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Remove extended from rotation
Posted: Tue Nov 08, 2016 2:52 pm
by CPTANT
It just doesn't work as a concept. It promises crew freedom or something but 90% of the time it's just boring 2 hours shifts in which nothing happens.
Which is one of the problems, even though extended is a small proportion of ROUNDS it is actually a rather significant amount of round TIME.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 3:03 pm
by DemonFiren
This thread again.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 3:30 pm
by Okand37
No.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 3:31 pm
by Wyzack
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 4:14 pm
by CPTANT
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 4:28 pm
by Atlanta-Ned
Wyzack wrote:Okand37 wrote:No.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 4:30 pm
by Kraso
Atlanta-Ned wrote:Wyzack wrote:Okand37 wrote:No.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 4:31 pm
by Okand37
Realistically, there's a varying amount of players on /tg/station, especially basil (which is what I'm imagining your referencing) that enjoy their different kind of playstyles and fun. While you may not agree extended is fun, other people might. Different people enjoy different things, and we try to cater to that vast style so everyone can have fun.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 4:34 pm
by Kraso
Extended is a nice break from all the action shit that happens in rounds like wizard, nuke ops, etc.. Maybe you should be investing your time in doing something in extended in the meantime, like actually doing the station goal, or an atmos 'tism project.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 4:51 pm
by CPTANT
Okand37 wrote:Realistically, there's a varying amount of players on /tg/station, especially basil (which is what I'm imagining your referencing) that enjoy their different kind of playstyles and fun. While you may not agree extended is fun, other people might. Different people enjoy different things, and we try to cater to that vast style so everyone can have fun.
Is that why gang was removed?
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 4:54 pm
by CPTANT
Kraso wrote:Extended is a nice break from all the action shit that happens in rounds like wizard, nuke ops, etc.. Maybe you should be investing your time in doing something in extended in the meantime, like actually doing the station goal, or an atmos 'tism project.
There are plenty of quiet rounds where traitors or other antag's die/ do nothing we do not need an entire gamemode for that.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 4:56 pm
by Kraso
CPTANT wrote:Kraso wrote:Extended is a nice break from all the action shit that happens in rounds like wizard, nuke ops, etc.. Maybe you should be investing your time in doing something in extended in the meantime, like actually doing the station goal, or an atmos 'tism project.
There are plenty of quiet rounds where traitors or other antag's die/ do nothing we do not need an entire gamemode for that.
Most gamemodes have a Mulligan system so it doesn't get stale if all the antags fucked up though.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 5:01 pm
by Armhulen
and even quiet rounds can go to shit with meteors or god forbid xenoooos
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 5:38 pm
by Wyzack
YEAH OKAND WHY DID YOU PERSONALLY REMOVE GANG TO SPITE US ALL YOU MEANIE
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 5:41 pm
by Okand37
Wyzack wrote:YEAH OKAND WHY DID YOU PERSONALLY REMOVE GANG TO SPITE US ALL YOU MEANIE
Honestly I didn't edit the round chances, though I've been meaning too. Admittedly I wouldn't mind it in if it was around 1% like meteor and monkey were.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 6:59 pm
by Isane
Extended is needed in order to weed out bad players, because rarely will an extended round end without people going "It was extended?!"
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 7:16 pm
by MimicFaux
Extended has it's place in the rotation, and it's weighting in comparison to other types isn't even terribly lopsided. ss13 is a game of paranoia, and the number of times people are convinced the clown is an enemy of the corporation because he broke into the captain's office to draw dicks in the bathroom will always make it worth it.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 7:32 pm
by Bolien
B-but muh, muh valids.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 8:21 pm
by CPTANT
MimicFaux wrote:Extended has it's place in the rotation, and it's weighting in comparison to other types isn't even terribly lopsided. ss13 is a game of paranoia, and the number of times people are convinced the clown is an enemy of the corporation because he broke into the captain's office to draw dicks in the bathroom will always make it worth it.
It's weight is deceiving since extended rounds frequently last 2 hours.
You can convict the clown of being an enemy of the corperation in any other gamemode just fine, we don't need 2 hours of nothing for that.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 8:53 pm
by Owegno
Extended is about making your own fun, allowing you to do creative things you don't have the time to do in normal rounds. Build an autism project, chat with your co-workers for once, hijack the whiteship and create your own pirate ship and start converting crew, cause a full blown revolution because the captain tried to take away your super virus that makes people hulks, create your own assistant tribe in maint, secede from the station as mining, or anything else you can come up with.
