Raise threat.
Posted: Sat May 06, 2023 11:22 am
Would like to see some thought on raising the minimum threat floor to like 10, so you still have very calm shifts but there isn't a guaranteed green anymore. [Possibly LRP exclusive.]
I think the better solution would be to scale threat with pop but that might be code and not config
What do you propose instead?Itseasytosee2me wrote: ↑Sat May 06, 2023 10:59 pm As is my obligation I implore for a fundamental rethinking of what dynamic is and how it should work.
WineAllWine wrote: ↑Sun May 07, 2023 12:28 amOoh strong disagree. As a Terry admin no-one likes green shifts
The duality of men...NamelessFairy wrote: ↑Sat May 06, 2023 6:14 pm Before giving my opinion I'll just point out that I'm pretty sure this is not a config option at present and thus is not something headmins can change themself.
Hard opposed. The majority of my best rounds are on single digit threat levels/pre-dynamic greenshifts/secret greenshifts. Greenshifts open the doors to a ton of opportunities for roleplay/construction projects/gimmicks/etc that require large groups people to commit to something for extended times. Most rounds its challenging to get more than 2 or 3 people to commit to a big project due to how short the round is expected to be and the high risk of everything devolving into chaos if its revs/cult/nukies. I understand that some people do not enjoy slower more chill rounds that green shifts provide but the vast majority of rounds are short and action packed already which a decent chunk of players would be happy to see a break from, from time to time, given how extremely rare true greenshifts are I don't see why there should be any pursuit for removing them entirely.
Greenshifts are usually some of the most chaotic and unbearable rounds I ever have. I haven't taken to feeling tempted to leave when I find out because "eww no antags boring", but because I know that I'm going to get griefed into the high heavens by bored shitters.NamelessFairy wrote: ↑Sat May 06, 2023 6:14 pm I understand that some people do not enjoy slower more chill rounds that green shifts provide
Well, truth be told, I don't really understand the virtue of dynamic in comparison to secret with the possible exception of "unique antag interaction."WineAllWine wrote: ↑Sun May 07, 2023 12:28 amWhat do you propose instead?Itseasytosee2me wrote: ↑Sat May 06, 2023 10:59 pm As is my obligation I implore for a fundamental rethinking of what dynamic is and how it should work.
No i mean the glass cannon antag should be a pretty rare sight and greenshifts should be too.WineAllWine wrote: ↑Sun May 07, 2023 12:28 amOoh strong disagree. As a Terry admin no-one likes green shifts
I 100% agree with you, but the way that the playerbase (specifically people on Sybil) act when there's no conflict means we can't have nice things. People will make their own idiot conflict one way or another, including by playfighting or otherwise acting like children. I have seen entire rounds of 40-50 people devolve into a fucking daycare as soon as the text says there's no threat to the station.NamelessFairy wrote: ↑Sat May 06, 2023 6:14 pm Before giving my opinion I'll just point out that I'm pretty sure this is not a config option at present and thus is not something headmins can change themself.
Hard opposed. The majority of my best rounds are on single digit threat levels/pre-dynamic greenshifts/secret greenshifts. Greenshifts open the doors to a ton of opportunities for roleplay/construction projects/gimmicks/etc that require large groups people to commit to something for extended times. Most rounds its challenging to get more than 2 or 3 people to commit to a big project due to how short the round is expected to be and the high risk of everything devolving into chaos if its revs/cult/nukies. I understand that some people do not enjoy slower more chill rounds that green shifts provide but the vast majority of rounds are short and action packed already which a decent chunk of players would be happy to see a break from, from time to time, given how extremely rare true greenshifts are I don't see why there should be any pursuit for removing them entirely.
Well ya see, this is one of my major critiques of the dynamic gamemode. Some antags don't mix well, or don't mix well in high quantities, or don't mix well in low quantities. I would perfer a lighter touch in the design.
