Bottom post of the previous page:
Maybe mso will finally take part in the game he hosts.You could even flesh out the server management to make it its own minigame if you wanted to.
And maybe we could get him to code it

Bottom post of the previous page:
Maybe mso will finally take part in the game he hosts.You could even flesh out the server management to make it its own minigame if you wanted to.
You're moving toxins to atmos (why atmospherics needs access to bomb-making equipment baffles me) so the ''main" science departments are just going to be just circuits and xeno. You're basically cutting the interesting work science can do in half in favor of one department that works fine with just one person (xenobio), circuits (which is interesting but so far doesn't have a lot of majorly reproducible / functional outputs), and the department that someone presses a button once every 5 minutes in, and has no incentive to press the button more then a couple times.Kor wrote:Science had research, xenobio, toxins, roboticsYakumo_Chen wrote: Remind me what science spends time on since you removed two out of three major departments?
It now has techwebs, circuits, xenobio, toxins, robotics
The problem with all of this is that the proposed solution to "RND's research is too self-sufficient and too self-supplicative" is artifically gating their efficiency and deleting their ability to be self-supplicating.Kor wrote:>no incentive to do RnD
That's why they don't have to actively do it anymore. It's something for the RD or a single scientist or the captain or the AI to help the station progress in the background. It doesn't dump out a barrel of guns for selecting a tech, but it costs you nothing but a button click. The only reason not to help the rest of the crew would be out of spite. And you still get improved machinery, mechs, circuits, bluespace shit, etc for your personal use as a scientist.
Yes, it's less direct reward than being able to get a personal armoury+the machines from every department+a mech but doctors manage to heal and security officers manage to arrest and engineers manage to turn on the engine without having to be handed the contents of every department as an incentive for helping people.
It's true it might attract a different kind of player now though, and that the techweb machine might be better off with the captain as part of him being the leader of the crew as a whole, rather than solo minded players hoping to farm buffs for themselves.
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
What? I play on Bagil and I've seen mostly negative feedback. What feedback are you seeing?TribeOfBeavers wrote:I've seen mostly positive feedback in game, so please don't act like everybody who plays the game is against this change just because you personally oppose it.
It's not supposed to be anything more than pushing a button, it's not a dedicated job anymore. It's more like the overall station goal.
Limey wrote:its too late.
I should have been more clear I guess. Neutral or mildly positive is more accurate. We just play at different times I suppose.Buggy wrote:What? I play on Bagil and I've seen mostly negative feedback. What feedback are you seeing?TribeOfBeavers wrote:I've seen mostly positive feedback in game, so please don't act like everybody who plays the game is against this change just because you personally oppose it.
this is really damn annoying and it would be nice if major prs could come with at the very least some kind of barebones guide so that someone else can try and make a wiki article or somethingSteelpoint wrote:there is no documentation or tutorial at all about how this system works at all.
Limey wrote:its too late.
sometimes, writing a wiki page about a new thing you're adding before it's merged is perceived as arrogance by maintainersQbopper wrote:this is really damn annoying and it would be nice if major prs could come with at the very least some kind of barebones guide so that someone else can try and make a wiki article or somethingSteelpoint wrote:there is no documentation or tutorial at all about how this system works at all.
ninjanomnom wrote:Maybe mso will finally take part in the game he hosts.You could even flesh out the server management to make it its own minigame if you wanted to.
And maybe we could get him to code it
>one bomb knocks out comms and deletes all of the station researchQbopper wrote:you could put it next to telecomms so all the server stuff is in one place, could be neatooranges wrote:Engineering potentially should get the servers, rather than RnD, since they're closer to atmos and have the tools to build heating/cooling apparatus
Okay, I've literally been on Sybil (primarily) the last few days, playing during the night CST. (9pm - 4am)TribeOfBeavers wrote:I've seen mostly positive feedback in game, so please don't act like everybody who plays the game is against this change just because you personally oppose it
My point with that paragraph was mostly just to tell them to avoid acting like they speak on behalf of the playerbase as a whole when giving feedback about this stuff. Wasn't meant to be a "You're wrong, everyone actually loves it" type thing.
