[MRP] There may be some problems with heretic on MRP but not the ones you think.

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NecromancerAnne
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[MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by NecromancerAnne » #779669

Myself, and several others, have started to notice ongoing problems with the perception of heretic and the way it is approached IC and OOC, from both an enforcement standard and player reaction one. Some of these are similar issues that were perceived with progression traitor, but there are some more unique ones specific to heretic that I'm somewhat concerned by. And maybe, these problems bleed into the way in which players conduct themselves in the MRP space generally.

Now, before getting too far; heretic actually won most popular antagonist to play as. But also, heretic is one of the lowest for antagonist people like the play against. (Ignoring BB's and spies, who didn't get very good polling either in the popularity contest)

Therefore, this is a very polarizing antagonist, which a significant amount of people who like to play it but a very small number who like to face against it.

Now, these stats draw from two different rulesets, but I think the impact of these stats are still felt with MRP because I do believe there are instances where players, and even admins, feel like treating them more harshly is entirely justified simply because they are a proven Heretic, and not merely because of their provable actions in a round justifying a harsher response when captured as a restricted antagonist. (where 'putting them into permabrig' currently serves as the upper limit in these cases. If that matters.)

The specific rule for this is Rule 6, and notably this line here.
6. Deal with the bad guys in proportion to their crime(s). wrote:Only antagonists that have committed the most severe crimes may be met with immediate execution.
Very often, I find that heretics are immediately executed on capture. Their nature will usually urge them towards committing a serious crime. But the rules do not presume that they have, nor do their flavour. Just that they have the capacity. This is why Rule 6 exists; to give players handling antagonists pause to consider alternatives to someone who has yet to act in a malicious manner. Particularly those caught early.. Usually, evidence of serious crimes do not need to surface (people who start reappearing with brain damage and corrupted organs) before heretics start being executed on capture. They're often treated as harshly as changelings, who have a flavour justification for that treatment (this thing eats people and steals their faces, and has done so before), as well as the mechanical one (they can escape extremely easily).

Only two paths for heretic are in the latter category, and none exist in the former category. (Let's assume, for the sake of reasonable argument, that our heretic is a proven non-rust/non-lock heretic)

Some of the justifications for harsher treatment that I've seen include:

A) The antagonist is a progression antagonist, therefore they are always going to be an emerging threat. So killing them now stops that.

B) We don't know they haven't done the serious crime they would otherwise be expected to commit, so we should assume they have killed someone because that is how they progress.

C) They are not containable. They will always have their magic. (This is for non-rust/non-lock heretics, as I already said, who cannot force open barriers)

These are arguments that would, given enough generalization, probably equally valid for dealing with practically any threat with equal harshness. Even C, while it mentions magic, could be 'we can't remove their urge directly to do their objectives', which also happens to lean slightly into B. These lines of reasoning feel like, to me, ones that come about from players potentially having been burned on making the decision for lighter approaches to the antagonist and possibly discovering that the antagonist still did what antagonists do; be evil or nefarious and found a way around their concession. Probably from a player who is able to claw their way back from a failure given the chance.

The complicated nature of heretic is very likely what attracts people to the antagonist (God I wish we had a section for people to expand on their thoughts on what they chose the antagonist they did as their favourite/least favourite). The fact that it attracts people who are already proficient at the game and succeed and is a force multiplier for skill (by design) is what makes people frustrated when they deal with it, because they are usually on the losing side and on the losing side of someone who may have a lot of edges and experience to outmatch them or even several opponents.

To get into more code related stuff...

Recently, there has been an increase in overall ascensions. From 5% average to about 12%. Sadly, we lack a similar poll from that period, but not much we can do about that. Though melbert has argued this increase is an indicator of heretic as a whole having grown stronger, I think that's only partially what the graph is saying. Because, given the stats, some of the least touched paths have ended up increasing in ascension rate as well. Cosmos, Ash and Flesh are significant outliers to Rust and Void, who only recently gained additional power.
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You might be asking 'how exactly does ascension rate play into this argument?". It's the grand finale for the antagonist, and usually the most poignant losing state for the crew.

This indicates an increase in success for the antagonist as a whole. But one that likely isn't a consequence of just one path improving in power. Instead, it is likely a consequence of heretics gaining access to more of the broader power of heretic at once, which is something that only really occurs when someone knows what to exploit and they're already on a victory lap in the antagonist's power set.

So we have two significant outcomes taking place here; crosspathing enabling already successful heretics to succeed more, and that the role has existed long enough that those able to make use of its power have improved enough and figured out their paths to success enough to reliably succeed. Which likely results in a perception of increased power exponentially for an antagonist which currently filters out, by design, those who aren't up to par (this isn't guesswork, this is literally what heretic was designed to do by the original creator). The most successful mechanically are harming the perception of those who are not up to their level and more likely to be caught, and therefore experience the consequences of the more mechanically successful players.

