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06-02-2018, 09:52 AM
(This post was last modified: 06-02-2018, 09:52 AM by Frank_Stein. Edited 1 time in total.)
(06-02-2018, 09:02 AM)ZeWaka Wrote: Okay, due to feedback on this issue, I'm going to make it so you can only use activators on players.
However, you still will not be able to change the bodytype of premature clones. Because that's an exploit, yo.
<strike>Furthermore, to rebalance, Grayshift and I are going to look into increased rewards for different methods of obtaining genetic material/using it.</strike>
Rewards for using activators on players has been boosted.
To encourage players to visit geneticists, it's now possible (low chance) to flip-unlock a genetics scanner.
That all sounds good to me
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BYOND Username: Powmonkey
(06-02-2018, 09:02 AM)ZeWaka Wrote: Okay, due to feedback on this issue, I'm going to make it so you can only use activators on players.
However, you still will not be able to change the bodytype of premature clones. Because that's an exploit, yo.
<strike>Furthermore, to rebalance, Grayshift and I are going to look into increased rewards for different methods of obtaining genetic material/using it.</strike>
Rewards for using activators on players has been boosted.
To encourage players to visit geneticists, it's now possible (low chance) to flip-unlock a genetics scanner.
Very excellent.
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BYOND Username: Joefesok
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BYOND Username: Ed Venture
(06-02-2018, 09:02 AM)ZeWaka Wrote: To encourage players to visit geneticists, it's now possible (low chance) to flip-unlock a genetics scanner.
One of the best changes of 2018 imo
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BYOND Username: BlackPhoenix0928
The long form of that conversation was literally me repeatedly pointing out that if a human comes and just asks if they can get beat powers, you have no real reason not to let em in and research their genes, then make activators for the good ones. You lose a tiny bit of efficiency in order to make one persons round better, with the potential for making the whole round better depending on how they use the powers.
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BYOND Username: Newtonsolo313
(06-03-2018, 05:20 PM)BlackPhoenix Wrote: The long form of that conversation was literally me repeatedly pointing out that if a human comes and just asks if they can get beat powers, you have no real reason not to let em in and research their genes, then make activators for the good ones. You lose a tiny bit of efficiency in order to make one persons round better, with the potential for making the whole round better depending on how they use the powers.
that’s a bit unfair to say isn’t it your really understating the counter argument to make a point in your favor
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BYOND Username: Wisecrack34
Character Name: Ereven Nailo
How about letting geneticists use themselves as test subjects via handheld computer sync (Lets you use the computer when away from it)
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BYOND Username: Superlagg
(06-04-2018, 10:43 AM)Wisecrack34 Wrote: How about letting geneticists use themselves as test subjects via handheld computer sync (Lets you use the computer when away from it)
Or even better, have the geneticists use each other. One gets to be the scientist, and the other completely at their mercy.
Maybe add in some waiver forms so your test subject can't sue (ahelp) for damages.
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BYOND Username: Skornzy
Character Name: James Paxton
Why not have it so you can still get things from monkey human activators like before, but keep the human bonus as incentive to branch out to other players? I have a hard time as it is to get people clonescanned, let alone getting them to come in for their powers. This new update is a faster drain on research funds, and a waiting game once you run out.
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BYOND Username: Adhara in Space
(06-04-2018, 05:44 PM)Skornzy Wrote: I have a hard time as it is to get people clonescanned, let alone getting them to come in for their powers.
This is probably the most important point I've seen here. By nature, people will think about themselves before other people, so relying on the staff assistant who stole your hat and farted in your face to do your job seems like a bit of a drag.
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BYOND Username: New525
Ive played geneticist a good bit since this change. I was tepid on it at first but ive come to realize this change is excellent for two reasons.
1. It forces more player interaction for genecists a job famous for locking themselves in their lab until the shuttle arrives
2. It is a massive buff for said geneticists. thanks to the amount of chromosomes you get from testing on random assistants you can easily stabilize all the cool powers you find and easily amass a massive arsenal of abilities without worrying about stability.
10/10 change
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Yeah all you gotta do is run around giving people free powers and you get everything you could need
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BYOND Username: Ed Venture
If this makes these med-sci nerds interact with the crew and gets me powers without being violently push out of med-sci then this is a great change. Geneticist standing in one place doing nothing and interacting with no one has been a annoying issue people have been speaking out against for years.
Geneticist only have themselves to blame for this.
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BYOND Username: MrMagolor
06-10-2018, 02:00 PM
(This post was last modified: 06-10-2018, 02:01 PM by MrMagolor. Edited 1 time in total.
Edit Reason: elaboration
)
IMO the problem is not that there are too many mutations, it is that it is too hard to distribute those mutations.
It's hard to really share the fruits of your labor when a "full set" is a few hundred materials and a few minutes' worth of cooldowns.
Not to mention that to get the cool empowered/syncrhonized/energized mutations you'd need to convince people to take bad mutations.
But otherwise I do like genetics as it currently is.
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BYOND Username: Technature
(06-10-2018, 02:00 PM)MrMagolor Wrote: Not to mention that to get the cool empowered/syncrhonized/energized mutations you'd need to convince people to take bad mutations.
Fact.
Monkies can be used for this without breaking the rules and they can't do anything against it unless you forgot to blindfold them AGAIN! BARRY! YOU ASSHOLE!
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