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Add magboots to the default EVA loadout for miners


Catnip

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Posted

The main reason for this is space wind, it's been marked as a known bug that shouldn't be happening, yet there's no fix for it at the moment and miners are constantly being stunlocked by nothing for the first 10-20 minutes of the round. Xenoarch was given magboots to stop this, but the miners, who are expected to be EVA for the majority of the shift, are still devoid of stock basic EVA gear unless somebody grabs boots for them from EVA storage.

Guest Marlon Phoenix
Posted

This would be a great thing. Miners have an awful survival rating right now.

Posted

I wholeheartedly agree with this. When ZAS randomly decides to fuck up, I understand that it can get really annoying for mining players being constantly knocked down and having to deal with it until they can get enough points to buy boots for themselves. Just give them Magboots.

Posted

yeah, there were rounds when I would step out of the airlock and 10 consecutive space winds would assault all the miners. It got so bad they tried blaming me for it since every-time I walked into their field of view it began.


RNJesus hates miners, so this is a must.

Posted

That and holes. Holes are a pain and just cause unnecessary death. I mean really if the survival rate of Mining was so low who the hell would sign up to be a miner outside of the impoverished?


I'd like this just so I don't have to deal with MORE dead miners and so that miners can enjoy the game more.

Posted

This seems like a bandaid solution. The problem is "space wind", not magboots, and implementing magboots does not solve "space wind", it just solves a symptom of it. Magboots also completely eliminate the only current danger in mining, e.g. the environmental danger, and so shouldn't just be given out at round-start unless we implement additional environmental dangers.

Posted

This is indeed a bandaid solution, but the space wind problem has not been resolved in the months that we've had newmap. Until it is, this would mean a big improvement in quality of life for some jobs. When the ZAS issue is resolved, they can be removed again without creating significant additional work for development.


While we're at it, give a pair or two to the Xenoarchs as well, since they can't earn them from the magical mining vendor and still have to go outside.

Posted

The priority should be to fix the space wind issue, not apply a bandaid. The space wind issue only occurs when a pressure change happens out into what should be a depressurized environment but is treated like a simulated enclosed space. If someone forces an airlock out into the mines, for instance, the space wind blowing effect occurs extremely regularly and people have to be reminded in IC to not vent airlocks out into space for this exact reason.


It's apparently bugged because somehow the mine turfs are treated as simulated tiles and don't zero out their pressure despite being in close proximity to the actual space tiles. Probably related to the multi-zlevel thing since walking onto a space tile makes you fall now and there isn't anything that properly metes out the calculations in a way you'd expect them to, or there is but it isn't working as intended.

Posted

This seems like a bandaid solution. The problem is "space wind", not magboots, and implementing magboots does not solve "space wind", it just solves a symptom of it.

 

This is indeed a bandaid solution, but the space wind problem has not been resolved in the months that we've had newmap.

 

Plus one for the suggestion because of precisely these reasons. As is, you have to struggle with space wind for a while until you get enough points to get your magboots. And it can be hell. It wouldn't be so bad if space wind was a once in a while thing, but it'll hit you and keep pushing you down for a minute or two.

Posted

I don't entirely understand this stubbornness the dev/staff team has about not implementing 'band aid' fixes to problems in the game. This mindset that things should just be left to fester and make the game unplayable until a member of the dev team gets around to fix it properly does not feel conductive to player retention or enjoyment. Last I heard, no one was even currently working on fixing 'space wind'.


Has that changed? Is someone currently working on it? Is there an ETA on the fix?


Because if the answer to all of those questions is 'no', then why the insistence on telling everyone to just wait? Moving around on the asteroid right now without magboots is a nightmare. It doesn't just affect miners and xenoarch, it also affects certain antags, especially raiders, who are sharply limited now in what they can use in their already limited equipment because if it doesn't have magboots, they basically get to eat shit the moment they step out of their shuttle.


Just give people the dang magboots until it's fixed. You can take them away if you want when the problem is fixed. It should be more important that you keep gameplay fun and engaging than preserve the integrity of your dev team's bug-fix standards, or whatever this is going on here.

Posted

+1. I'd +2 if if I could. On top of just being needlessly annoying and not adding much to NOT have them, it makes very little sense that NT wouldn't implement them.


I was a IAA once and spent the round determining the daily cost of mining accidents. I tallied the medical supplies best I could, estimated the hourly wages of miners and thus the time lost when they were out, and took into account that cloning was incredibly expensive. Ends up costing NT several thousand credits a day.


A pair of magboots meanwhile comes to 30 credits.

Posted

+1. I'd +2 if if I could. On top of just being needlessly annoying and not adding much to NOT have them, it makes very little sense that NT wouldn't implement them.


I was a IAA once and spent the round determining the daily cost of mining accidents. I tallied the medical supplies best I could, estimated the hourly wages of miners and thus the time lost when they were out, and took into account that cloning was incredibly expensive. Ends up costing NT several thousand credits a day.


A pair of magboots meanwhile comes to 30 credits.

 

Meanwhile at NT:


"Sir, we're losing thousands a day on mining accidents. We should supply them with cheap magboots."

"No! That expense is irrelevant to us, it's more important that we create an atmosphere or artificial difficulty and danger for our workers than to save the company money!"

Posted

[...]

A pair of magboots meanwhile comes to 30 credits.

 

Not sure where you get that data from.

The server tells me something else.

magboots.jpg.84fd949f5a9810896a4a9ee9eca91591.jpg

 

If you want to make an argument based on costs. Please make sure that your data is accurate before posting it.

Posted

[...]

A pair of magboots meanwhile comes to 30 credits.

 

Not sure where you get that data from.

The server tells me something else.

magboots.jpg


If you want to make an argument based on costs. Please make sure that your data is accurate before posting it.



Going based on the mining vendor, which also vends credits. I assumed a 1-1 exchange rate, though, which I probably shouldn't have.

Posted

I mean, 350 is still cheaper then several thousand. It does not weaken the argument at all.


If space wind is unfixable/not being worked on why not just at the lil'bootsies?

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