Easy, the shift doesn't end in 5-20 minutes when all the antags die, so you can actually accomplish things beyond initial setups/starter job content.Itseasytosee2me wrote: ↑Sun May 07, 2023 2:17 amWell, truth be told, I don't really understand the virtue of dynamic in comparison to secret with the possible exception of "unique antag interaction."
I like the occasional greenshift.Vekter wrote: ↑Sun May 07, 2023 7:45 am Let me condense my argument from earlier because I'm angry and I want to feed it into something.
We can't have greenshift because people don't want greenshift so we get 20 minute shuttle calls and people killing each other over nothing because they're bored.
I know that people play the game for different reasons but I can't help but think that's just objectively the wrong way to play.
Is it worth keeping them for the like 4 people who like them?Imitates-The-Lizards wrote: ↑Sun May 07, 2023 9:00 amI like the occasional greenshift.Vekter wrote: ↑Sun May 07, 2023 7:45 am Let me condense my argument from earlier because I'm angry and I want to feed it into something.
We can't have greenshift because people don't want greenshift so we get 20 minute shuttle calls and people killing each other over nothing because they're bored.
I know that people play the game for different reasons but I can't help but think that's just objectively the wrong way to play.
You're right that other people spaz out over them, but that doesn't mean everyone hates them.
I mean, how often do they even happen? Like others have said, I think they're fine if they're rare, like wizard level rare.kieth4 wrote: ↑Sun May 07, 2023 9:53 amIs it worth keeping them for the like 4 people who like them?Imitates-The-Lizards wrote: ↑Sun May 07, 2023 9:00 amI like the occasional greenshift.Vekter wrote: ↑Sun May 07, 2023 7:45 am Let me condense my argument from earlier because I'm angry and I want to feed it into something.
We can't have greenshift because people don't want greenshift so we get 20 minute shuttle calls and people killing each other over nothing because they're bored.
I know that people play the game for different reasons but I can't help but think that's just objectively the wrong way to play.
You're right that other people spaz out over them, but that doesn't mean everyone hates them.
Think you’re wrong about the reason this happens. I don’t think it’s because people see the greenshift text — if you recall, it didn’t always exist yet this still happened. I think it’s simply due to the fact no action is happening and people are growing antsy, and making action themselves since antags aren’t providing it, rather than a reaction to an announcement.Vekter wrote: ↑Sun May 07, 2023 3:45 amI 100% agree with you, but the way that the playerbase (specifically people on Sybil) act when there's no conflict means we can't have nice things. People will make their own idiot conflict one way or another, including by playfighting or otherwise acting like children. I have seen entire rounds of 40-50 people devolve into a fucking daycare as soon as the text says there's no threat to the station.NamelessFairy wrote: ↑Sat May 06, 2023 6:14 pm Before giving my opinion I'll just point out that I'm pretty sure this is not a config option at present and thus is not something headmins can change themself.
Hard opposed. The majority of my best rounds are on single digit threat levels/pre-dynamic greenshifts/secret greenshifts. Greenshifts open the doors to a ton of opportunities for roleplay/construction projects/gimmicks/etc that require large groups people to commit to something for extended times. Most rounds its challenging to get more than 2 or 3 people to commit to a big project due to how short the round is expected to be and the high risk of everything devolving into chaos if its revs/cult/nukies. I understand that some people do not enjoy slower more chill rounds that green shifts provide but the vast majority of rounds are short and action packed already which a decent chunk of players would be happy to see a break from, from time to time, given how extremely rare true greenshifts are I don't see why there should be any pursuit for removing them entirely.
