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Re: My ""design"" notes

Posted: Sun Feb 28, 2016 1:55 am
by PKPenguin321

Bottom post of the previous page:

Zilenan91 wrote:BYond doesn't handle random generation well but we might be able to do it
or just load in alternate z-levels, i just said random generation because iirc remie implemented a wilderness generator already

Re: My ""design"" notes

Posted: Sat Mar 05, 2016 6:49 pm
by duncathan
Zilenan91 wrote:BYond doesn't handle random generation well but we might be able to do it
are you kidding? We have a great procedural generator. It just never gets used.

Re: My ""design"" notes

Posted: Thu Mar 10, 2016 4:27 am
by DanielRatherman
I think you have a solid grasp on the problems with the server- the lack of department dependence, lack of non-antagonistic agency, etc.

The only solution I can think of is basically reeling back to a clean slate and working from gameplay rooted in game-theory efforts to make the game balanced and fun, rather than 'rule of cool' development where content is just stapled on and replaced bureaucratically.

Re: My ""design"" notes

Posted: Thu Mar 10, 2016 6:01 am
by ShadowDimentio
>REELING BACK

AHAHAHAHAHAHAHAHA

As IF

We were never able to get Goofchem, an incredibly unpopular change removed. Scrapping everything and starting over would never happen in a million years.

Re: My ""design"" notes

Posted: Thu Mar 10, 2016 6:19 am
by PKPenguin321
ShadowDimentio wrote:>REELING BACK

AHAHAHAHAHAHAHAHA

As IF

We were never able to get Goofchem, an incredibly unpopular change removed. Scrapping everything and starting over would never happen in a million years.
idk man, look at cult

Re: My ""design"" notes

Posted: Thu Mar 10, 2016 6:25 am
by DanielRatherman
ShadowDimentio wrote:>REELING BACK

AHAHAHAHAHAHAHAHA

As IF

We were never able to get Goofchem, an incredibly unpopular change removed. Scrapping everything and starting over would never happen in a million years.
Definitely didn't say it was achievable, just the best option. Those two things are almost always incompatible.

Re: My ""design"" notes

Posted: Thu Mar 10, 2016 9:57 am
by Stickymayhem
Change has always been easier than reverting

Re: My ""design"" notes

Posted: Fri Mar 11, 2016 9:55 am
by onleavedontatme
I've tried to put some of the concepts I yammered on about into effect with lavaland to prove they actually work. If it goes well I'll see if I can muster the willpower to make a lavaland themed station/start changing more of the main game (I consider mining mostly a side thing, so it's a safe place to play about).

Re: My ""design"" notes

Posted: Sun May 01, 2016 10:53 am
by paprika
Should really rip all these post-death waiting-room roles out of the game and fix the actual problem

New things get added but they're OP so they have to be behind an effort wall (researching, genetics, viro, mining, cargo points) which gets reset every round thus people want longer rounds thus people who get killed get fucking salty because nobody wants to leave the crumbling chaos of the station

Also makes traitors play more cautiously

Also ruins the game

But whatever the hamsterwheel of getting meme gear takes priority over fun rounds apparently so you should implement the objectives system i suggested for a lot of roles that are lackluster and mundane, or maybe go the other direction and make everything fun again but idk that's pretty radical

Re: My ""design"" notes

Posted: Fri May 06, 2016 9:38 pm
by Armhulen
ShadowDimentio wrote:>REELING BACK

AHAHAHAHAHAHAHAHA

As IF

We were never able to get Goofchem, an incredibly unpopular change removed. Scrapping everything and starting over would never happen in a million years.
when will be announce goofball the king of gloom