Therefore, higher successes, higher difficulty dealing with more proficient pilots who dominate the limelight, harsher perception of the antagonist. It is a self-fulfilling prophecy that happens as a consequence of several, repeat encounters with the antagonist. And notably means that I don't think code changes are the sole responsible factor this phenomenon. I think it could equally be that those who are already geared towards succeeding are succeeding more, and maybe for reasons beyond just what the state of balance is for the antagonist.

With a harsher perception of the antagonist from the perspective of those who have to encounter and face off against it, this might be contributing to people feeling the need to treat heretics more harshly, even when the heretic has otherwise been caught or beaten, and despite the rules insisting on levity. There is a lower tolerance for roleplay when the mechanical consequences loom larger in peoples minds. Part of this can bleed into administrator enforcement as well. Few admins really want to play policy pingpong with someone who feels very strongly that putting six shells of 12g buckshot into the back of a moth heretic, because they found moth fibers on a toilet seat near a rift. This is hyperbole, please don't take that as a literal example.

I have already unsuccessfully argued for unrestricting heretics in the past. In that time, heretic has changed, but the perception remains the same. Not much is different. Some of the core problems remain about how people treat heretic. Much of the same harsh perception of the antagonist remains. It seems to drive everything towards more mechanical exchanges and more and more all sides care less to give the other more opportunities for roleplay.

So my proposal is thus. We give Manuel a break for a bit and come back, either with the rework that is on the way, or when we feel as there has or has not been a noticeable change in the behaviour of players, both antagonist and security, towards a higher focus on roleplay over mechanics. I don't think this an issue exclusive to heretics either. I do actually think this bleeds into how people perceive the actions and reactions too antagonists generally. And maybe, by eliminating one of the perceived problem children in the roster, we can maybe see what the source of the problem is; heretics, or something deeper.

Putting them to rest for about two months should do the job. Then, we can poll the server again and see how they feel about the ways in which antagonists are treated. With details, hopefully.

TL;DR I think, and it is felt by others, that there is growing disinterest in levity towards antagonists even for minor crimes, and one of the biggest culprits/victims is heretic. I think this is urging players towards mechanical play as a priority, which favours those who are already capable, worsening the perceptions further. To test if it is heretic at fault or if there is some deeper trend that goes beyond heretic by taking out heretic for a time (like, two months, tops), we ca see if things settle if there are absolutely no progression antagonists lingering in the pool for a bit, or see if things stay much the same. Then do a poll to get peoples feelings at the end of it.

DO NOT MAKE CODE CHANGE SUGGESTIONS.

THIS IS POLICY.

THERE IS A REWORK IN THE PIPELINE. GO MAKE CODE SUGGESTIONS HERE.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jake » #779671

As the guy behind the rework, I'm on board with this proposal.

The unfortunate reality of the cross pathing system, is that it doesn't allow for targeted changes to singular paths, as any buff we may grant to one path gets shared among all its neighbours. (there's a ton of other issues, but this is is about policy, you can find my indepth reasoning on the rework thread)

Yesterday I observed a round where a Heretic that didn't get to commit any crimes, got trackered, permabrigged with no prisoner id and no possibility of parole, in the eyes of the only observing admin this was justified, because " Heretics are impossible to control", which is just flat out untrue.

This mentality among security of "I need to destroy every antagonist as quickly as humanly possible" has been a problem on Manny for several years,

If there is a lesson I hope comes clear as a result of removing heretic for a bit, is that there is no codified solution for players wanting to win in the video game. we already saw this once with the removal of progtot, and I'm confident it's not going to change if we remove heretic.

Roleplay can only exist when there is good faith from both sides, and it's clear the well has been drained.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Metek » #779678

I am curious to what the difference is between a changeling and a heretic as regards to people tolerating instant permanent round removal upon capture. Rust and Lock being your chosen path also seems another arbitrary distinction on whether you'd be seen as "valid" to round remove because you're impossible to "contain"; literally anyone of any level of determination and ingenuity is impossible to contain by nature of the game mechanics, aside from you being turned into a nugget for a rousing few minutes of torture RP until you ghost.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Thranos » #779689

