CampinKiller Posted February 29, 2016 Posted February 29, 2016 Simple. Reduce the number of them. There are so many random events that fuck the station up, round after round. I've seen two blobs in two hours before. Hordes of space carp that come in and breach everything. Spiders every other round. Can we tone down on the amount of random shit that happens?
Mofo1995 Posted February 29, 2016 Posted February 29, 2016 I agree heavily with this. Every single round there's a host of random events that are well, not even random anymore. It's just a guarantee that once a round, there will be space carp, spiderlings, ionstorm, and a radiation "cloud." Then it's either a blob, a viral outbreak, space dust, or meteors. Pretty much the entire inventory of random events gets unraveled every shift, with meteors being the only one that's actually somewhat rare.
Shadow Posted February 29, 2016 Posted February 29, 2016 As it currently is, I Increase the timer of all events by 10 minutes. I don't know if any other admins do it, and I often forget to change the timer at the beginnig of each round. But yes: TOO MANY RANDOM EVENTS.
Skull132 Posted February 29, 2016 Posted February 29, 2016 I'll look into the random event code and figure out what alters the intensity of triggering major random events before we start doing anything. Once we understand the variables, we can figure out how to optimize.
Guest Posted February 29, 2016 Posted February 29, 2016 They seem to go by 5/7/10 minute intervals. And by that I mean, you get a small event at 5 minutes, a mundane event at 7, and then a major event at 10. It was Bay's way of keeping the round interesting and fluid, since the atmosphere of Bay often created slow and boring rounds in themselves even with the events. It's been tweaked several times to get rid of that and to provide a sense of urgency to the crew. I literally don't know what space dust even does on baycode, on /tg/ it's been known to shut down external modifications to the station such as BotanyStation13.
Skull132 Posted February 29, 2016 Posted February 29, 2016 They seem to go by 5/7/10 minute intervals. And by that I mean, you get a small event at 5 minutes, a mundane event at 7, and then a major event at 10. Partially true. There are three different timers that run parallel: small, moderate and severe events. Usually, a good few small and moderate events get triggered between every severe one, but because most of these are not as noticeable, it'll appear as if they go in escalating intervals. There are factors that change these timers, however. Such as player count on the server, I do believe. And a few config options. As said, I need to look into it a bit more in depth to figure out what buttons need to be pressed. And where. There is also a relatively large chance that each event ends up with "Nothing" being selected.
Dea Tacita Posted February 29, 2016 Posted February 29, 2016 Yeaaah. This is a really good idea. Tbh I almost always edit the timers for the events, or just outright disable them when I'm on.
Jennalele Posted March 1, 2016 Posted March 1, 2016 Please, this, I'm tired of every deadhour round ending with a blob half an hour or so in when I'm the only engineer and we have no security. Emitters seem borked, flashbangs are useless now, the only thing worth a damn is a laser rifle, which is almost impossible to get on deadhour. And on livehour it usually screws up perfectly good RP because SUDDENLY, 3 CARP SCHOOLS AND SPIDERS.
LordFowl Posted March 1, 2016 Posted March 1, 2016 There've been rounds where radio has been down due to 'ionospheric disturbances' than it has been up. Baycode bandage to their rubbish round longevity isn't needed on Aurora, as we are clearly the superior server.
Dreviore Posted March 8, 2016 Posted March 8, 2016 Please, this, I'm tired of every deadhour round ending with a blob half an hour or so in when I'm the only engineer and we have no security. Emitters seem borked, flashbangs are useless now, the only thing worth a damn is a laser rifle, which is almost impossible to get on deadhour. And on livehour it usually screws up perfectly good RP because SUDDENLY, 3 CARP SCHOOLS AND SPIDERS. I think today was perfect. I powersinked the station. Breached the hull, and towards the end of the round a blob pops.
Nanako Posted March 9, 2016 Posted March 9, 2016 For what it's worth, i'm against this, i'd like to see more random events, not less. Yesterday we had a five hour extended round, and people started commenting on how quiet everything was. We gained a pretty high player attrition rate due to people turning up, having nothing to do, and leaving again. At one point an admin stepped in and gave us a stationwide plague of furry blue creatures, which was pretty awesome. But the admin logged out sometime after that, and i eventually felt compelled to call a crew transfer, for lack of anyone having anything to do. An almost-nonexistent science department didn't help matters, but i think low population servers during the dead hours really need those random events.
SierraKomodo Posted March 9, 2016 Posted March 9, 2016 For what it's worth, i'm against this, i'd like to see more random events, not less. Yesterday we had a five hour extended round, and people started commenting on how quiet everything was. We gained a pretty high player attrition rate due to people turning up, having nothing to do, and leaving again. At one point an admin stepped in and gave us a stationwide plague of furry blue creatures, which was pretty awesome. But the admin logged out sometime after that, and i eventually felt compelled to call a crew transfer, for lack of anyone having anything to do. An almost-nonexistent science department didn't help matters, but i think low population servers during the dead hours really need those random events. At the same time, I've seen these low population dead hour rounds get completely screwed over by viruses, blobs, meteors, and other events that got thrown at the station way faster than they should have been; Especially when there was only 1, maybe 2 people in the departments capable of handling the issues.
Nanako Posted March 9, 2016 Posted March 9, 2016 At the same time, I've seen these low population dead hour rounds get completely screwed over by viruses, blobs, meteors, and other events that got thrown at the station way faster than they should have been; Especially when there was only 1, maybe 2 people in the departments capable of handling the issues. I'd like to see a solution to this that doesn't involve turning off the events though Maybe a minimum round timer before events can trigger, to give people a chance to get setup. Or maybe some adjusting of the scale of events, based on server population. Lower virus spread rate, less blobs, less meteors, whatever
Jennalele Posted March 9, 2016 Posted March 9, 2016 At the same time, I've seen these low population dead hour rounds get completely screwed over by viruses, blobs, meteors, and other events that got thrown at the station way faster than they should have been; Especially when there was only 1, maybe 2 people in the departments capable of handling the issues. I'd like to see a solution to this that doesn't involve turning off the events though Maybe a minimum round timer before events can trigger, to give people a chance to get setup. Or maybe some adjusting of the scale of events, based on server population. Lower virus spread rate, less blobs, less meteors, whatever The former is already in place. It isn't a matter of setting up or not setting up- Blobs don't happen 5 minutes into the round. They happen 2 hours in when everyone's asleep, and there's only one engineer and absolutely no security on station, trying to haplessly find and destroy the thing. It doesn't help that the only quick way of dealing with them now is laser weaponry, as emitters are mostly nonfunctional for blob killing, and flashbangs are useless.
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