What would your suggestion be to prevent this from happening, then? I would rather people engage with the round on honest terms long enough to realize there isn't anything happening than I would people try to call the shuttle at 20 minutes because there's no antags to valid.sinfulbliss wrote: ↑Sun May 07, 2023 6:11 pmThink you’re wrong about the reason this happens. I don’t think it’s because people see the greenshift text — if you recall, it didn’t always exist yet this still happened. I think it’s simply due to the fact no action is happening and people are growing antsy, and making action themselves since antags aren’t providing it, rather than a reaction to an announcement.Vekter wrote: ↑Sun May 07, 2023 3:45 amI 100% agree with you, but the way that the playerbase (specifically people on Sybil) act when there's no conflict means we can't have nice things. People will make their own idiot conflict one way or another, including by playfighting or otherwise acting like children. I have seen entire rounds of 40-50 people devolve into a fucking daycare as soon as the text says there's no threat to the station.NamelessFairy wrote: ↑Sat May 06, 2023 6:14 pm Before giving my opinion I'll just point out that I'm pretty sure this is not a config option at present and thus is not something headmins can change themself.
Hard opposed. The majority of my best rounds are on single digit threat levels/pre-dynamic greenshifts/secret greenshifts. Greenshifts open the doors to a ton of opportunities for roleplay/construction projects/gimmicks/etc that require large groups people to commit to something for extended times. Most rounds its challenging to get more than 2 or 3 people to commit to a big project due to how short the round is expected to be and the high risk of everything devolving into chaos if its revs/cult/nukies. I understand that some people do not enjoy slower more chill rounds that green shifts provide but the vast majority of rounds are short and action packed already which a decent chunk of players would be happy to see a break from, from time to time, given how extremely rare true greenshifts are I don't see why there should be any pursuit for removing them entirely.
run events son it's in your bloodWineAllWine wrote: ↑Sun May 07, 2023 12:28 amOoh strong disagree. As a Terry admin no-one likes green shifts
I try! No one can run 'em like you thoughStickymayhem wrote: ↑Sun May 07, 2023 8:24 pmrun events son it's in your bloodWineAllWine wrote: ↑Sun May 07, 2023 12:28 amOoh strong disagree. As a Terry admin no-one likes green shifts
That’s probably what’s happening to a large degree, but progtot is out of the headmins’ hands, so all that’s left is to shovel more threat to fix the issue via config.NecromancerAnne wrote: ↑Sun May 07, 2023 2:30 pm Are you sure you're all not just assuming dynamic isn't injecting enough antagonists because none of the ones we have roundstart can really start doing anything for about 30 minutes?
Honestly? To remove the replock. I think that’d fix it. But realistically? I think it’s just how the vast majority of people on LRP play. They want there to be action and excitement, they don’t wanna just walk around and play Habbo Hotel. If the round doesn’t give that to them, they’ll either suicide or create it themselves.Vekter wrote: ↑Sun May 07, 2023 7:15 pm What would your suggestion be to prevent this from happening, then? I would rather people engage with the round on honest terms long enough to realize there isn't anything happening than I would people try to call the shuttle at 20 minutes because there's no antags to valid.
Code wise, having a way to get syndicate tech like emags and make uplinks as the station objective. It might be a good place to sandbox weapons in space, so people can see what different weapons or shit does.Vekter wrote: ↑Sun May 07, 2023 7:15 pmWhat would your suggestion be to prevent this from happening, then? I would rather people engage with the round on honest terms long enough to realize there isn't anything happening than I would people try to call the shuttle at 20 minutes because there's no antags to valid.sinfulbliss wrote: ↑Sun May 07, 2023 6:11 pmThink you’re wrong about the reason this happens. I don’t think it’s because people see the greenshift text — if you recall, it didn’t always exist yet this still happened. I think it’s simply due to the fact no action is happening and people are growing antsy, and making action themselves since antags aren’t providing it, rather than a reaction to an announcement.Vekter wrote: ↑Sun May 07, 2023 3:45 amI 100% agree with you, but the way that the playerbase (specifically people on Sybil) act when there's no conflict means we can't have nice things. People will make their own idiot conflict one way or another, including by playfighting or otherwise acting like children. I have seen entire rounds of 40-50 people devolve into a fucking daycare as soon as the text says there's no threat to the station.NamelessFairy wrote: ↑Sat May 06, 2023 6:14 pm Before giving my opinion I'll just point out that I'm pretty sure this is not a config option at present and thus is not something headmins can change themself.
