
Kaed
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Everything posted by Kaed
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The cleave only occurs when you target a mob. This created all sorts of nonsensical things like attacking a borg two handed (which is an invalid target for weapon embedding) causes the axe to cleave and embed constantly in people nearby the borg instead. Hence, removing embedding and replacing it with weapon attack delay.
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I'll re-add the cleaving later. I suppose it wasn't as big a concern to me as the embedding and spamming, which I fixed.
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Good thing there's more to this PR than cleaving.
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https://github.com/Aurorastation/Aurora.3/pull/5668 Due to unchecked feature creep, the fireaxe had become a horrible object to use as a weapon. Not only does it deal damage to people around the target, but it also tends to randomly embed in one of them that was not your actual target. "It's funny to watch" is not enough justification for me to leave it like that, so I've changed it. Changes -Fireaxes have had their cleave feature removed entirely. Frankly, it should never have been added. They're tools first, weapons second, and not designed to be swung around like a barbarian's greataxe. -Fireaxes have had embedding turned off. It's really obnoxious and no one has fun with it, especially since embedding code is largely garbage and there's no logical reason someone should be able to run off with a 10+ pound axe lodged in their neck. There are better balancing forces. -Fireaxes are heavy, slow weapons. No longer can you spam them, as there is a 2 second delay between attacks. They are still strong, and can still kill people, but you can't run after people anymore, hacking at them like you're holding a rubber hatchet bigger than your arm.
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[Resolved] Player Complaint - Bath Salts Addict
Kaed replied to Kaed's topic in Complaints Boards Archive
Additional side note: I picked up the fireaxe myself from the bridge to open the blast doors just before getting on the elevator. I did not, in fact, have any traitor weapons, because I spent my points first on getting captain level access with a traitor ID, and then, after breaking into the vault and grabbing the TC's, a syndie borg which got ion EMP'd to death within 5 seconds of entering combat. AFTER having been emp'd to death and ghosting from his previous hacked borg body two minutes prior. Siiiigh. Poor FROST/FROSTBITE. Can't wait for that ion nerf, amirite. Getting off topic now, though. -
[Resolved] Player Complaint - Bath Salts Addict
Kaed replied to Kaed's topic in Complaints Boards Archive
You say that, and I'm sure it makes pretty good sense, except: -I was not reading the attack logs, and often rarely read them in general, because I am focused on other things in combat like actually looking at the combat going on in the playing field (and it also kind of feels like a soft metagame to read attack logs and know exactly what someone is shooting at you when I highly doubt your character would look closely at a gun being fired in your direction beyond what is coming out of it and determining the make and model of it immediately and them making determinations on the legality of their gun in split seconds) -Noir is always a detective when I see him, so upon seeing him, I made the assumption he was a detective again -Noir fired some kind of pistol weapon at Carson, therefore that cemented to me that he was a detective, because I know detectives have pistols. You should communicate with words rather than assuming people will instantly know the status of your antaggery based on the kind of gun you are holding during a firefight, if you want people to know. Also, the hunting to hell and pistol thing was pretty much what I expect of detectives. I do not have a high opinion of the job role or more specifically the mindset of people who play them. (Whether that is a wrong assumption is I guess up for debate) I guess it's also worth noting that I had a fire axe in my hands during the end bit and was threatening to use it on the hostage. I was in the middle of typing out a /me of holding it against her neck when the round reset. Le shrug! -
Please remove the horrible timer that blocks us from editing our posts after like 3 minutes. Please, please, please. This is awful and I hate it. It would also be nice to be able to delete my own posts again.
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[Resolved] Player Complaint - Bath Salts Addict
Kaed replied to Kaed's topic in Complaints Boards Archive
Oh, he was an antag? Alright, I guess never mind then! You're right, I didn't have all the facts. I guess we can dismiss this complaint. Though, to be fair. Noir also made zero attempt to communicate he was an antagonist. We shouldn't have to rely on AOOC for this. And I suppose I also am dubious of someone playing an 'anti-antag' gimmick during traitor, but I guess there's no rule that you can't do that. -
I kind of like this idea, it'll be a nice way to make stuff happen if people are bored rather than starting a new round.
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Give me that sprite and I"ll add it to my chaplain rework.