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 8:59 pm
by Wyzack
SPOON FEED ME FUCKING VALID KILLS REEEEEEEE
Re: Remove extended from rotation
Posted: Tue Nov 08, 2016 11:27 pm
by PKPenguin321
don't remove extended from the rotation so i can keep spawning antags into it :^)
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 7:11 am
by Slettal
Extended is good because it reveals the shitters, oh and it allows admins to push buttons
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 10:26 am
by Cuboos
Slettal wrote:Extended is good because it reveals the shitters, oh and it allows admins to push buttons
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 4:32 pm
by Shadowlight213
Cuboos wrote:Slettal wrote:Extended is good because it reveals the shitters, oh and it allows admins to push buttons
This. Extended offers the freedom to run major gimmicks/events without worrying about messing up existing antags too much.
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 6:58 pm
by Pascal125
No. I quite like extended, given it's tendency to bring out the shit in everyone.
Nothing is more great then finding out at the end of the shift that it was extended, and questioning why you had over a dozen or so shitters to deal with.
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 9:36 pm
by Arianya
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 10:01 pm
by calzilla1
Arianya wrote:Okand37 wrote:No.
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 10:12 pm
by Duncdar
For me, extended has always been a nice break from the long periods of action and violence, letting me get comfy and roleplay in a much more relaxed setting. While it's of course possible (and enjoyable!) to roleplay during other gamemodes, some situations have a tendency to spiral out of control - fast. However, it is unfortunate that extended has become a way to weed out poor behavior, and the after-round comments of "It was extended?" are sometimes upsetting in a mode when people are supposed to just get along and enjoy themselves.
Extended, at least on Basil, has always been enjoyed and should definitely stay in the rotation.
Edit: After watching an extended round where I saw Security try to feed random people holywater and an AI flood the dorms with plasma for a "fire drill," I'm recanting my earlier statement of it being relaxed. Let's go with uh... less murderboney?
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 10:20 pm
by PKPenguin321
MemoriesPast wrote:For me, extended has always been a nice break from the long periods of action and violence, letting me get comfy and roleplay in a much more relaxed setting.
are you sure you play this game because extended is historically the grief mode where the crew gets too restless about the lack of conflict and implodes
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 10:21 pm
by iamgoofball
if admins want to run gimmicks they can just force extended in secret
no need for it to be in the rotation
Re: Remove extended from rotation
Posted: Wed Nov 09, 2016 10:47 pm
by Duncdar
PKPenguin321 wrote:MemoriesPast wrote:For me, extended has always been a nice break from the long periods of action and violence, letting me get comfy and roleplay in a much more relaxed setting.
are you sure you play this game because extended is historically the grief mode where the crew gets too restless about the lack of conflict and implodes
On Basil, I've only seen this as a significant trend within the past year. It is an unfortunate one, but for the majority of my time here extended has truly been an enjoyable experience. However, with these changes in attitudes and playstyles, it certainly has been evident that some people will create their own conflict if none exists. My statement becomes a bit more clear when you view extended in the context that it specifically contrasts with the most frequent modes we have on Basil, namely traitor/ling, double agents, and nuke ops. Anyway, I would be sad to see extended taken out of the rotation, but it doesn't seem like it'll come to that!
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 1:12 am
by Armhulen
calzilla1 wrote:Arianya wrote:Okand37 wrote:No.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 1:22 am
by onleavedontatme
it certainly has been evident that some people will create their own conflict if none exists.
Of course they will. The game is primarily conflict based.
It's bizarre and confusing that people are called shitters if they're bored when once every 50 rounds or so the game just says "nah lol nevermind there isn't gameplay this time and this will last for two hours"
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 3:06 am
by MrAlphonzo
These threads are made by the same people who think "Emergency Shuttle" means "I'm Bored Shuttle"
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 3:18 am
by PKPenguin321
MrAlphonzo wrote:These threads are made by the same people who think "Emergency Shuttle" means "I'm Bored Shuttle"
Hard to blame them. Why should they all sit bored whilst you jerk off in your R&D fort for two hours? Just because they have fun in a different way from you doesn't mean they're in the wrong to try to get more fun by rerolling the round.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 3:25 am
by MrAlphonzo
PKPenguin321 wrote:MrAlphonzo wrote:These threads are made by the same people who think "Emergency Shuttle" means "I'm Bored Shuttle"
Hard to blame them. Why should they all sit bored whilst you jerk off in your R&D fort for two hours? Just because they have fun in a different way from you doesn't mean they're in the wrong to try to get more fun by rerolling the round.