Hard opposed. The majority of my best rounds are on single digit threat levels/pre-dynamic greenshifts/secret greenshifts. Greenshifts open the doors to a ton of opportunities for roleplay/construction projects/gimmicks/etc that require large groups people to commit to something for extended times. Most rounds its challenging to get more than 2 or 3 people to commit to a big project due to how short the round is expected to be and the high risk of everything devolving into chaos if its revs/cult/nukies. I understand that some people do not enjoy slower more chill rounds that green shifts provide but the vast majority of rounds are short and action packed already which a decent chunk of players would be happy to see a break from, from time to time, given how extremely rare true greenshifts are I don't see why there should be any pursuit for removing them entirely.
I don't feel like we should be encouraging that kind of gameplay. SS13 isn't a "social deduction game", it's not a combat simulator, and it's not a daycare. It's a roleplaying game first and foremost.sinfulbliss wrote: ↑Sun May 07, 2023 9:19 pmHonestly? To remove the replock. I think that’d fix it. But realistically? I think it’s just how the vast majority of people on LRP play. They want there to be action and excitement, they don’t wanna just walk around and play Habbo Hotel. If the round doesn’t give that to them, they’ll either suicide or create it themselves.Vekter wrote: ↑Sun May 07, 2023 7:15 pm What would your suggestion be to prevent this from happening, then? I would rather people engage with the round on honest terms long enough to realize there isn't anything happening than I would people try to call the shuttle at 20 minutes because there's no antags to valid.
No offense, but this sounds like actual fucking hell and would just result in the most insane tickets I've ever read in my life.
Whether you encourage it or not is sort of a moot point, most people don’t enjoy the game when there are no antags or threats to make the round juicy.
No offense, but this sounds like actual fucking hell and would just result in the most insane tickets I've ever read in my life.
SS13 IS a social deduction game, it's also a combat simulator, and it's also a roleplaying game. It's whatever you make it, be it zyb (shit poor example) that made it a combat sim, or people who just wanna chill and chat, or people who love doing insane circuit/atmos things and impressing the entire server. All I am trying to say is SS13 doesn't nicely fit under one label like "Roleplaying game" or "Social deduction game".Vekter wrote: ↑Sun May 07, 2023 10:50 pmI don't feel like we should be encouraging that kind of gameplay. SS13 isn't a "social deduction game", it's not a combat simulator, and it's not a daycare. It's a roleplaying game first and foremost.sinfulbliss wrote: ↑Sun May 07, 2023 9:19 pmHonestly? To remove the replock. I think that’d fix it. But realistically? I think it’s just how the vast majority of people on LRP play. They want there to be action and excitement, they don’t wanna just walk around and play Habbo Hotel. If the round doesn’t give that to them, they’ll either suicide or create it themselves.Vekter wrote: ↑Sun May 07, 2023 7:15 pm What would your suggestion be to prevent this from happening, then? I would rather people engage with the round on honest terms long enough to realize there isn't anything happening than I would people try to call the shuttle at 20 minutes because there's no antags to valid.
Nah, Vekter's right. While the 'Hey there's no threats' does a great job of getting some people to start doing projects, it also leads to people who go 'Oh boy, that means I can fuck with people as much as I want, and they can't just Valid me because they know for a fact I'm not an antag'.sinfulbliss wrote: ↑Sun May 07, 2023 6:11 pmThink you’re wrong about the reason this happens. I don’t think it’s because people see the greenshift text — if you recall, it didn’t always exist yet this still happened. I think it’s simply due to the fact no action is happening and people are growing antsy, and making action themselves since antags aren’t providing it, rather than a reaction to an announcement.Vekter wrote: ↑Sun May 07, 2023 3:45 amI 100% agree with you, but the way that the playerbase (specifically people on Sybil) act when there's no conflict means we can't have nice things. People will make their own idiot conflict one way or another, including by playfighting or otherwise acting like children. I have seen entire rounds of 40-50 people devolve into a fucking daycare as soon as the text says there's no threat to the station.NamelessFairy wrote: ↑Sat May 06, 2023 6:14 pm Before giving my opinion I'll just point out that I'm pretty sure this is not a config option at present and thus is not something headmins can change themself.