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BYOND Key: Kaedwuff Game ID: I'm not sure, the game ID is missing from the discord listings. Player Byond Key: Bath Salts Addict Staff involved: N/A Reason for complaint: I'll keep this short and to the point, and I should point out that I'm.. not sure which character I played during this round. I think it might have been a one-off unathi character I deleted, because I don't see them on my long list of characters? (let this be a warning to people to do player complaints soon after a round) Anyway. During this round, I played a traitor. Me and another traitor (Shawn Carson, I believe) met each other breaking into the vault, and began working together. I ended up taking the unathi officer Kesan (I think?) hostage, and using her as a handcuffed body shield for pretty much the rest of the round. At some point, me and Carson came out of maintenance next to the main floor cryo below medical, still toting my hostage, and Carson had a icelance rifle to watch us. This is where the trouble started. Noir, who had until we arrived been in a cryo bed suddenly popped out and began talking to us (I have no evidence that it was a gank tactic, but from some of their behavior I suspect it may have been). Carson aimed a the icelance at him and after a short conversation (with a hostage in plain sight, in my grasp, I might add) fired several shots at Noir. Considering those rifles have three shots and it is not nearly enough to kill an IPC, I assume it was intended to ward him away. Instead, Noir immediately pulled out his pistol and emptied the entire clip of it into Carson at point blank range, until he was horizontal on the floor. I made an attempt to rescue Carson, but since I already had a hand grabbing Kesan, and dragging him made his injuries worse, I was forced to abandon him as I backed down the hall and went into maintenance. Noir followed me the entire way like some kind of terminator, only breaking off pursuit when the officer I had hostage told him to not be stupid. At this point, the emergency shuttle had already been called, and I decided to cut my losses by heading for an escape pod. I manage to get all the way up to the top floor of the command deck when all the elevator doors were bolted and powered down, and who should show up at the scene seconds later but NOIR, who had apparently been hunting me down this entire time. The self-promoted HoP and a few others with guns showed up soon after, and the round ended before we could resolve the hostage situation with me in the elevator, but it feels to me like BSA went above and beyond the duties of a detective to attack during a hostage situation and relentlessly hunt down the antagonist. I didn't have access to security chatter in this round, I admit, but the timing of his arrival after I reached the top floor was too quick for him to have been doing anything else other than following direct AI instructions as to my location. I'm not sure how long it takes to climb up the ladders from the main floor to the surface level in the bridge, but he might have even been in the maintenance area heading upstairs before I even entered the elevator. The main floor elevator door had been bolted open, so maybe they were trying to force me to go through maintenance into a trap? Having not been party to communications, I can only speculate as to what caused them to be there so soon, but this is mostly about Noir's valid-hunty behavior in this round. Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation? At the time, I was under the assumption that this behavior was par for the course for detectives. I have recently been advised that it is not supposed to be, so made this complaint. Approximate Date/Time: 11/23/2018, ~7-9pm CST
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Detectives assisting with arrests honestly shouldn't be a problem as much as people make it out to be. Try to look at this from how it affects gameplay. When an antag dealing with security, there's normally a tacit understanding that security will try to non-lethally restrain you unless you start trying to kill them. You can get into a fight with security and reasonably expect them to baton you, or shoot you with a taser, or something, unless you start going murder-mode. This expectation and escalation is entirely bypassed by detectives for little other reason than 'to deter them from detaining people'. When you have a detective as an opponent, you have to be prepared to kill them if you start something, or they will fill you with lead. Any opposition with the detective immediately becomes High Noon and both of you are gunslingers or are dead or dying. It doesn't matter a whit to any antagonist bleeding to death on the floor if the detective is later arrested for excessive self defense. It's over for them now, and they may not have even gone into this fight intending to kill anyone. And this can happen on code bloody green, because detectives don't have to escalate arms like EVERYONE ELSE in the department What the literal bleep is this argument, jackboot. This is about lethal weapons being given at round start to people who don't need them. And even if there was a way to 'abuse' medical scanners, I would also lobby for them to be changed so it can't be abused. It isn't a punishment for medical players (or detectives), it's removing a vector for abuse. A deterrent doesn't have to be lethal to deter. Ahelps do not solve this problem, because the problem is intrinsic to the mechanics we give. If people have a gun, they will use it when they have a chance. Detectives are far more menacing than they really need to be right now.
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The problem here is not them interfering in officer business, it is their tendency to grasp hold of any justification to whip out their pistol and fill a bad guy with bullets. It's entirely reasonable to fire back on someone who is threatening you or has even struck you with a weapon, however, when your main option is a weapon that is literally capable of killing someone it becomes a problem that it is the first thing they can get hold of. Security also has a tendency to not persecute internally in most cases for 'excessive self defense', especially if the detective is someone popular or they dislike the antag in question. People will be people. I would be more okay with relaxing the restrictions on detective involvement if we also took away their round start murder gun.
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This isn't about you. You always act like we are attacking you when people question detectives. It is also very difficult to ahelp this sort of thing, because detectives have equipment and they are allowed to use it, with few restrictions. Someone shot your IPC detective with a laser a couple times? Self defense, the fact that you fucked them up way more than they did you is irrelevant. Someone is threatening a civilian? Protecting a crew member. There are all kinds of ways that can just sort of be just okay enough to not result in any sort of action. The problem is that it's just what detectives are given, and it's unreasonable to expect them to never use their equipment. But these problems can easily be reduced by changing the options available to detectives. Detectives are not high priority targets. They do not really even have a pressing need for self defense that surpasses all of the officers from round start, because their role is cemented as a support. They don't perform arrests, they perform investigations and questioning. Frankly, if the detective role evaporated, it would not change much, officers and would just take over their duties. But some people like playing them, so we keep them in. But they don't need a gun that fires live rounds so they can be the hero the station needs and gun down the bad guyz. I'm not even opposed to them having the option to have lethal rounds, placed in the armory, like the rest of security. Just don't start with them. It's not a punishment, it's restoring sanity to security so people follow the same logical progression of force.