I used to main Warden, a while ago.
And by a while ago, I mean back when it was possible to surgically neutralize a heretic, and/or actually prevent them from doing heretic shenanigans in perma if they'd been violent enough to warrant getting put in there.
I'm not 100% on what code changes were made since that sort of "sweet spot" (where heretics could kick sec's ass, but sec could kick their ass and neutralize them without RRing them), but it sucks to see.
Heretics regularly steamroll the crew now and go on an unstoppable murderbone spree because ascended heretics are allowed to do that. I've seen multiple sub-45m ascensions, shuttle recalls, the works.
I've also seen sweatsec murdering a dude for having a spray-painted shock touch hand, because the reaction to heretic now is "uncontainable, growing, round-ending threat". It's not a good situation overall.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by TheLoLSwat » #779691

im going to be honest, i enjoy playing heretic even though i am horrible at it so i dont want them disabled when it isn't to stop a gamebreaking exploit.
Metek wrote: Sat Jun 07, 2025 2:03 pm I am curious to what the difference is between a changeling and a heretic as regards to people tolerating instant permanent round removal upon capture.
from commandsec POV, there isn't that much of a difference between heretic in changeling. Both have basekit (or near-basekit for heretic) tools that make them very slippery, and they both are lethal in 1v1 situations. Changelings being so difficult to contain that you have to destroy their body and heretics being a possible round-ending threat if not contained are the only practical differences round to round.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jake » #779694

Thranos wrote: Sat Jun 07, 2025 7:19 pm I used to main Warden, a while ago.
And by a while ago, I mean back when it was possible to surgically neutralize a heretic, and/or actually prevent them from doing heretic shenanigans in perma if they'd been violent enough to warrant getting put in there.
I'm not 100% on what code changes were made since that sort of "sweet spot" (where heretics could kick sec's ass, but sec could kick their ass and neutralize them without RRing them), but it sucks to see.
Heretics regularly steamroll the crew now and go on an unstoppable murderbone spree because ascended heretics are allowed to do that. I've seen multiple sub-45m ascensions, shuttle recalls, the works.
I've also seen sweatsec murdering a dude for having a spray-painted shock touch hand, because the reaction to heretic now is "uncontainable, growing, round-ending threat". It's not a good situation overall.
Nothing has been done to make heretics less containable, if anything more countermeasures have been added.

you can now replace their heart with a cybernetic one to prevent them from using rituals and grounding implants block all of their jaunts, including blade break.

Heretics don't "regularly" steamroll the crew, all paths save for 1 (cosmic funny enough) have less than 10% ascension rate.

There's a couple of individuals that have pretty much mastered the antagonist and comprise the great majority of ascensions we see on Manuel.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Metek » #779702

If we had public logs implemented we could get some cross-analysis on the data of who is winning based on what criteria.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Thranos » #779704

Jake wrote: Sat Jun 07, 2025 8:52 pm you can now replace their heart with a cybernetic one to prevent them from using rituals and grounding implants block all of their jaunts, including blade break.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by NecromancerAnne » #779709

The fact more tools exist to contain them is the part that assures me it isn't a realistic argument for them to be considered uncontainable. I do genuinely think it is an excuse for most of the heretics to be executed for other considerations, and ones that exist despite the rules that should be encouraging people to be more lenient.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Cobby » #779712

If the issue is the player perception then admins need to enforce the RAW, followed by a complaint failing to do so versus taking out a popular antag imo. The thread would be more compelling if it was about ensuring this gets enforced rather than just removing the mode because its not enforced, especially if no complaints have been made about it not being enforced.

Its a failing on the code end if there is nothing prompting a non forum/wiki user of the tools to stop a heretic that is available with frequency, but im having a hard time justifying that to the extend administratively the mode should be disabled. Certainly removing the mode from play completely for a couple months wont help with letting people know what tools are available to handle them with and doesnt setup anything for success. Unless the rework is going to drastically change how to stop heretics, I would definitely be opposed from removing the mode from play on that alone and the shift the focus to be (on top of enforcing the hey you cant just kill heretics aspect) how to spread that news either administratively via temp MOTD or a smaller immediate change on the code end to get that information out.

Without veering too far into the code world, I think if the concern is progression mechanics negatively interact with the RP because people are also allowed to hold game mechanics ergo feel justified in killing progression antags, then roles like this need to have these crisis endings opt in with clear indicators that reveal theyve opted in so players have to assume they arent lethal-threat until they see such indicator (and the time between them getting the indicator and actually being able to end/ascend/etc. is realistic enough someone could thwart them).
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by bingusdingus » #779713

Heretic always felt too "gamey". Like it existed for the sake of the people playing the antag only, and never actually did anything other than being a big threat, which in my opinion, isn't what most antags are for. Death and destruction are a story, sure, but it's only a fun one for the people causing it. It gives me Dota Invoker vibes like it was designed for only the sweats that will 100% be able to minmax it to demolish anyone they come across and it may as well be a completely different game to anyone else trying to learn. Also I feel like it was literally made because the coder played Cultist Simulator and said "I gotta put that in SS13 somehow". I'm all for removing it, and just not adding it back. This is one of those instances where I would actually be okay with an antag being erased from the timeline.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Imitates-The-Lizards » #779723

This feels like an admin issue to me, not a heretic design issue. If heretics are being round removed for "basically existing as a heretic", despite the large number of ways to contain them such as grounding implants, heart replacements, etc., in the absence of proven felonies in-game, then I think admins should be enforcing RPR 6 more. We might even, heaven forbid, get a court case in game and use the courtroom for once.

