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Myazaki

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Everything posted by Myazaki

  1. People should be able to see things they pull. I will check this.
  2. I would like some feedback about the footstep indicators that went in today! Thanks!
  3. Playing around with something like this https://imgur.com/a/K5Am1m6 for a footstep sound-effect marker Needs some tweaking to look right -- smaller for one thing, but you get the idea.
  4. Thanks for the useful feedback @Doc -- I'll see about implementing the footstep thing to try it out, soon!
  5. Great feedback, thank you!
  6. I feel like they'll be less rare if people can be assured that their stealth is mechanically enforced, rather than relying on whether a player will make a sensible decision about what their character can and cannot see. Which I do not trust, due to personal experiences. If I am right, and this is something that needs to be mechanically enforced -- Consider how useful it is, as an antagonist's round could be completely ruined by one player's decision (or non-decision) to behave appropriately based on what their character can or cannot see. --- If anyone has stories of rounds as antagonists with vision cones on they'd like to share, that'd be neat. There was a heist round earlier today where the feature did well for the raiders.
  7. And that's why your field of vision is 270 degrees, I don't think you can look directly behind you constantly or comfortably without turning around. 'Borgs currently have the same FOV as humans. Might change that later, or add an upgrade for robotics to do to them that gives them 360 vision.
  8. You take brain damage at 85% blood, but the damage is capped at 4 from this effect.
  9. I guess you've sold me on it, mostly. I'd still like to see different modules having different emag items, though. (Or maybe multiple emag items) Just for some variety.
  10. I disagree with this PR for two reasons: More qualitatively, I have played rounds (on Baystation admittedly, but the 'borg modules are more or less identical there) as a Clerical 'borg where it has felt very different playing one than a Service 'borg. The expectations are different for your services, and the possibilities are different as a traitor 'borg. And as 'borgs are bound by their laws, it is harder to just ignore them to go and do paperwork if you could be doing more good feeding the crew due to a lack of a Chef or something. I do agree it is a bit lacking in features. I suggest adding modules to it to expand its skill in paperwork-fu. e.g. Fax Machine Module, Photocopier Module, Paper Shredder Module, Translator Module (re-broadcasts chat from one language to another for other people to hear) give them more languages than the other 'borgs (reduce the languages the other 'borgs have) [1]. I don't like that you've given multiple 'borgs the chameleon stamp emag item. That item will get tedious if overused, I'd prefer if every module had its own unique emag item(s). [1] - At some point I'm planning on making paperwork, announcements etc. respect language. So this may increase the role of a Clerical 'borg in helping with communications.
  11. Yeah, I guess it'd be a bit wonky like you described. Hmmm.
  12. For the moment I'll probably keep borgs having a vision cone. It would be a simple thing to change, or to add an upgrade that gives them 360 vision.
  13. If you've distracted them and never appeared in their vision then it won't matter what movement mode you're in, because you're already invisible. Does that make sense? If you mean a scenario like.. you're in an office with someone, you want to steal their favourite pen, so you wait for them to turn their back -- You could turn on creep intent when they turn around, become invisible faster, then steal their pen. (Although it does occur to me that this is getting complicated, and might need an indicator that a guy can't see you... mmmmm) If they do notice you, and you have to start running to escape, then it will be harder for you to become invisible again by running behind them. Personally I agree with this 100%, yeah.
  14. Okay, with recent feedback I'm considering doing the following: - Add a 'Creep' movement intent, you will move slower in creep intent. - Add a timer to people disappearing when they move into your no-vision-arc. Probably looking something like this. - Make people disappear slower when they go behind, if they are in walk/run intent than creep intent. Idea is to make the vision cone less of an annoyance during "normal bar RP" or whatever. You won't lose track of people unless they are being actively stealthy, OR you are turned away from them for a long period of time (idk how long "long" is right now, we'll play with the numbers) Whether this is possible / how long it will take to do is another matter. It isn't trivial. I'll give it a go this evening. Thanks all for your feedback! @Lemei @Daemon @BoryaTheSlayer and others
  15. You're *supposed* to have an indicator for this (see attached image for an example) - I need to track down why that stopped happening in the recent testmerge version. Talking is exactly the same whether you're invisible or not (when I fix that indicator thing) so I don't agree with this. Think about it from the Antagonist's perspective; they may have goals they want to complete before they can get to the RP-heavy portion, things to steal, places to go, people to kidnap -- If they're just murdering people from the darkness, then that breaks the server's antagonist guideline rules. This is a game that is not purely RP-driven like a MUD, and the antagonists need tools and mechanics that cater to them. Were you looking at this while the Goonchat testmerge was also happening? If so, it is more likely that. We've checked out how much CPU time the vision cones stuff is taking and it shouldn't be causing any lag. Thanks for the feedback, I'll sort out that chat indicator thing. (EDIT : Actually it does seem to be working properly. I somehow managed to make my test mob deaf, smart!)
