LanceLynxx Posted May 22, 2018 Author Posted May 22, 2018 Okay. Again back to point one. How does making it incredibly difficult Full stop. There's a newscaster and requests console every 5 tiles in any given direction. There's nothing difficult about it. Can you rationalize for me as to how removing gameplay features with nothing substantial in return somehow adds depth to the game? I explained the thought behind it in the first post. But I'll also add this; information, or lack of it, adds to depth. And even then, it just removes the function of handing information on a silver platter. It will still be there, publically accessible, but will require the minimum amount of effort of stepping 5 tiles and clicking a wall. Note that even with manifests, every round you see someone go "Do we have a X", which kinda goes back to saying that people will always look for the lazy option, in this case, common radio.
Scheveningen Posted May 22, 2018 Posted May 22, 2018 You literally cut off the first half of my point because it was easier to address it if you edited my statement into something completely different from what I was saying. You also didn't address anything else I said. That's super childish. -1. Opposing this for my stated reasons on top of the OP ignoring a lot of initial criticism of their idea and why it has more negatives than upsides. I get you people get hard at the idea of slowly diluting available information from the game if not suggesting the newest idea on how to remove common comms from the game on a monthly basis, just because other people using information provided to them effectively ends up causing your antag round to go sideways (among the hundred other factors that actually do it much more impactfully), but you guys keep forgetting that rounds only last up to 3 hours max before people tire of it and want a reset of the round. Slowing down the round progression for both antagonists and non-antagonists is not how you create depth and fun. If this game wasn't based off of a round-by-round basis then there'd be justification for turning off some methods of communicating, but that's not how it works for this server.
LanceLynxx Posted May 23, 2018 Author Posted May 23, 2018 You literally cut off the first half of my point because it was easier to address it if you edited my statement into something completely different from what I was saying. You also didn't address anything else I said. That's super childish. -1. Opposing this for my stated reasons on top of the OP ignoring a lot of initial criticism of their idea and why it has more negatives than upsides. I get you people get hard at the idea of slowly diluting available information from the game if not suggesting the newest idea on how to remove common comms from the game on a monthly basis, just because other people using information provided to them effectively ends up causing your antag round to go sideways (among the hundred other factors that actually do it much more impactfully), but you guys keep forgetting that rounds only last up to 3 hours max before people tire of it and want a reset of the round. Slowing down the round progression for both antagonists and non-antagonists is not how you create depth and fun. If this game wasn't based off of a round-by-round basis then there'd be justification for turning off some methods of communicating, but that's not how it works for this server. Okay then. I cut off the rest of the first part because it was moot. There is no absurd difficulty to check a manifest on a public newscaster/request console, therefore, any attributes related to that issue are moot, thus, not relevant, since the "too hard" arguement does not hold ground. I just snipped it for the sake of being concise. Nobody likes a wall of text. I addressed what you asked. I rationalized how "removing" (more like moving) a gameplay feature adds to depth: By not having information readily available and requiring minimal effort to acquire, gives depth in itself. Lack of knowledge IS the depth here. Imagine if everyone had X-ray vision (visual information readily available at all times). Use of maintenance shafts would become useless by anyone wanting to sneak around, antag or not. That's an example. You don't have to give something back to compensate for "removal" of anything, this isn't alchemy. Mechanics are not always to better gameflow. Some are for enabling some things, disabling others,this one is for making things more open-ended and versatile both for antags and also for any crew that decides to sneak in somewhere for whatever reason, which doesn't always mean self-antagging behavior. Everything else you posted is irrelevant and off topic. 1-"You people" I don't even play antagonists, my dude. I suggest this because I find it would make infiltration a more appealing method of getting into places. For instance, as it is, chamelon clothing to dress as someone or some job is useless because anyone will just look you up on manifest and go "owo wats dis". Never mind the "realism", in any job, only command posts and security would receive manifest copies due to privacy concerns. Other people just know a department exists. But I digress. 2-Removing a manifest from PDA will not slow down round progression. It's not required for progression at all. You will still have access to it on newscasters/requests consoles anyways. If it's too hard for you to move 5 tiles and click a wall, maybe you're just being extremely lazy expecting hand hold everything.
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