I understand this, and I'm not against techwebs as a whole. I think techwebs are an overcorrection. I don't want a perfectly rushable system, because that would lead to powergamers playing SS13 like speedrunners and that's not really interesting or emergent gameplay, it's just stupid. I just think that techwebs have a really awful UI and integration right now, and their timers might be straight up overtuned; I feel like making it so each Research department (Xenobio, E.X.P.E.R.I.MENTOR, bombs) has a way to up point returns and adding in a slightly modified version of the old system (less about decomping random high-tech shit, more about decomping samples from all around the station, perhaps using things like Botany's discovery scores) could be genuinely interesting.Kor wrote:>you can't rush it
That is half the point. It's very difficult to balance or plan modes/antag around the RnD endgame being reached at minute 15 out of a 40-50 minute round and now all the machines are 4 times as efficient and the crew can shoot through walls and can carry unlimited stuff etc
The incentive is much, much smaller because of the poorer UI. It's not clear what hitting these buttons does or enables except for specific names or scrolling through the related text, which is inherently going to make the system less fun until a guide outlines everything or the UI updates. It just also is kind of a slap in the face without (as you mentioned) the involvement part, because it's just getting rid of sci's previously primary job and offloading it on the AI or whomstever ends up wanting to touch buttons.TribeOfBeavers wrote:The incentive to do it is the same as before. You unlock higher tiers and a wider variety of equipment. It's not supposed to be anything more than pushing a button, it's not a dedicated job anymore. It's more like the overall station goal.
The involvement is the proposed contributions of all the departments towards accelerating research. This bit hasn't been made yet though so it'll seem a little off while we're playing with only half of the system in place.
most of the time people who assume you're being arrogant because of a wiki page are not really worth listening to. assisting the playerbase get acquainted if it's merged =/= arrogance
the major issue there is stuff like's been mentioned - assistant unwrenches it and steals it, because it's valuable to everyoneoranges wrote:Minerals also need reworking IMO, science should not be receiving all the minerals, perhaps the ORM can be public access?
obviously i don't mean plop it right next to the existing tcomms as is and call it a daycedarbridge wrote:>one bomb knocks out comms and deletes all of the station researchQbopper wrote:you could put it next to telecomms so all the server stuff is in one place, could be neatooranges wrote:Engineering potentially should get the servers, rather than RnD, since they're closer to atmos and have the tools to build heating/cooling apparatus
Sounds the opposite of neato
Limey wrote:its too late.
Noka wrote: The comments on Techwebs have generally gone as follows:
1) i haven't played since the update, how do you techwebs
2) (someone explains how techwebs work/are automated)
3) wow i really hate that
We probably shouldn't be changing the system based on the feedback of a player that hasn't actually played with it for any length of time yet...
I try and keep my judgement clear - if the majority of players liked this, I'd stick to not doing sci at all and leave it - but I don't see what you're seeing. And I'm not trying to pretend I am The Everyclown or something, but it is important to acknowledge that part of the playerbase clearly dislikes this, and I'm not so sure it's a loud minority so much as a decently sized amount of people.
Fair enough, that's just the vibe I got from the first post is all, specifically with the "it fails to attract ANYONE who likes SS13" part. I know people dislike it, that's perfectly fine. I was just sharing that when I played many people seemed neutral or mildly positive about it.
The incentive is much, much smaller because of the poorer UI. It's not clear what hitting these buttons does or enables except for specific names or scrolling through the related text, which is inherently going to make the system less fun until a guide outlines everything or the UI updates. It just also is kind of a slap in the face without (as you mentioned) the involvement part, because it's just getting rid of sci's previously primary job and offloading it on the AI or whomstever ends up wanting to touch buttons.TribeOfBeavers wrote:The incentive to do it is the same as before. You unlock higher tiers and a wider variety of equipment. It's not supposed to be anything more than pushing a button, it's not a dedicated job anymore. It's more like the overall station goal.
