs for it were wrong - wrong yesterday night shift, one I was in - but scrolling through roundtime deaths hardly shows that carnage I expected. Most of these deaths were spaced out, with some being due to bombs and thus being 5 or 6 at a time. Difficult to deal with for those, but still faster than cloning 6 people.kopoba wrote:I think we looking different logs https://sb.atlantaned.space/deaths/round/129426/page/1 . And yes cloning will solve the problem 2-3 cloning pods and we good to go drink tea with catgirls and even 1 fully upgraded will poop clones like cookies and docs can revive other crew with head on right place organs that not rotting and with limbs while bad patients going to cloning.Sheodir wrote:
Cloning would literally not solve this "conveyor belt", at best alleviate it slightly. It'd take minutes to spit out each new revived person, still less than a Doctor actually working with surgeries.
Also, I checked the logs and this was a 2 hour shift on event hall of mostly no deaths with a pretty significant shuttle bombing at the end, where most deaths happened. Good try.
This is why I want cloners to go away. You should have to work to get far gone people back. So far you have made lots of arguments about how one doctor wont have time to bring back the entire crew, and you are correct. One doctor wont be able to do that easily.kopoba wrote:And yes cloning will solve the problem 2-3 cloning pods and we good to go drink tea with catgirls and even 1 fully upgraded will poop clones like cookies and docs can revive other crew with head on right place organs that not rotting and with limbs while bad patients going to cloning.
Even then it is gloriously overestimating how good cloning was, which I'm seeing a lot. It's like nobody noticed cloning didn't actually get used that much in recent Med, which it really didn't.skoglol wrote:This is why I want cloners to go away. You should have to work to get far gone people back. So far you have made lots of arguments about how one doctor wont have time to bring back the entire crew, and you are correct. One doctor wont be able to do that easily.kopoba wrote:And yes cloning will solve the problem 2-3 cloning pods and we good to go drink tea with catgirls and even 1 fully upgraded will poop clones like cookies and docs can revive other crew with head on right place organs that not rotting and with limbs while bad patients going to cloning.
Not doctor suffer from this situation but poor dead dudes. Doctors feels okay in ocean of dead bodys and can just ignore them and go drink tea with catgirls.skoglol wrote:This is why I want cloners to go away. You should have to work to get far gone people back. So far you have made lots of arguments about how one doctor wont have time to bring back the entire crew, and you are correct. One doctor wont be able to do that easily.
My proposed changes:Mickyan wrote:Lack of space to treat patients without other doctors and random people crowding around is a big issue, we need patient rooms back and I'd say at least 4 stasis beds linked to surgery computers (since surgery progression is linked to these, they're pretty much required to be effective), two surgery theaters are unnecessary on the other hand
Missing organs not showing up on health scanners is infuriating but I know that's being looked into, disemboweled bodies should probably have specific examine text about that giant gaping hole in their chest
These are the two major outstanding issues I've noticed at the moment, I'd like to see some more stuff to unlock through RnD to keep up with the rising chaos as the round progresses but that's a long term goal
You literally play this game to work. As a Sec main, the greytide exists to give us work during green shifts and is more than welcome. HoPs often relish working the line. (HoP mains anyway, the ones that aren't just "shit didn't roll cap)kopoba wrote: Not doctor suffer from this situation but poor dead dudes. Doctors feels okay in ocean of dead bodys and can just ignore them and go drink tea with catgirls.
You asking people to work but no one likes to work only some psyho.
Its like asking officer to arest greitide or engis setup engine or hop work with hopline miners mine scientist research. Most of the time this will be unsuccessful and same works with doctors.
it took me a real long time to get the chemists to make synthflesh last nightSheodir wrote:Husking got super changed recently. Not only is it much harder to meet a husk outside of ling rounds but making instabitaluri heal husk when burn damage is less than 50 makes it a non issue if you have even a half decent chemist. I've been forcing my Chemists to make a few patches of it every roundstart as CMO and Husks haven't been an issue since.Super Aggro Crag wrote:what if they're husked
I just explained how it takes less time than cloning did. Even upgraded cloning took two minutes, which bypass + defib still takes less than. You've also proven several times in this thread you don't really play much Medical, given a lack of knowledge of even basic medical procedures and common occurences. If you ever played MD it was an eon ago, certainly before Cobbychem became standard.kopoba wrote:Its not wrong. Yeh its sounds cool with all that surgery and chems but ITS TOO MUCH TIME. You can repeat your mantra about how cool removing cloning is but from my view and practice as doctor its sucks.
I'm not gonna deny this can be frustrating. Getting chemists to collaborate can be a fucking pain. As CMO I basically just hang over them like a vulture on roundstart and pester them until I have a few dozen patches. Leaving it for later is always misery.Super Aggro Crag wrote: it took me a real long time to get the chemists to make synthflesh last night
Maybe Medbay could have some form of "Spacing Treatment Kit" of some sort that starts with a couple patches amidst random burn treatment and epinephrine medipens. Not a lot, but just something to offset roundstart husks.Super Aggro Crag wrote:they were busy dicking around with pipes
CHEMFACTORY YAY
eventually they got it set up nice but still it was frustrating having a husk so early in the shift
I dislike it because the idea was make people do surgery in medbay. If its tied to a drape they can just do it wherever. Making stasis beds the default Surgery beds would basically be enough, although I also added the idea that some surgeries should either be synced to or immediatelly available if wearing nitrile gloves to specialize the role a bit.Mickyan wrote:Not a bad idea to tie available surgeries to surgical drape types
theres a plethora of surgical junk in map maintenance, up to and including actual surgical tables and drapes, and i still never see anyone doing surgery anywhere but medical bay. I've never even seen a doctor doing field triage, its often just "drag the bleeding sucker to medbay and then defib them rather than try to save their life"Sheodir wrote:I dislike it because the idea was make people do surgery in medbay. If its tied to a drape they can just do it wherever. Making stasis beds the default Surgery beds would basically be enough, although I also added the idea that some surgeries should either be synced to or immediatelly available if wearing nitrile gloves to specialize the role a bit.Mickyan wrote:Not a bad idea to tie available surgeries to surgical drape types
This is true, it kinda is incentivized to stay in Medbay by the fact trying to drag the tools out gets you shouted at, but I like that it stays there and would want to keep them there rather than hallway surgery. BUT at the same time I like the idea of it going to the nitrile gloves instead of a better type of drapes, honestly, if we're gonna do it like this.Super Aggro Crag wrote:If advanced drapes incentivized doing the faster healing surgeries in an emergency in the hallway itd be cool
Having played a round with a lot of casualties, yes. Medbay does not have any sort of flow, there is no place to store people waiting for treatment, treating people is done in a high as fuck traffic area because stasis beds are too good not to use.Sheodir wrote: Honestly, this is all coming to mean "removing cloning necessitates remapping the entirety of Medbay".