Jump to content

Zidanyia

Members
  • Posts

    85
  • Joined

  • Last visited

Everything posted by Zidanyia

  1. Ah, I remember when this discussion was brought up on Bay. Wow, people got upset. Hm, right. Just to say as the newbie with no idea what the heck goes on here, I'll say this. Overall fun needs to trump the whole 'realism' thing. If the game isn't fun in any particular way, why play it? Generally what would make sense is that the other races be barred from any role of responsibility, because they're quite marginalized in this day in age (I guess? I've not read the lore but from what I'm told by two or three others, it may/may not be worth reading as it perpetuates a hugbox mentality or something). I mean, you can't trust the Unathi because they've nuked themselves several times over because of their insufferable ancestral honor complex they got going. The Tajara aren't worth a spit-take over given their general degeneracy, thievery, rumors of smuggling and other illicit activities deemed unacceptable by the human social circles... Oh, and they violently rebelled against their monarchy and killed a lot of people. It is still in question who is the actual good guy in the conflict, from what I am told. The Skrell are noticably better in the eyes of the human empire than the above because of their contributions to the Sol Alliance such as cloning tech and WetSkrell-- I mean, what? Diona are meh. They're just trees, but they're good labor and are troves of valuable information. They're not harmful, which is a plus. IPCs are also meh. They're sentient, free robots, and the free part is what scares people. At no point are you going to allow a less-than-rouge-proof droid to run your station, right? That's extremely risky in and of itself... In my opinion, the way the lore is set-up is too progressive. I feel like everything is so forced to be equal with one another, just because. To add onto that, it might be due to the fact that the state of the lore might be controlled by said progressives. The way I see it (it'll probably not be worth a damn in the lore development team's eyes, but whatever), this can only lead to ruin and people not enjoying the environment. You guys get complaints daily by unrelated IRC shitposters that the alien players constantly act indignant and overprivileged when their position in-game is clearly not fit for them to act in such a way. I mean, are they wrong? I mean, if you want to act like a stuck-up, snobbish, rich prick with a narwhale's horn up their ass, play a human groupie that claims to have political pull back on Earth. It'd make sense, right? And it'd be hilarious to see other people react to it, too, so why not do that instead? On the flipside, it wouldn't be as amusing to see such a marginalized creature rebel against everything it stands for and not get canned for displaying a bad image for the company and for Tajarans as a whole. It's not a matter of "Would my character act like this", it's a matter of "Would my character act like this at work, especially when getting fired is so easy nowadays?" Newbie's first two cents, take it for what it's worth in this economy of mixed opinions nowadays.
  2. Most prisoners aren't given IDs in communal. I've seen a lot of them abuse the newscaster inside their extended cell and make rather unscrupulous messages with them on Bay. I think it's the responsibility of the warden to create roleplay and bring food him/her/itself to the prisoners.
  3. Hard? Nah. It just takes time and will, and time is something not everyone has. The will to do something is about as equally as difficult to procure, especially when you don't want to see it come to fruition yourself. Particularly... it's a bit frustrating, in the perspective of a coder. I don't consider myself any more experienced than the devs here, but I know how a little irritating it is when people demand for change they don't quite have a grasp of concept about. I'm pretty sure it's been said already, but asking for radical changes to things without having a real idea on how to do it (or, rather, on how you want the devs to do it step-by-step) can be pretty draining and a damper on will.
  4. I figure it's okay, nobody's going to hold that against you! Being wrong/mistaken is just fine.
  5. You could just remove all the major powers and flick on some of the more fun minor ones instead. Or make it more dangerous (e.g., making blind/deaf/mute blocks more common). Heck, genetic destabilization followed by no-clone permadeath would make geneticists more careful and less pursuant of the major powers to powergame.
  6. To kinda address a concern about how bans and such aren't transparent, meow, meow, meow... I mean, you guys could always go the yog route and make your ban listing public. Then again, it was a headache for the yog coders to set up a public access database like this in the beginning. Pretty sure they had more bugs with it than a bait shop, yo. Foreseeably, I figure y'all could argue; -- Wait why would you want to do this, wouldn't this just cause people to be made fun of for getting banned?? -- Coding Effort vs. Reward. html and sql are like hangovers from a bunch of cherry bombs. -- This isn't a democracy and nobody would care about a public ban listing at all. But, meh. I think it would solve more problems with staff transparency than it would create, given that ANYBODY can go onto Yog's banlisting for instance without having to be an admin with a secret SQL passcode or something just to dig out a ban reason. Plus, attempting to lie in a ban appeal would be no bueno, especially when everyone can see the ban reason and the relevant dates... Don't look at me, though, I'm awful at SQL coding.
  7. Kinda, not quite, though! /* run_armor_check(a,b) args a:def_zone - What part is getting hit, if null will check entire body b:attack_flag - What type of attack, bullet, laser, energy, melee Returns 0 - no block 1 - halfblock 2 - fullblock */ /mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/absorb_text = null, var/soften_text = null) var/armor = getarmor(def_zone, attack_flag) var/absorb = 0 if(prob(armor)) absorb += 1 if(prob(armor)) absorb += 1 if(absorb >= 2) if(absorb_text) show_message("[absorb_text]") else show_message("\red Your armor absorbs the blow!") return 2 if(absorb == 1) if(absorb_text) show_message("[soften_text]",4) else show_message("\red Your armor softens the blow!") return 1 return 0 quoting living_defense.dm Basically what this says is that you have three scenarios based on the probable outcome of the hit. First off, we have a couple procs as the base of the probability roll. Afterward, you have a proc that says "if our dice roll ended up with greater than or equal to two, then fullblock." Elsewise you get a chance for halfblock, which reduces half of the damage inflicted on you. Or your vest fails miserably due to RNG, spiting you for getting shot at in the first place. :c There's also stuff related to "sharp" type objects as well as "edge", but we're not going to go into that since there's not really an easy explanation for how that stuff works besides "It's brute damage, but it hurts you in different ways". Oh, hi!
×
×
  • Create New...