This could all be solved by having one or two admins online to watch this round removal happening once or twice and issuing a bwoink and a note.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Ghostplayer » #779758

I don't think removing heretic will cause anything to change. RP on manny has dropped in quality and in my experience security has always leaned towards playing to win when there's any antagonist around.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Thranos » #779761

Ghostplayer wrote: Sun Jun 08, 2025 5:38 pm RP on manny has dropped in quality
I'd suggest an extremely likely reason why this is, but I would be called a server tribalist.
At least some of the most outstandingly blatant NRP players have caught bans, but it's still in a sorry state, I have to agree.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by TagGamerGang2 » #779771

> There's a couple of individuals that have pretty much mastered the antagonist and comprise the great majority of ascensions we see on Manuel.
I'm curious about the statistics here if there are any.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by xzero314 » #779774

Not really on board with the idea. I do not think Heretic is causing issues on MRP.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by bingusdingus » #779784

Honestly, I wish we could hit a reset button and systematically re-add each antag after reworking them with the current game climate in mind (if needed). I feel like a big problem is that SS13 changes, but not all at once, so a lot of antags can be too over/underpowered from the way people approach that antag staying the same. I have always looked at removed antags and imagine what could have been if they could just be done "right", or if they were added today. As I usually say, it comes down to the players to use the powers given to them as antagonist to create a fun round. Some people only see it as a means to "winning" and I think maybe if that kind of behavior was addressed, it could help with antags constantly stomping and bringing balance into question. I just miss the days when people would do crazy unique and fun shit with their antag rounds instead of rushing straight to the easiest path to greentext, and dchat spectating antags and flaming them about all their mistakes as soon as they die because they did/didn't play by the meta. Which on it's face, is a ridiculous concept that antags have metas, that's how you know you lost the fucking plot with the antagonist's relationship with the crew. Antag just feels so unfun now unless you're the kind of person that plays to win, and I'm kind of sick of it all around. I feel like heretic just encourages this behavior because most of the tools feel more for a PvE mode than something for a normal SS13 round.

A good antag story is based around the crew, a bad antag story is based around the antag. Heretic feels like all the gameplay is for the antag. I guess that's what I mean by it being too "gamey". Anyways I made this post too long by accident and now you get to read it lmao.
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Re: [MRP] There may be some problems with heretic on MRP but not the ones you think.

Post by Jamarkus » #779813

bingusdingus wrote: Sun Jun 08, 2025 10:35 pm A good antag story is based around the crew, a bad antag story is based around the antag.
My god, im agreeing with bingusdingus....

What bingus says is 100 percent on the money. there no more innovation in the way players play antagonists because they get shit on for not doing whats mechanically advantageous. If anything at all, Heretic is for sure an RPR 6 issue with sec gaming all over the brig. Hell even if its jokes, players say that the "goal" of sec is to stop the antag. Isnt the goal of sec to uphold the law???

Dont forget the first line of RPR 5 too.
The goal of antagonists on MRP is to create stories and make rounds interesting, for both antagonist players and crew-sided players alike.
Does heretic fall into this definition? I feel like it has a hard time to given the issues with sec gaming the shit out of them. Even then, does it still create an engaging story if theres a threat that most players see as needing to be delt with as swiftly as possible because it has the potential to be bad for the crew? IT SHOULD, but I dont think it does for the same reason that Sec goes ahead and cuts off the beasts head before it can show its fangs. Ive seen one compelling heretic, that set up shop in the chapel, and made it their schtick that they were gathering followers for their great ascension. I noped out due to IRL things, but that concept was GOOD. it explored a fun way to play the antag that was engaging for the crew to feed into. The issue is if a Heretic did this now, sec would immediately kill them because they are uncontainable. NOT because following a religion that demands sacrifices is illegal in the NT book of law.

thats where I see the issue. its the sec vs good heretic players, and these good heretic players just playing to game (which is fine, we allow this.) instead of playing to create a fun story. and the players that want to do a compelling story that may not be as good mechanically get shunned because of the notion that they are probably gonna kill everyone anyway, so let me get rid of it first.

The only way I can see this solved is to Enforce RPR 6 more closely when we have lings and heretics on the station, and then NUDGE heretic players in the direction of RPR 5. let them know that yeah, they can game, but it would be cooler if you made up a fun story that got the players involved minus just fighting them because you want to see some green text at the end of the game instead of red.
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