08-24-2019, 07:12 AM
I don't like new player trap things that just remove you from the round outright. It's not fun to die and have to wait out the round because you didn't know something specific. Stuff like Biblefarting and fedora tipping are good because they're at least pretty funny and are more well known things, but I think that the light grenade and biomass manipulation are specifically bad.
Biomass manipulation is a genetics power that, when synchronized with a chromosome, lets the user use a way weaker version of the wizard phase shift. If you are genetically unstable and it's synchronized, it statue-gibs you. I think this is okay (though probably unnecessary because it's not actually that strong compared to other genes) but if you use it when it's not synchronized it always skeletonizes you and removes your brain, making you unable to be borged and unable to be cloned unless someone goes to debris to get a special specific item to clone you. I exclusively see new players dying to this, usually they get the mutation in their potential and then use it just to see what it does and die fairly early on. It's okay to have the effect be negative because logically it should do something bad and plenty of mutations are bad for the user, I just think it'd be better if it didn't take you completely out of the round if it wasn't synchronized. Maybe it could turn one of your limbs into water vapor or something.
As for the light grenade, there's really no way to change it since it does exactly what it does in the movie it's a reference to. IMO it shouldn't pop up in artifacts like it does now. Usually what happens is either a new player scientist picks it up and dies or someone who knows what it does brings it to a primary hallway and then a lot of new players pick it up and die. Maybe it's kind of funny to see a lot of piles of clothes on the floor next to a light grenade if you know what it does but it's a big net-negative and probably turns new players away when they pick a random object that removes them from the round.
Biomass manipulation is a genetics power that, when synchronized with a chromosome, lets the user use a way weaker version of the wizard phase shift. If you are genetically unstable and it's synchronized, it statue-gibs you. I think this is okay (though probably unnecessary because it's not actually that strong compared to other genes) but if you use it when it's not synchronized it always skeletonizes you and removes your brain, making you unable to be borged and unable to be cloned unless someone goes to debris to get a special specific item to clone you. I exclusively see new players dying to this, usually they get the mutation in their potential and then use it just to see what it does and die fairly early on. It's okay to have the effect be negative because logically it should do something bad and plenty of mutations are bad for the user, I just think it'd be better if it didn't take you completely out of the round if it wasn't synchronized. Maybe it could turn one of your limbs into water vapor or something.
As for the light grenade, there's really no way to change it since it does exactly what it does in the movie it's a reference to. IMO it shouldn't pop up in artifacts like it does now. Usually what happens is either a new player scientist picks it up and dies or someone who knows what it does brings it to a primary hallway and then a lot of new players pick it up and die. Maybe it's kind of funny to see a lot of piles of clothes on the floor next to a light grenade if you know what it does but it's a big net-negative and probably turns new players away when they pick a random object that removes them from the round.