limette Posted July 30, 2021 Posted July 30, 2021 These literally add nothing to the game other than a ghost role to meme around in. Never have I ever seen actual interesting RP arise from golems; their entire purpose feels as if its just to be a novelty to spice things up on occasion, but the reality is its these seemingly sentient creatures with zero lore to them that spontaneously appear and typically can have combat abilities (or passive abilities in the case of the uranium golem) that tend towards simply allowing borderline grief, e.g. prying open doors and smashing windows to get wherever they want to get until security frags them. It's incredibly weird to handle, in roleplay, a spontaneously formed sentient creature with zero lore, and I would go so far as to say they're rather immersion breaking - they're seemingly these magical bluespace creatures or something of the sort. I genuinely do not see what they add beyond being funny novelties on occasion, and definitely do not see what they add to the setting in any sense.
Desven Posted July 30, 2021 Posted July 30, 2021 I agree and would go as far as to remove those from xenobiology (imo that job needs a revamp to make it more interesting and lore accurate). They're just a magic thing that don't really make sense. I think mayyybe keeping them with the techno (if it can spawn them) is fine, but otherwise they're just odd creatures that while curious at times (the cardbox one and the flesh one are peculiar, I agree) are usually more than not obnoxious.
Pantertainment Posted July 30, 2021 Posted July 30, 2021 I have never played a golem, but have walked into them a few times. The 'no lore' part is the biggest problem for me, as I feel that would warrant for everyone to freak out whenever they saw such an unexpected creature. I do however think that fun roles for people that died are very interesting. Leaving the golem for the Techno is not an example of that though, as the techno has a much more interesting apprentice character they can spawn in (if I understood the mechanics correctly). If it was up to me, I honestly feel that with proper roleplay and while adhering to the rules, the 'respawn' delay timer could be lowered. If someone dies, they can just respawn as a different character, which would have about as much influence on the round as when a different player had joined at that point in time.
Desven Posted July 30, 2021 Posted July 30, 2021 35 minutes ago, Pantertainment said: I have never played a golem, but have walked into them a few times. The 'no lore' part is the biggest problem for me, as I feel that would warrant for everyone to freak out whenever they saw such an unexpected creature. I do however think that fun roles for people that died are very interesting. Leaving the golem for the Techno is not an example of that though, as the techno has a much more interesting apprentice character they can spawn in (if I understood the mechanics correctly). If it was up to me, I honestly feel that with proper roleplay and while adhering to the rules, the 'respawn' delay timer could be lowered. If someone dies, they can just respawn as a different character, which would have about as much influence on the round as when a different player had joined at that point in time. Twenty minutes is not that much, and you can already load a different character after you respawn. I don't see the issue with that.
Peppermint Posted July 30, 2021 Posted July 30, 2021 Please god. They're just an excuse to self-antag, start a fight, and be an all round greytider. They add nothing.
Kintsugi Posted July 30, 2021 Posted July 30, 2021 Yeah, gotta agree. They contribute about as much as your typical greytider - and unlike greytiders, we let them get away with it. In my nearly two years of playing Aurora, I have seen one interesting golem - but it was interesting because what it was (Flesh golem), not how it acted.
Pantertainment Posted July 30, 2021 Posted July 30, 2021 2 hours ago, Desven said: Twenty minutes is not that much, and you can already load a different character after you respawn. I don't see the issue with that. Yeah, I phrased that poorly. Wasn't suggesting you couldn't respawn as another character, just that I personally think the 20 minutes is longer than needed, but that is highly subjective of course.
OffRoad99 Posted July 30, 2021 Posted July 30, 2021 Massive +1 Golems have little to no lore and their current lack of intelligence is often an excuse to both self-antag and vandalize the station, and they're a sad byproduct of Xenobiology who, at the time being, offers no mechanical (and most importantly) RP hooks outside of playing with slimes.
canon35 Posted July 31, 2021 Posted July 31, 2021 As much as I've enjoyed RANDOM AND WHACKY GOLEM ADVENTURES before I have to agree that the event-spawn should be removed. Golems do little to really contribute and are just a LRP tool. Xenobiology and antag roles having them is fine, but the random event spawn needs to go. Whatever lore we do have on golems is so irrelevant that no one really mentions it in-game or finds it on the wiki, and it hardly factors into their in-game play at all. We don't really have a lot to lose from cutting them out. If people enjoy whacky golem hijinks so much, that energy can be better spent on making a jokester character who actually has character.
Carver Posted July 31, 2021 Posted July 31, 2021 They're a very cute tool for antag Xenobiologists and Wizards. But, that's all they're really designed to be, a tool for antag schemes. Find a way to lock them only to antagonistic shenanigans and they'd be fine and dandy.
Lmwevil Posted August 1, 2021 Posted August 1, 2021 i like golems because they have no rights, flashbacks to the lynching of golems on the holodeck observed by everyone as the captain just stared and gave tacid approval
Faye <3 Posted August 1, 2021 Posted August 1, 2021 I don't like golems. My worst memory involving a golem is one that spawned in the command bunker and wouldn't tell us where it was. It shredded through multiple reinforced doors, perhaps more, and made a mess of the bunker. I had to interrupt both my own and @Sycmos's engineer's RP to take them down into the bunker, escort the golem out and start the pain in the ass process of rebuilding all of those reinforced doors. It was stupid, it interrupted multiple player's RP and the entire thing was just LRP nonsense. I'd appreciate their removal.
Sparky_hotdog Posted August 1, 2021 Posted August 1, 2021 PR here to remove the random golems. I don't know if technomancer's can, or if people think they should, summon them, and unless xenobio gets reworked they should probably stay there too.
Recommended Posts