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Cyborg QoL - and feedback concerning #15759
#8
(09-13-2023, 06:27 PM)UrsulaMejor Wrote: First and foremost, cyborgs are not meant to be self-service or to be able to do all the things humans can do. They are not meant to interface with the game in the same manner as other players. Especially in regards to interacting with "items", they are meant to be limited to the items in their modules, and not to explicitly manipulate other items in the game world.

They are a highly narrowly focused playstyle, meant to be supremely good in one activity at the cost of other activities. Some modules have fallen behind their human counterparts in their field, but many of them remain exceptionally good (mediborgs, for example).

Of the things listed, here are my personal opinions (from a dev standpoint, but still my personal opinions):

Click drag items to stack/sort them:
I think borgs could have this.

Pet creatures
I think this is cute, but could see it as one of the things you're meant to lose when you become borg. Borgs cannot hug. At the very least, I'll probably personally code it so that borgs can pet robochickens and roboroaches

Climb Ladders
I'm ambivalent to this one. I don't think cyborgs need this by any means, and this usually only comes up in adventure spaces that are very rarely designed with cyborgs in mind.

Ringing Bells/Interacting with paper bins and donut boxes
Cyborgs don't need this and this is one of those things that crosses the line between "human gameplay" and "Cyborg gameplay". Humans eat donuts, ring service bells, and scribble on papers. Cyborgs don't.

Take items from containers
Solidly human gameplay. Cyborgs don't need to pull items from containers because they cannot use them. Either ask for help from a human or tell the human to help themselves.

Punch Windows
Don't see a reason for this. It's fine, but there are clear workarounds in the meantime.

Respectfully disagree regarding ladders. We have two maps which people need ladders to move about.
That, and I have to disagree about taking items from containers. The one thing I can add from my experience (I'm sure theres at least one borg main out there that can add a dozen more to these) is that there's plenty of objects cyborgs should have access to in their respective lines of work, eg. civilian cyborgs handling cooking might need to access, say, the food boxes - egg cartons, cheese boxes, butter trays, so on, so forth. Mediborgs might have to retrieve something from a medkit for someone else, or an empty IV bag from a box. And I'm just mentioning these from the top of my head - there's a lot more of these that cyborgs don't have access to anymore. I think it's reasonable to say that restricting their access like this makes the gameplay pointlessly tedious, not just for the cyborg player, but for players around them.


(09-13-2023, 08:08 PM)Silent Majority Wrote: I always thought the various produce satchels would be the primary way cyborgs would move things.

Do you have specific examples of the sort stacking things necessity?  Cause like the only thing that i can think of imdieately is emptying lockers without moving the locker

Yeah! Lots of non-satchelable items have to be moved around, such as beakers, glasses, plates, general clutter, modules, and so on. Click dragging made moving every pile of objects from 2+ onwards a lot quicker. One specific example I can offer would be cleaning a table with a glass, a plate, and a fork on it. Click dragging these takes a lot less time than ctrl+clicking it. A sorting example I could provide is, say, managing cargo. If you've printed too many cargo holds for one crate, for example, click dragging makes sorting these really, really better. It just allows for better hauling. 

I think I've covered these and any other possible points in the main post. I'll refrain from making any further posts, because I believe I said my peace on this.
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RE: Cyborg QoL - and feedback concerning #15759 - by durin - 09-13-2023, 09:48 PM

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