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Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 6:37 am
by kevinz000
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 11:05 am
by ShadowDimentio
I can't tell you how many antags I've dunked because I knew who they were thanks to chat logs, this is a terrible idea
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 11:30 am
by ShadowDimentio
WAIT IT'S NOT A PREFERENCE OPTION?
THE FUCKING IMBECILE CODERS STRAIGHT UP JUST FUCKED ME. GOOD LUCK OBSERVANT HOS TRYING TO DUNK CRIMS, YOU CAN'T IDENTIFY WHO'S BEATING THE CAPTAIN BECAUSE WHEN YOU APPROACHED THEY RAN BEFORE YOU COULD EXAMINE
GOOD FUCKING JOB YOU DEGENERATE IDIOTS, FIRST CLOTHES GETTING DELETED NOW THIS
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 11:52 am
by oranges
Shadowdimento is scrubbing the floor and talking to himself
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 12:32 pm
by Lumbermancer
Would it be possible to split combat log and chat log? This would solve the spam problem.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 12:58 pm
by Shaps-cloud
Being able to see the messages within 3 tiles is more than enough for me to be happy with the change
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 1:20 pm
by Wyzack
ThIs is going to make joining an existing conflict retardedly difficult. It will be a mess for players to deal with, and it really doesn't make any fucking sense
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 1:38 pm
by Saegrimr
I think its a good idea yet fucking stupid at the same time.
We're still miles ahead of other codebases with attack animations, so this starts to make more sense the more detailed they get.
Round a corner for a split second and know immediately that Grey McShirtface is getting clubbed in the left arm with a turned off stunbaton by Toolbox Smashstein out of the corner of your eye? Kinda dumb, but having no attack logs makes a lot of situations difficult. Though the within 3 tiles things helps that.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 5:24 pm
by kevinz000
As security I like to stay out of melee range.
3 tiles is dangerously close from a conflict.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 6:39 pm
by Slignerd
I'm fine with the idea, but the range far too short to be acceptable - it should be increased to 5.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 6:45 pm
by ShadowDimentio
Why was this even needed? Does anyone here so seriously dislike IMPORTANT GAMEPLAY FEEDBACK that they'd cripple themselves just to lessen it?
And why the fuck isn't this a preference option if people actually want it so that the people who don't don't get FUCKED?
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 6:59 pm
by Aloraydrel
Git good and use your eyes
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 6:59 pm
by Wyzack
Yeah despite how our codebase will receive it this really inflicts it on all downstreams too
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 7:20 pm
by Slignerd
Many downstreams skip out on many mechanics, though?
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 7:44 pm
by oranges
many of our downstreams are hopelessly behind because they simply can't keep up with the pace of the changes in effect they've forked.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 8:08 pm
by ShadowDimentio
Aloraydrel wrote:Git good and use your eyes
Thanks for the advice sensei, now fuck off
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 8:37 pm
by TrustyGun
Sligneris wrote:I'm fine with the idea, but the range far too short to be acceptable - it should be increased to 5.
Yeah, if it was 5 or even 7 tiles, it would be much better
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 8:40 pm
by ShadowDimentio
Seconded
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 8:42 pm
by onleavedontatme
ShadowDimentio wrote:I can't tell you how many antags I've dunked because I knew who they were thanks to chat logs, this is a terrible idea
This is why paranoia died. Everyone wants perfect information at all times.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 8:45 pm
by TechnoAlchemist
It would be interesting if we could implement a system where the range you get text feedback for depends on which direction you're facing. EG events happening in front of you have a range of 7 while behind you is 3 or 2 with a mid range for peripheral events
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 9:02 pm
by Remie Richards
TrustyGun wrote:Sligneris wrote:I'm fine with the idea, but the range far too short to be acceptable - it should be increased to 5.
Yeah, if it was 5 or even 7 tiles, it would be much better
it can't be 7, that'd be identical to how it is now.
15x15 view:
7 turfs east, 7 turfs west + centre turf, 15x15
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 9:22 pm
by ShadowDimentio
Kor wrote:ShadowDimentio wrote:I can't tell you how many antags I've dunked because I knew who they were thanks to chat logs, this is a terrible idea
This is why paranoia died. Everyone wants perfect information at all times.
Oh one hand I agree, on the other it's a little too fucking late for this to be relevant. Paranoia died when parasting was gutted in favor of immortality and armblades.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 9:32 pm
by MMMiracles
ShadowDimentio wrote:Kor wrote:ShadowDimentio wrote:I can't tell you how many antags I've dunked because I knew who they were thanks to chat logs, this is a terrible idea
This is why paranoia died. Everyone wants perfect information at all times.
Oh one hand I agree, on the other it's a little too fucking late for this to be relevant. Paranoia died when parasting was gutted in favor of immortality and armblades.
you see, its funny because you actually think that shit-show of a mechanic was actually adding to paranoia, when all it did was make players anti-social freaks (if they weren't already lets be honest here).
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Tue Oct 18, 2016 9:49 pm
by Aloraydrel
Kor wrote:This is why paranoia died. Everyone wants perfect information at all times.
Exactly but we need to valid the antags faster so remove it :^)
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Wed Oct 19, 2016 12:39 am
by ShadowDimentio
MMMiracles wrote:you see, its funny because you actually think that shit-show of a mechanic was actually adding to paranoia, when all it did was make players anti-social freaks (if they weren't already lets be honest here).
I played with it and people refused to let anyone get within a square of them, and that's about as close to paranoia as we get here.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Wed Oct 19, 2016 2:03 am
by kevinz000
Well GREAT I just got killed in revs as HOS last round because I didn't get a single message when someone pulled a syringe gun and used it on me untill I was already dead.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Wed Oct 19, 2016 2:18 am
by oranges
wow you must really suck to miss the syringe message
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Wed Oct 19, 2016 3:06 am
by MMMiracles
ShadowDimentio wrote:MMMiracles wrote:you see, its funny because you actually think that shit-show of a mechanic was actually adding to paranoia, when all it did was make players anti-social freaks (if they weren't already lets be honest here).
I played with it and people refused to let anyone get within a square of them, and that's about as close to paranoia as we get here.
it was less of 'paranoia' and more of "i have to play like this because i will get killed and my corpse hidden/gibbed if i don't majority of rounds", considering traitors also had parapens.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Wed Oct 19, 2016 11:30 am
by ShadowDimentio
There's always a price to be paid.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Wed Oct 19, 2016 5:09 pm
by aranamor
Golly gee, the game about ambiguous situations and sneaky murder doesn't instantly spoonfeed you the info on who's the bad guy? What a shame, how will I ever effortlessly hunt down criminal scum and enforce the law at the end of a baton now?
No but really, I'm pretty in favor of this. Murder's hard enough to get away with without stunwhoring. This at least makes it easier, and I'm prepared to deal with the consequences of it as sec or med as long as someone's smart enough to play it off to their advantage. Or, you know, I could just stuncuff both parties and figure out what happened.
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Fri Oct 21, 2016 12:07 pm
by Not-Dorsidarf
I'd be in favour of a 4-tile radius but meh
Re: Less to no attack messages in chat, replaced by visuals.
Posted: Fri Oct 21, 2016 3:14 pm
by Saegrimr
Not-Dorsidarf wrote:I'd be in favour of a 4-tile radius but meh
https://github.com/tgstation/tgstation/pull/21077