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MattAtlas

Head Admins / Devs
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About MattAtlas

  • Birthday 30/08/2002

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  • Interests
    loving the way you lie
  • Occupation
    watching me burn
  • Location
    Italy

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  1. The problem I have with these threads is that they always start from the "This is a problem for robotics" presupposition. There's not been a thread in recent memory that starts by describing a problem "with science", they're more like "there's a problem with robotics", and the answer proposed is always either some sort of science gutting, since the role lacks players to oppose the changes (as has happened in the recent years - making science start with everything unlocked is a form of gutting, much like the main SMES starting upgraded + full has been gutting for engineering, and rightly reverted) or some sort of robotics buff that leaves them completely independent from science. I want to bring particular attention to the "independent" part because robotics is an extremely powerful department. It's the one that can potentially alter the course of the round by itself, such as by shitting out combat hardsuits (pretty justifiable in just about any merc round, really) or mechs that are a pain in the ass to deal with for any antag that doesn't have a PEAC or ion rifle or whatever. Now, the only reason we don't see things like these happen often is because science works as a sort of double gate; you need materials, but you also need research, thus limiting the amount of times that you can effectively make combat hardsuits/mechs. This is a sort of self-balancing act, because if machinists were to start with all their shit unlocked and only with a need for mining materials, I can guarantee without a shred of doubt that in one-two months, two things will happen: Machinist players will demand a way to get materials quicker. Combat hardsuits and mechs will be nerfed into the ground, either by making EMPs more accessible for antags or making them far easier to kill for normal antags. I'm not suggesting a dismissal of this thread, but this is more or less my general look at the machinist problem. I think it's balanced on a tightrope that's best not cut away at - anything that happens to it should be a larger, more thoroughly tested rework, because I don't much like the gameplay implications of making mechs and combat hardsuits that much more common for ship characters.
  2. I'm not taking this complaint for the time being, but if someone gets bwoinked that doesn't mean the roleplay was bad. You can get noted for breaking the rules while still roleplaying well. The note to me just reads that you didn't really fearRP, which isn't an indication on "roleplay quality" or anything.
  3. Development focus is not considered for suggestions because if we were to work only on what was 100% absolutely needed we would retire two months into becoming a developer. We have our own fun projects we'd like to embark on and these suggestions are usually where they come from. In case there's a very pressing need for something then I assign developers to it, but don't worry about that kind of stuff.
  4. Zombies can aim limbs too yeah but they have no particular incentive for it. I don't think the sewer stuff is in for the event The third is not set in stone atm
  5. Hello everyone. I've now been working on Saturday's non-canon event for a week, putting in about twenty hours of coding and other stuff (also thanks to Dreamy who has done a shitload of mapping, Lancer and Noble Row for sprites), so I hope everyone will enjoy the event firstly. Secondly, I'm making this thread to inform people of a few things that are necessary reading for the event. First of all, the setting is just shore leave on Konyang. Everyone's going there because the SCC gave them mandatory shore leave after the warehouse assault event. You don't know anything is up, and the event setup partly needs people to split up at least a little. It'll definitely be more fun if you guys make up small groups and explore. An apocalypse is no fun if everyone is just sticking together all the time! The gameplay will be pretty different. I'm trying to replicate a condition of both scarcity and lethality. The main thing to underline is that you are expected to make do with what you find. You probably won't find the best tool for the job, so improvised surgery with engineering tools and painkillers is something you should get familiar with before the event, so you at least know what tools work for what surgery. There are some things to "stave off" death so to speak, but you'll see those later. Exploration is really, really important. There's a fuckton of random loot placed all throughout Konyang, in every corner, house, locker, trash pile, and whatever else. Better loot is found in less obvious locations, so there are rewards for rightclicking every suspicious pile. I extremely encourage you to explore (probably in a group!) to find the tools you need to survive. There are new tools added to make your experience better. Barricade kits, for example, can be used by anyone to put up a barricade quickly. Don't feel guilty about using them as a nurse or whatever. Putting up barbed wire on a barricade is also something anyone can do. Splints will also work on the chest and head!! Make sure to remember this, it's really important! Many balance changes were made to give you a "realistic" zombie feeling. For one, all melee weapons were buffed by quite a lot. Even a crowbar is a very viable weapon to kill a zombie with. Guns are rare, but also extremely powerful - ammo will be scarce, so use it carefully. Additionally, it's far easier to aim for limbs. You can now reliably aim for a head or a hand to pop it off. Zombie limbs are also extremely, extremely fragile! Their weak points are limbs, so make sure to use that. There will be a main objective and a crew win condition, so it's possible to win or lose the event. You won't just be surviving for two hours, but you'll probably have to do quite a lot of it. Anyway, we're getting closer to the event. I hope you'll all enjoy it!
  6. All is implemented in https://github.com/Aurorastation/Aurora.3/pull/18570
  7. we aren't going to run them all the time, we only set the map to konyang yesterday to fill an event hole - the "these will happen on thursday and sunday" is in-universe
  8. If you're going to say "this staff member will remain anonymous" then you should actually hide my ckey in the note you posted from me. I'd actually like to ask the point of putting this in this complaint directly, since you posted that image of the warning I gave you and then never elaborated on it.
  9. The main problem, in my opinion, is the lack of a stable setting that characters live in that resembles a city, or at least something that gives them a shiny variety outside of work. I don't think adding more stuff to the nebulous resdeck fixes that problem for a few reasons: it adds a lot of grey areas (would people be able to headcanon whatever?) and fundamentally I think it's boring. It doesn't have the same excitement or anywhere near the same potential as getting something started in a city. Like you'd be going from "let's get street food in District Six" to "let's go to the metal pool to pretend we're not working". Boring! So, my thought is this: expanding port calls. First of all, people should not feel like tourists - we could add into lore that the Horizon handles visas and stuff for crew, along with shuttling (BCs could do that?). Every Sunday the rounds would announce that the Horizon is going to port at some point for refueling or whatever and that people would be free to go to the planet after their shift. Then you'd have a handy excuse to get off work and a constant anchor ("wanna do something on Sunday?"). What do you guys think?
  10. I'm not the one handling this complaint, I only commented to correct something. The ruling itself is here.
  11. This is not entirely accurate - we've not unbanned anyone with two or more permabans for a long while now (at least one or two years). It was only made an officially visible policy in January though.
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