The involvement is the proposed contributions of all the departments towards accelerating research. This bit hasn't been made yet though so it'll seem a little off while we're playing with only half of the system in place.
I agree the UI is bad and hurts how enjoyable it is right now but it's worth noting the old UI was garbage too, just garbage we were used to. It relied on following a guide/past experience to go through a checklist or going on a scavenger hunt around the station where you don't know what you're supposed to be looking for (if you're new). There was no feedback about what the research categories meant or what they unlocked when you leveled them up.
I've been railing on this a lot, but I want to be really clear here: I think implementing techwebs at this stage was a bad idea. I know our Git Strat isn't to fully form a function before launching it out into the wild, but for a major update like this that got a feature freeze, it's probably not going to feel great until there's clear ways to be directly involved in research, whether it's told to you by guides, or something else.
That's a fair criticism. Sadly it's just not super viable with our current system to do it all at once. Bugs need to be fixed, features tested, feedback given, etc. It'll (hopefully) be better with all the intended features in place.
>not making periodic physical backupsYakumo_Chen wrote:Spoilers: game modes still revolve around science. it's just much more hilariously effective to sabotage because resetting research means you have to replay the idle game again, and if you DONT sabotage it, then you're giving guns to security instead of being able to exploit printing them in a semi-public and low-security department.
kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.![]()
Nobody ever does this outside of extreme science autists like Kevin or me when I'm trying to prevent 30 people from carrying portable singulosDr_bee wrote:>not making periodic physical backupsYakumo_Chen wrote:Spoilers: game modes still revolve around science. it's just much more hilariously effective to sabotage because resetting research means you have to replay the idle game again, and if you DONT sabotage it, then you're giving guns to security instead of being able to exploit printing them in a semi-public and low-security department.
It is like they are asking for the servers to be bombed, my god.
You are missing the point where it's not the job of science to make upgrades for anyone now, since anyone can do it. You've removed all the interactivity of upgrading towhoever happens to be in their autism cave for the particular department needing upgradesGrazyn wrote:Science nerf was long overdue. Scientists being the focus of every gamemode, scientists moonlightning every other job from cargo to sec, it had to stop. Their job is now to upgrade the station, and they still have access to OP shit (port-a-singulo, portal gun, zero-effort copypasted killbots and alarm-o-bots)
It needs resorting and re balancing pretty badlyNot-Dorsidarf wrote:My only problem with techwebs is that unlike every techweb I've ever seen, there's no cost to going deeper into the techweb. Everything but a few things costs 2500
Since it's some magical decentralized cloud shit now I don't think it'd be unreasonable to remove the "delete everything" button from RnD serversYakumo_Chen wrote:Spoilers: game modes still revolve around science. it's just much more hilariously effective to sabotage because resetting research means you have to replay the idle game again, and if you DONT sabotage it, then you're giving guns to security instead of being able to exploit printing them in a semi-public and low-security department.
I can't comment on the points system (since i've never used it) but it sounds like a lot of extra work to devise items for each department outside of some sort of buff (such as giving cargo discounts) or just unlocking special items for points. Heads are already meta-possessive of stuff in their departments, and there is very little a station member can do to stop people abusing the heads points responsibility if such a system was put in by overriding their ID check (captains swooping to steal),or stealing all/ID access.oranges wrote:I told you kor, you gotta move the point machine out of RnD and into the department head offices, otherwise yakumo is gonna complain until the cows come home about how they had to push buttons every few minutes and didn't even get anything for it!