There's more than one way to have fun during longer rounds instead of rolling sci. Chemists can make absurd shit, so can botanists, chefs, and bartenders. Atmos techs can mess with fire, engineers can build forts. Miners always have something to do, along with the clown and mime. The Librarian can actually try to write a book, the Chaplain can pray late-game and probably have something really stupid happen. Security can enjoy sorting the loot from all the different departments, and there is always some half-dead assistant walking into Medbay. Oh, and you can trying RPing for fucking once. But no, the only way to have fun is V-V-V-VALIIIDDDDSSSSSSS. Besides, wait long enough, and the round will eventually mulligan into something else, if an admin doesn't press a button.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 4:17 am
by PKPenguin321
MrAlphonzo wrote:PKPenguin321 wrote:MrAlphonzo wrote:These threads are made by the same people who think "Emergency Shuttle" means "I'm Bored Shuttle"
Hard to blame them. Why should they all sit bored whilst you jerk off in your R&D fort for two hours? Just because they have fun in a different way from you doesn't mean they're in the wrong to try to get more fun by rerolling the round.
There's more than one way to have fun during longer rounds instead of rolling sci. Chemists can make absurd shit, so can botanists, chefs, and bartenders. Atmos techs can mess with fire, engineers can build forts. Miners always have something to do, along with the clown and mime. The Librarian can actually try to write a book, the Chaplain can pray late-game and probably have something really stupid happen. Security can enjoy sorting the loot from all the different departments, and there is always some half-dead assistant walking into Medbay. Oh, and you can trying RPing for fucking once. But no, the only way to have fun is V-V-V-VALIIIDDDDSSSSSSS. Besides, wait long enough, and the round will eventually mulligan into something else, if an admin doesn't press a button.
>Oh, and you can trying RPing for fucking once.
Tell that to the 40-odd other ingame people who came to this server instead of Bay because they wanted to play a game with fast-paced conflict. And no, extended does not mulligan.
Chemists, chefs, botanists, and bartenders can accomplish their jobs in a regular round just as they can in extended.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 4:50 am
by iamgoofball
it also takes all jobs maybe 10 to 20 minutes tops to finish everything and be done
stop trying to force the game to run longer than it's supposed to
this is like going to TTT and deciding "hey we're removing traitors for the round and making the round run for 2 hours"
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 6:22 am
by Slettal
A 2 hour round is no reason to remove it, there have also been 2 hour traitor/ling rounds. Since when is tg a deathmatch server where there is no gameplay without valids? I always thought this was a light rp server.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 6:40 am
by Owegno
Slettal wrote:A 2 hour round is no reason to remove it, there have also been 2 hour traitor/ling rounds. Since when is tg a deathmatch server where there is no gameplay without valids? I always thought this was a light rp server.
It was actually a medium RP server between Goon and Bay when I joined. I honestly have no idea when and why we changed our branding.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 6:58 am
by onleavedontatme
Slettal wrote:A 2 hour round is no reason to remove it, there have also been 2 hour traitor/ling rounds. Since when is tg a deathmatch server where there is no gameplay without valids? I always thought this was a light rp server.
Violence and roleplay are not mutually exclusive.
I've used this metaphor a dozen times, but you wouldn't play a game of DnD where you sat in an empty tavern the whole game. You're not a bad player or even a bad roleplayer for wanting prompts to your story. You aren't a bad person for making your own drama and conflict instead of playing bad minigames for 2 hours.
If you just want to sit and chat and do freeform text RP there are better mediums for it.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 7:05 am
by onleavedontatme
I enjoy slow quiet rounds sometimes (especially as miner, because there is usually a nice mix of social interaction, combat and exploration to occupy me) but signing up as security and having nobody to arrest, or signing up as medical with nobody to heal, or signing up as engineer with nothing to fix is often pretty dissapointing.
I can accept people enjoy SS13 in different ways, but the disdain dripping from the "oh but I thought we were an rp server" posts and the implication that people who enjoy the game mechanics are braindead CoD kids irritates me to end.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 8:12 am
by Owegno
Kor wrote:I can accept people enjoy SS13 in different ways, but the disdain dripping from the "oh but I thought we were an rp server" posts and the implication that people who enjoy the game mechanics are braindead CoD kids irritates me to end.
Like any argument on the internet sadly it will quickly evolve to both sides being on the extreme end of each spectrum, "Fuck RP go to bay if you want to RP" vs, "Fucking powergaming shitlords go play CoD".
Unsure if any of what you said was aimed at me but personally I quite like both game mechanics and RP, and I have had a lot of fun with both on extended rounds and "normal" rounds. While going on a 2 hour long date with someone is fun spending 5-10 minutes interrogating a traitor to find a corpse is also really fun. Same goes for an action packed round fighting nuke ops and an extended round where you spend 3 hours converting the dorms, the locker room and fitness into a giant winter lodge/hotel, and all of those things I have done multiple times.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 2:23 pm
by Kraso
Owegno wrote:Kor wrote:I can accept people enjoy SS13 in different ways, but the disdain dripping from the "oh but I thought we were an rp server" posts and the implication that people who enjoy the game mechanics are braindead CoD kids irritates me to end.
