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Undo Chemistry Bone Apple Teeth


wowzewow

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Posted (edited)

Basically, title. I think we've gone past the point as a community to argue over semantics over medicine names in a space station game.

 

My real super-evil ulterior motive here is that I'm just annoyed at comparing our chemicals with other codebases and whatnot and I still can't remember the new names.

Hopefully it shouldn't be *too* much of a leap back, after all, they're just a few letter substitutious from the original name.

 

That's really it. If anyone has any strong objections say them now or forever hold your peace.

Edited by wowzewow
Posted

The drug names bone apple tea PR wasn't really about semantics and was done for a real purpose. The biggest draw for the PR which garnered both dev. and playerbase support in the feedback thread was that the bone apple tea'd names allowed for more dev./contributor freedom when creating or altering the drugs, as there was no need to stick to real life drug conventions or do any research into how a drug ought to best be implemented. A more obvious example of medical realism getting in the way of devs./contributors is defibrillators, up until Matt added them, with the whole VFib. vs. Asystole argument. Avoiding IRL drugs and having bone apple tea'd/fantasy ones avoids this. I was against the initial PR at first, but when working on Chemistry PRs in the past, bone apple tea'd variants allowed more freedom and creativity, so yeah, I'd rather keep them than go back. 

From my rough gauge of our Medical playerbase these days, a lot of them have only ever known the current naming version of chemicals, so I think – for something that will have a significant impact as it won't just be slight name changes (eg. Mortaphenyl to Tramadol, very different; Asinodryl to Ondansetron, very different) – it's a little unfair to go back to the old names just for personal preference/convenience. 

  • Like 2
Posted

A lot of people have issues remembering the chemicals as is, and reverting them right back (though I would like to do so) would make the issue even worse, and basically everyone would have to re-remember wtf each funny liquid does. For that reason, don't think its a good idea. Personally I think the realism argument is kinda goofy. Its a space game and many other video games have completely botched medications. Simply ignore the med students or tell them to touch grass, problem solved. Still, don't think reverting is a good idea just to avoid confusion. -1

Posted

def agree with kermit and rooster, the main boon and purpose was a mix of getting away from irl meds so they can whatever we want them to behave without provoking people's "they must immersive just like my real world counterpart!!" and keeping that whole thing in the grave. additionally, switching it around Yet Again just confuses players who learned aurora meds. i dont feel we should make an impactful change for a very small convenience that only matter to a handful of people, to the detriment of anyone else who's already used to the current state of names. -1

Posted

As someone who has only ever played medical on Aurora, and only with our current names, I would rather not have to relearn every med again, just for the sake of IRLism. I agree wholesale with Kermit that the less we stick to IRL for medical, the easier things are. We're never going to be able to make meds in game a 1:1 comparison to any real ones, so keeping them distinct is best imho.

Posted

To help out though, and as a little known fact, you can Ctrl+F the old names when browsing the Chemistry Guide and it'll take you to the current name - Burrito's idea. Try Ctrl+F'ing 'Imidazoline'.

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