  16. I tried that initially, having mobs disappear after a random amount of seconds 1-3 as they entered your cone. It felt a bit weird... but maybe if I made some sort of fading out animation it'd be more 'fluid-feeling'. I'll experiment...
  17. We do already have line of sight effects and dark tiles. I don't agree this is too far from that, or that the game mechanics don't support this. It'll enhance some antag modes that rely on stealth, horror and paranoia -- and give us options we didn't have before. I'm looking at adding visual cues for footsteps behind you and the like, depending on what people think with play-testing. As well as going through the footstep sounds and making sure they're properly audible at proper distances. Hopefully that would improve that bit for you. @SusanCan you think of any other cues I could include in that nature? You will still see (and hear) things like airlock doors opening behind you as someone enters ofc. Let me know what you think with more playtime, @SgtSammac The exact angle is something that can be adjusted, although it is harder to do one that isn't a multiple of 90 degrees due to the nature of the engine being based on square turfs. I went with the easiest angle first because we needed to know if the extra calculations would lag the server or not (fortunately performance seems good!) I don't agree that it makes 25% of the screen *useless* -- The area behind you still lets you see non-mob objects and their animations, and I'm considering adding visible cues for audible effects, e.g. footsteps, airlocks opening, people using items, behind you in that space.
  18. Preference for the alpha of the cone is in, so you can set how dark it is. You can find it in the character setup under global, at the bottom. Set it to a value 1 to 255, where 255 is darkest.
  19. Vision Cones PR This PR gives player characters a 90-degree cone behind themselves that blocks viewing mobs, or things grappled/pulled by mobs. Except in cases where those things are grappling/being pulled by the player themselves. - Visual, but not audible, emotes are blocked within that cone. - It allows you to set the opacity of your darkness cone. - Laying down gives you 360 degree vision. The intent behind this change is to allow for antagonists to do things stealthily, and use distractions more effectively. Also I hope to include mechanics in the future that depend on the ability to be behind people, e.g. a proper pick-pocketing mechanic with failure chances. Also, if I figure out a nice way to cones with arbitrary angles, it could lead to aliens / damaged eyes / robots having different angled cones from normal humans. --- At the time of writing, a version of this code is testmerged onto the server. So please let me know what you think and any bugs to be addressed. Please check the list on the PR (in the initial post) for bugs that have already been addressed. Thanks, Myazaki,
  20. Did a good job of taking care of my newbie Cargo Tech, and was open to ideas from my character. The kind of command player I like to see on any server. RPing was good, handled RP through announcements / creating things for people to do well. ?
  21. I feel like SMGs are rather harder to improvise than a shotgun. The item /obj/item/gun/projectile/automatic/improvised is *very* unfinished. I wouldn't say it exists EDIT : Huh. This is a pretty old topic.. oops.
  22. Done. https://github.com/Aurorastation/Aurora.3/pull/9416
  23. I'm inclined to like the state of things as they are, but possibly because I am used to baystation. "Frankly, having the system based purely off the state of safety on/off, is weird since the safety system gets overrid with harm anyways, so it's not really doing what it should- not fire when set on." Is kind of incorrect. The safety changes to off when you do this, you aren't actually firing while keeping the safety on. I would like people to be able to turn with clicks, on help, without making sound effects happen though. Will think on it.
  24. I think it was a lovely idea. Thank-you Marlon for putting it together.
  25. He suggested double ninjas on discord recently. He is just saying that he prefers this idea to his own. Idk what is rude about that..
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