Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Draco18s

Pages: 1 ... 16 17 [18] 19 20 ... 566
256
Other Games / Re: centration
« on: April 08, 2014, 01:44:59 pm »
Which is hilarious from another perspective:

There is only one SS13.
Quote
Only SS13 can be the next SS13

There are dozens of code bases.
Quote
There are dozens - literally dozens - of different codebases

I don't know about you, but these two statements do not go together.

As for wikis, I found three.
wiki.ss13.co (Goon)
www.ss13.eu (/tg/)
spacestation13.wikia.com (Maintained by..?  For..?  And for whatever reason, despite being the last wiki listed during a general search is the first one listed for a specific topic search more often than not.  Also had a rather lacking main page, oddly enough...complete with [insert cool image])

Which leaves me with this:
Best idea ever.  Lets fork [popular game] add [personalized features] call it [same name] and make it completely incompatible with any other version!  That won't confuse anyone at all!

257
Other Games / Re: centration
« on: April 08, 2014, 12:29:37 pm »
It is not obscured. It is simply not documented here and there. Because nobody gets paid to do that and nobody volunteered to document how to do X. You know how to do that and got spare time? Go edit the wiki. You don't? Well, somebody knows, even if it's just the coders, ask.

Compare and contrast SS13's UI to Dwarf Fortresses.

DF's interface is awful and painful to use because not all of the features are there and it's not a good idea to make it usable before then.  There are dozens upon dozens of threads complaining about it, scaring off new uses, and replied to with "we know, it'll happen someday."
SS13 is basically feature complete (AFAIK), but the interface isn't there because apparently people like it not-there?  Reasons?  It exists in a poorly maintained wiki?  When I complain about it I'm told to shut up and deal, despite being a new user.

258
Other Games / Re: centration
« on: April 08, 2014, 11:57:48 am »
Yes. Yes you are.

I don't mind things being complex.

I mind their documentation to be obtuse, poorly written, badly put together, and obscured for no explicable reason other than "fuck you, it's supposed to be difficult.  You must memorize this game before you are allowed to play."

The game is literally obtuse for no other reason than to be obtuse and difficult to use.

259
Other Games / Re: centration
« on: April 08, 2014, 11:28:20 am »
Hardly the only problem I had.  Closing doors was also a pain in the ass, mostly because the only way to do it was to click on the sprite.  And when 95% of the sprite was transparent (letting the click fall to the sprite behind it) it was actually rather difficult.

Basically, doing anything other than moving around was a pain in the arse in the BYOND engine.  The farther away from that it got, the more stupefyingly complex the instruction set got.

I mean hell, here's how you hack a locked door:
Quote
Assuming the wire-panel is open, you can do the following things with the 9 wires:

  •     one wire from the ID scanner. Sending a pulse through this flashes the red light on the door (if the door has power). If you cut this wire, the door will stop recognizing valid IDs. (If the door has 0000 access, it still opens and closes, though)
  •     two wires for power. Sending a pulse through either one causes a breaker to trip, disabling the door for 10 seconds if backup power is connected, or 1 minute if not (or until backup power comes back on, whichever is shorter). Cutting either one disables the main door power, but unless backup power is also cut, the backup power re-powers the door in 10 seconds. While unpowered, the door may be crowbarred open, but bolts-raising will not work. Cutting these wires may electrocute the user.
  •     one wire for door bolts. Sending a pulse through this drops door bolts (whether the door is powered or not). Cutting this wire also drops the door bolts, and mending it does not raise them. If the wire is cut, trying to raise the door bolts will not work.
  •     two wires for backup power. Sending a pulse through either one causes a breaker to trip, but this does not disable it unless main power is down too (in which case it is disabled for 1 minute or however long it takes main power to come back, whichever is shorter). Cutting either one disables the backup door power (allowing it to be crowbarred open, but disabling bolts-raising), but may electocute the user.
  •     one wire for power assist. Sending a pulse through this while the door has power makes it raise the door bolts. Cutting this prevents manual bolts-raising with a wrench from working.
  •     one wire for AI control. Sending a pulse through this blocks AI control for a second or so (which is enough to see the AI control light on the panel dialog go off and back on again). Cutting this prevents the AI from controlling the door unless it has hacked the door through the power connection (which takes about a minute). If both main and backup power are cut, as well as this wire, then the AI cannot operate or hack the door at all.
  •     one wire for electrifying the door. Sending a pulse through this electrifies the door for 30 seconds. Cutting this wire electrifies the door, so that the next person to touch the door without insulated gloves gets electrocuted. (Currently it is also STAYING electrified until someone mends the wire)

Playing this game requires an engineering degree, an electrician's license, and a freaking instruction book.