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We don't need to see your nasty robot feet, no way. -1000
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Having personally witnessed Noir click an antag horizontal for firing on them with a weapon that didn't even harm them significantly, I tend to agree. Personally I would not be against detectives being removed entirely I know that's not going to happen. So something that mitigates their instant shutdown capabilities would be great.
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Bluespace Null Field Machine - Solution to the Telescience Problem
Kaed replied to BurgerBB's topic in Completed Projects
Could we also get a much smaller handheld version with a range of 3-5 that can be purchased with TC from the traitor array? (And maybe give one to raiders) There is somewhat of a meme to give invader antags a trojan horse with a teleport beacon in it then pile the entire security team into the teleporter the moment they take it, and as yet, 0 way to counter or disrupt this tactic. -
Bluespace Null Field Machine - Solution to the Telescience Problem
Kaed replied to BurgerBB's topic in Completed Projects
I'm into this idea. If it was balanced like this, I wouldn't mind it also blocking wizards and shit. There should be a way for someone to turn it on, though. Like a button in the HoS's office, in the AI's core, and... somewhere for the vault. Maybe the captain's office or inside the vault itself? -
Bluespace Null Field Machine - Solution to the Telescience Problem
Kaed replied to BurgerBB's topic in Completed Projects
This should not affect cultists. Their teleports require setup and rune placement, and also use the Veil, or whatever. I'm against them blocking wizards, though. It's a largely pointless addition for them, because wizards have so many mobility talents that blocking one of them is meaningless and blocking all of them essentially makes their talents worthless. Since NInjas use tech rather than magic, and also rely more on station equipment than wizards, I don't see why it wouldn't block them, though. This should be about stopping telescience abuse, not slipping in broad-spectrum antagonist nerfs. -
I had an idea for a new item to code in for traitors. There's been some concerned for a while that some people hate their character being mind controlled and forced to act out of character. While I was always a fan of the old enslavement implants, I recognize that they would frustrate a lot of people, so I thought of a compromise: A modified version of the loyalty implants on the station. Basically, instead of making you loyal to 'nanotrasen', they let someone (not even necessarily the antagonist who bought it!) imprint their DNA onto it, and when implanted in someone, it makes their highest loyalty be to that individual. This does not mean your character would go on a killing spree if ordered to, unless your character would be predisposed to murder already. However, it does mean they will work to help you and will not betray the person imprinted on the loyalty implant, within the limits of their normal personality. Essentially, it gains you the assistance of a person without compromising the person's free will entirely. It will also provide the side benefits of loyalty implants (resistance to other antag fuckery)
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I have created a new proc for use in this. The full explosion now uses a variant of iterative explosions that has slightly more precision. Also, it has a variable strength, discouraging people from using it as anything more than a last ditch attack, because it's not reliably dangerous, just potentially. It's also very unlikely to kill, but it can hurt a lot. After 10 tests of experiencing a point-blank explosion, only once did it deal enough damage to floor me to the point of not being able to stand. Since it uses iterative explosion method, too, the STRENGTH of the explosion doesn't actually directly relate to how much damage people nearby take. More power means they're more likely to take more damage, but there's a strong element of RNG.
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If they do that, kill them. I frankly like the idea, but only if there is a way for the antagonist to notice it happening, and potentially ways to block it being used. It also would be entertaining for an antagonist to deliberately hit the panic button as they leave with the Spare and Chauncey, allowing security to know something is up so the hijinks can begin, instead of them noticing 10-20 minutes later when someone checks a camera.
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I am against much of this idea on general principle. You wish to water down distinct antagonists into just variants of each other, try to encourage people who want to just be a special snowflake and walk around being magical or whatever to do that. I see you indicating that we should dispense entirely with the word 'antagonist' and use a more general term, so that people will feel safer doing that. Not a chance, buster. I can tell you for sure I would never code in something like this. I somewhat suspect that even burger would be reluctant to do it. The problem with antagonist 'always being the same' is not the fundamental nature of 'antagonism' being flawed and that we should attempt a paradigm shift to 'special roles' would just further water down things down. If you want to give them more tools that give the abilities to still be an opposing force without murderizing everyone's face, sure, that's workable. Perhaps write a guide of some kind that offers alternatives to going murderbone hostile while still being a bad guy. But trying to blend antagonists together and take away their actual unique flavors and identities? That's a terrible idea, as far as I'm concerned. Antagonists exist to antagonist. Trying to move away from that to encourage and we'll have more incidents involving people playing their normal character, except a wizard now. Or other things that make everyone roll their eyes and complain.
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It costs twice as much to get the rig mounted version of something that is a basic requirement for IPCs to even USE a rig? That doesn't seem terribly balanced. I'd say bump it down to at least 6.