For somebody who talks a lot about how they totally give a shit about player feedback (from OOC where people would rather be playing the game) he sure does this a lot.Qbmax32 wrote:ITT: goof doesn’t know what feedback is and how it helps new features
My biggest problem right now is that there are 2 research paths that HAVE to be done first, which is the parts path and the mining path. It removed all choice as you need those techs to do anything else well.cedarbridge wrote:For somebody who talks a lot about how they totally give a shit about player feedback (from OOC where people would rather be playing the game) he sure does this a lot.Qbmax32 wrote:ITT: goof doesn’t know what feedback is and how it helps new features
Topically, I'm sure I get the idea that time gating certain items is important and that tech lists in the past have just sped up the process a lot, but I'm not convinced that the whole process is really needed in the first place? This feels like a "nerf science to benefit everyone else" without finishing the sentence with "by doing x." I don't know what cargo gets out of this system that they didn't already get through their miners getting upgrades. That symbiotic relationship between science and mining was already well established. I worry that this is just going to turn already sheltered departments into even more sheltered departments. Obviously R&D being a 15 minute gun factory was a problem, but I worry that we're overtweaking things and just assuming that IC is good enough to function as a department role where its already manifesting a ton of (probably round time related) issues. I worry that strictly controlled time gates will be an issue when we can't seem to make up our minds on what round length is acceptable.
This is a good solution, but what do you do if there is no QM, fall back to HoP?Oldman Robustin wrote:The resource meta is still shaking out but I was under the assumption that QM had some special role in mineral management. It's frustrating right now but a lot of the solution are far from ideal too. The system obviously needs to be more centralized, its a mess right now where mining now appears to take their shit right to the Cargolathe and just dumps in everything they can, when I need minerals I typically just get full cargo access since not only is the ORM internal again, but the Cargolathe is going to be holding most of the rare minerals anyway. But if the pendulum swings too far in the other direction and the system becomes much more automatic/efficient (i.e. protolathes all use a central resource system, only consuming what they need to create objects) then it probably gets TOO easy to print "rare" items and you run into the problem of random newbies in departments blowing the entire uranium supply to buy 2/3rds of a flightsuit, not realizing its a set, then tossing it into disposals. I think the old clock cult (and to some degree, the new one) illustrates the problem of a collective/automatic centralized resource system.
I think the right balance (for now) is to give the QM a pre-programmed tablet with a program that would give notifications for mineral requests, and if approved, would transmit the requested resources to the protolathe. A computer containing that program could also sit somewhere in Cargo.
Also, almost every decent RND item came with an added mineral cost (silver/gold/uranium/etc.) for balance purposes because RND could be done in 5 minutes at which point you needed mineral costs to prevent RND from being completely broken. Now that its decentralized and it's much harder to "finish" research, the costs probably need another pass.
Edit: Kev you need to fix the device linkage code, department consoles never seem to find their protolathe.
It would hinge a lot on the default behavior of a non-response. We could make it so that if QM + Cargo doesn't respond to a request, it will be accepted after X minutes. Otherwise there'd have to be fallbacks to Command or AI or else it would be a lot of "tough luck kiddo" for rounds where cargo is AFK/lazy/deserted/dead.oranges wrote: This is a good solution, but what do you do if there is no QM, fall back to HoP?
So we're back to the "but nobody did R&D" thing.Oldman Robustin wrote:Otherwise there'd have to be fallbacks to Command or AI or else it would be a lot of "tough luck kiddo" for rounds where cargo is AFK/lazy/deserted/dead.
Pretty sure testing a single maxcap lets you rush weapon tech.Dr_bee wrote:Any chance that weapon tech cost can be reduced? Right now you cant rush it if there are operatives for example. Remember that weapons are locked behind security now, so giving up other areas of research to get weapons should be a choice that can be made.
Unless this is how the system is meant to work indefinitely, then we should still adjust the levels and access to match a more ideal gating and fixing the imbalance than balancing against the silly method of points dumping.Oldman Robustin wrote:Pretty sure testing a single maxcap lets you rush weapon tech.Dr_bee wrote:Any chance that weapon tech cost can be reduced? Right now you cant rush it if there are operatives for example. Remember that weapons are locked behind security now, so giving up other areas of research to get weapons should be a choice that can be made.
Yeah decon appears unfinished or broken, scanning alien tech or syndicate tech gives no benefit.delaron wrote:Is the deconstructor broken to only allow accumulation of points?
Had the alien surgical tools and they added 0 points to the alien related tech. Not sure what the purpose of the deconstructor is anymore out side of a generic points adder.
Users browsing this forum: No registered users