Now, the first step here requires having the wire panel open.  Let me just go get the instructions for that.  Oh wait, there's no link for that.  Let me just search the wiki for that object.

Quote
Screwdriver
Glass
Metal
Headset
Howto:Start the main engine
Sandbox Mode
Airlock
Engineer
Howto:Open an airlock (page I was just on)

Screwdriver tells me I can access the wires panel, but isn't specific on how.
The next five are unrelated and simply contained one of the words I searched for.
Airlock does have the info.  Why is this page not linked from the last page?  Why does it not have a link back?

Holy shit.

The wiki is just as obtuse and as unusable as the game itself!  The fuck am I supposed to do, memorize this shit before I play?

260
Other Games / Re: centration
« on: April 08, 2014, 08:25:51 am »
Even the dumbest of stumps can hold multiple things in one hand. Like six grocery bags, or a whip and a pair of pliers. Doesn't mean you can use those things effectively.

Its more about the infuriatingly complicated inventory management.  You can't just pick something up with full hands and put it into your backpack simply.  No.

You have to...
Open your inventory screen
Place the item you're carrying in one hand into your backpack
Close inventory
Pick up the item
Open inventory screen
Place the item into your backpack
Retrieve the last item you had from backpack
Close inventory screen

Holy shit dude.  Ever hear of a quickswap command?

261
Other Games / Re: centration
« on: April 07, 2014, 02:35:36 pm »
Any kind of newbie-friendly complex-task helper system would be much appreciated.

I shouldn't have to alt-tab and consult a wiki on the 37 step process of dismantling a busted door lock.  I should be able to turn on some kind of user-friendly help system (gosh, maybe even an AR overlay?) that'll walk me through the process.

It didn't help that SS13's inventory system was a right pain in the arse.  Yes, fine, you only have two hands.  I get it.  Now give me that damn screwdriver.

262
Other Games / Re: centration
« on: April 07, 2014, 12:58:15 pm »
Early access is fine but it is a question of faith in most cases.

I've seen too many big-name games be terrible and have pre-orders (cough, all of them) and too many small-name games get all but abandoned (I forget which studio now, but hey started a second game--as well as act as a publisher for another guy's game--before ever finishing their first).

263
Other Games / Re: centration
« on: April 07, 2014, 11:28:41 am »
I got Space Engineers around 13 bucks at release and this was way before the price hike and survival mode.

According to Steam I paid $11.24, which...is 25% off of $15

264
Other Games / Re: centration
« on: April 07, 2014, 09:49:38 am »
hey 13 bucks is 13 bucks, thats like 3 days of lunch for me.

Two for me, and I didn't even buy Centration.  I was warned off it.

I'm in the "wait and see" camp on almost everything "early access."  The only reason I own a couple (notably Space Engineers, and Sir, You are Being Hunted) is because they were on sale for cheap.  Actually Space Engineers I might've had a 25% off coupon.  So not super cheap, but reasonable for something I wasn't expecting to play for a long time.

265
Other Games / Re: centration
« on: April 07, 2014, 08:36:12 am »
Has anyone purchased this yet ?

http://store.steampowered.com/app/243300/

Currently: AVOID

The game is at the state where you can open and close doors.

266
!

<3

Posting to watch and come back to read all the suggestions.  I've been on the lookout for a dynamic campaign type game for a while.

267
Other Games / Re: Shadowrun Online: Kickstarter Final Push
« on: March 19, 2014, 09:50:53 am »
Saw that in my email this morning. ;)

268
Other Games / Re: Age of Wonders 3: Game out March 31st!
« on: March 18, 2014, 06:30:10 pm »
Quote from: Deathsword

I'm pretty sure they claimed that there will be a map editor (no idea if at launch or not, but I guess so), so modding would be possible.

AOW2 had a map editor,so that's basically assured.

269
DF General Discussion / Re: Nano Fortress (2013.1.25.1)
« on: March 17, 2014, 11:17:20 am »
Basically:
There are legitimate uses for memory hacking.*  Such as nanofortress.

Such behavior, however, is almost always used by viruses to go undetected and collect information they're interested in without being spotted.

*Heck, Java has whole packages for doing this--using both Reflection and ASM--and such behavior is how Minecraft Forge works without having to redistribute the original source code.

270
DF General Discussion / Re: found a rather strange piece of land...
« on: March 07, 2014, 10:19:43 pm »
Hence "over simplification."

Pages: 1 ... 16 17 [18] 19 20 ... 566