Like any argument on the internet sadly it will quickly evolve to both sides being on the extreme end of each spectrum, "Fuck RP go to bay if you want to RP" vs, "Fucking powergaming shitlords go play CoD".
Unsure if any of what you said was aimed at me but personally I quite like both game mechanics and RP, and I have had a lot of fun with both on extended rounds and "normal" rounds. While going on a 2 hour long date with someone is fun spending 5-10 minutes interrogating a traitor to find a corpse is also really fun. Same goes for an action packed round fighting nuke ops and an extended round where you spend 3 hours converting the dorms, the locker room and fitness into a giant winter lodge/hotel, and all of those things I have done multiple times.
This. The worst part is spending 2 hours or more doing something big for the station alone some asshole can ruin it in 20 seconds because he thinks he's a real "funny & epic" guy.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 3:09 pm
by XDTM
I think that the issue is that in most gamemodes any project that takes more than 5-10 minutes will be disrupted:
-in team antag modes most of the station is either antag or antag-hunting and you'll get involved either way, unless you are very well hidden.
-in traitor there's no limit on mass destruction, and it only takes one traitor to decide to loose engine/blow up everything/murderbone and everything goes to shit. This, by the way, often prevents interesting traitor gimmicks.
-blob, wizard, and ops have a hard round-end condition triggered by the death of the antag, which means that whether the antag wins or not, any long term project will be interrupted.
The only times i see them happen naturally are when disruptive traitors get caught early in the round, and nothing causes enough irreversible damage to call the shuttle(aka extended, basically). Which also mean no conflict whatsoever, many jobs become pointless, et cetera.
The ideal solution, from my point of view, would be to encourage stealth in traitor modes; actual stealth, not i-can-ebow-and-esword-anyone-that-tries-to-stop-me "stealth", either through policy or through less direct combat oriented objectives. Not total removal, mind you, but having the whole sec department blow up/engine go loose would be far more interesting if it didn't happen regularly.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 3:43 pm
by onleavedontatme
>constant comms
>people can see behind them
>the AI is watching from the sky as well
>the server has twice the people on the maps than they were designed for so every room has people sprinting in and out
>security is never traitor
>security has huds to help see through disguises
>traitors have gear that are hard tells for them being the badguy
It's usually easier to kill everyone rather than one person quietly, and I doubt people want much of if any of the above changed.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 3:50 pm
by CPTANT
Kor wrote:>constant comms
>people can see behind them
>the AI is watching from the sky as well
>the server has twice the people on the maps than they were designed for so every room has people sprinting in and out
>security is never traitor
>security has huds to help see through disguises
>traitors have gear that are hard tells for them being the badguy
It's usually easier to kill everyone rather than one person quietly, and I doubt people want much of if any of the above changed.
Being killed in person by a traitor on highpop is actually surprisingly rare, the vast majority it's something like the AI, plasma, bombs or sing that kills you.
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 3:58 pm
by MrAlphonzo
iamgoofball wrote:it also takes all jobs maybe 10 to 20 minutes tops to finish everything and be done"
Nigga what
Kor wrote:>constant comms
>people can see behind them
>the AI is watching from the sky as well
>the server has twice the people on the maps than they were designed for so every room has people sprinting in and out
>security is never traitor
>security has huds to help see through disguises
>traitors have gear that are hard tells for them being the badguy
It's usually easier to kill everyone rather than one person quietly, and I doubt people want much of if any of the above changed.
Thats just being lazy. :^)
Re: Remove extended from rotation
Posted: Thu Nov 10, 2016 4:24 pm
by peoplearestrange
Kor wrote:
It's bizarre and confusing that people are called shitters if they're bored when once every 50 rounds or so the game just says "nah lol nevermind there isn't gameplay this time and this will last for two hours"
But this, and most of the other comments for removing it, are based on the flawed concept that the game cannot move forward with out antags being actively choosen.
In all honesty traitors are given a free reign, apposed to HAVING to complete exactly your objectives and no more, BECAUSE the game is free flowing. Not having antags doesn't remove all the intresting game mechinics, tiny detail, room for experimentation and interesting human interactions.
For me its under the same guise that round start suicide because traitor not get. This game is too loose, too graphically shitty, to warrent the game play iteself being the driving force. Its never been that and if you try to make it that it'll be a very different game you make.