Hard opposed. The majority of my best rounds are on single digit threat levels/pre-dynamic greenshifts/secret greenshifts. Greenshifts open the doors to a ton of opportunities for roleplay/construction projects/gimmicks/etc that require large groups people to commit to something for extended times. Most rounds its challenging to get more than 2 or 3 people to commit to a big project due to how short the round is expected to be and the high risk of everything devolving into chaos if its revs/cult/nukies. I understand that some people do not enjoy slower more chill rounds that green shifts provide but the vast majority of rounds are short and action packed already which a decent chunk of players would be happy to see a break from, from time to time, given how extremely rare true greenshifts are I don't see why there should be any pursuit for removing them entirely.
This is a good point and not something I had really considered before. I think if we look into raising general threat and eliminating green shifts, this is probably the best reason to do so.blackdav123 wrote: ↑Mon May 08, 2023 4:16 am fixing injured people is what medical staff sign up for, and a lot of the roleplay that a doctor will do during the shift is talking to their patients
fixing broken things is what engineering staff sign up for, and a lot of the roleplay that an engineer will do during the shift stems from the tense situations of fixing a supermatter before it blows up and kills everyone in the room or rushing to medbay to plug up a hole as people are getting spaced
hunting the criminals that cause these problems and foiling their plans is what creates the roleplay that sec will go through during the shift
without the sources of tension that threats provide all of these jobs have very little to actually do. in the ideal greenshift world that we dont live in and could never exist the only thing left for the people playing for these interactions would be endless 24/7 bar rp
tension is the most important part of the roleplay in this game and without it most people completely lose intrest.
I did get confirmation from the headmins that people starting Looney Tunes fights over literally nothing in public places can be slapped for NRP and I fully intend to exercise that right. If people want to fight one another, they can do a Fight Club thing or do it in a boxing ring.CMDR_Gungnir wrote: ↑Mon May 08, 2023 7:15 am Nah, Vekter's right. While the 'Hey there's no threats' does a great job of getting some people to start doing projects, it also leads to people who go 'Oh boy, that means I can fuck with people as much as I want, and they can't just Valid me because they know for a fact I'm not an antag'.
No offense but I hate this idea. Copy-pasting a mechanic from a few jobs to all of them is a boring solution to a boring problem. People already don't often do it for bartending and cooking.Shadowflame909 wrote: ↑Mon May 15, 2023 11:06 am green-shifts cant function properly without all jobs having something to do on green shifts
We should steal the chefs robot food mini-game and give it to other departments. Mainly Security and Medical. Security officers, medical doctors, and psychologists would be grateful to beat up training simulations from beyond, or heal visiting injured folks physical and mental wounds.
Second this it would be cool atleast from a game play perspective to know if the round I'm going to commit 1+ of my time to was going to have something interesting happen.TypicalRig wrote: ↑Thu May 18, 2023 10:07 pm This is less of an "everyone hates greenshift" thing and more of a mixture of "the greenshift haters are the loudest" and "ghosting/SSDing at roundstart might net you an antag roll suspicion, therefore I need to die to valid conflict if I want out of this shitty round" mentality. That being said, it's LRP, and there's plenty that dislike green shift. An easy fix for this would be to have greenshifts be announced /before/ roundstart (and for late joiners too) so people know not to play OR to change their job so they don't get stuck with something like medical in a shift with no threat. And to also allow ghosting on green shifts the same way ghosting is allowed on war ops as long as you don't take antag ghost roles.
I would like higher threat by default, but greenshifts still have their place even on LRP.