Posts: 1,072
Threads: 93
Joined: Aug 2014
Recently, monkeys were changed to have their body type unable to be altered, thus dissuading geneticists from spamming activators on humanized monkeys.
While I'm not, in general, opposed to anything that makes life harder for geneticists, I feel like making monkeys unable to be humaned removes a lot of fun non-genetics interactions, and that the game is lessened by being unable to run around with e.g. a swarm of humanized monkeys stable mutagened into the captain.
Posts: 2,022
Threads: 68
Joined: Jun 2016
BYOND Username: NateTheSquid
Character Name: Nathan Dunkleman
are you sure this isnt a bug
Posts: 277
Threads: 28
Joined: Feb 2018
BYOND Username: Spoodle
Character Name: Sylvian Stone, Tony Williamson, Jenna Sekwa
(06-02-2018, 12:49 AM)NateTheSquid Wrote: are you sure this isnt a bug
It's in the changelog. Also, I support this change being reverted.
Posts: 2,041
Threads: 65
Joined: Nov 2014
BYOND Username: Zewaka
Character Name: Shitty Bill Jr.
I'm definitely up to partially revert this if people complain.
Posts: 464
Threads: 12
Joined: Nov 2012
BYOND Username: Xeram
I am for maintaining the spirit of the changes and suggest making whether activators give chromosomes based on whether there is a player presence in the mob while allowing monkeys to be humanized.
Posts: 38
Threads: 12
Joined: Apr 2018
BYOND Username: John_Bigless
This makes pretty much the only way to do genetics is to kidnap living people.
They want genetics to be antag-only from my point of view.
Posts: 87
Threads: 39
Joined: Mar 2018
BYOND Username: Evsey9
How... How do you do genetics like this, then?
Genetics is painful enough as it is, completely reliant on RNG and looking at the 2016 code to find out the recipes for good powers
Also it requires you to spend almost the entirety of the round next to your computer to get anything good
Good luck getting the crew to come to genetics so you can get at least SOME chromosomes when every other job has something more fun to do than stop doing whatever they are doing and haul their ass off to genetics for a miniscule chance to get anything good. I honestly don't care about getting mats from activators but there is no way you'll be able to get any reasonable amout of chromosomes with this change
Posts: 5,708
Threads: 303
Joined: May 2014
06-02-2018, 05:27 AM
(This post was last modified: 06-02-2018, 07:50 AM by Frank_Stein. Edited 1 time in total.)
In my opinion, genetics is over bloated with mutations.
Like, I feel the majority of mutations should be focused on abilities that tie directly to helping people perform tasks related to their job, some general bonus ones, and then a handful of fun ones.
Currently, fun but useless powers are too plentiful and it becomes a chore sloughing through them.
If we don't want people using monkeys, we oughta slim down the list of mutations to streamline the process.
Another idea is, we could make the randomized locked mutations less random, increasing the chances for certain job roles to have certain mutations. For instance, the chef having matter eatter, qm having Midas touch, Engineers environmental resistances, etc
Posts: 2,552
Threads: 33
Joined: Oct 2014
(06-02-2018, 12:47 AM)Roomba Wrote: While I'm not, in general, opposed ... removes a lot of fun non-genetics interactions ... e.g. a swarm of humanized monkeys stable mutagened into the captain. Yes.
Posts: 2,722
Threads: 143
Joined: Sep 2012
BYOND Username: Powmonkey
Why was this change necessary?
Posts: 106
Threads: 7
Joined: Jun 2017
BYOND Username: Newtonsolo313
(06-02-2018, 05:27 AM)Frank_Stein Wrote: In my opinion, genetics is over bloated with mutations.
Like, I feel the majority of mutations should be focused on abilities that tie directly to helping people perform tasks related to their job, some general bonus ones, and then a handful of fun ones.
Currently, fun but useless powers are too plentiful and it becomes a chore sloughing through them.
If we don't want people using monkeys, we oughta slim down the list of questions to streamline the process.
Another idea is, we could make the randomized locked mutations less random, increasing the chances for certain job roles to have certain mutations. For instance, the chef having matter eatter, qm having Midas touch, Engineers environmental resistances, etc
i have to agree mutations are too superhero-y smaller mutations like traits would be better than these useless but flashy powers
Posts: 252
Threads: 11
Joined: Jan 2016
BYOND Username: Haprenti
Why not remove medical research at this point ?
It's in need of quality of life improvements and what it gets is a kick in the balls ? Good
Posts: 1,102
Threads: 77
Joined: Feb 2017
BYOND Username: Studenterhue
To answer people's questions as why this change was added, and to avert some nasty, nasty conversations about this not being forewarned, I'd like to add my (terribly-made) screenshot of the conversations that led to this change. Which, I must add, was part of a much longer exchange about the benefits of activating genes in monkeys vs humans and geneticist interaction in general.
Posts: 2,722
Threads: 143
Joined: Sep 2012
BYOND Username: Powmonkey
I wouldn't object to that if it was implemented the way Phoenix suggested.
Posts: 2,041
Threads: 65
Joined: Nov 2014
BYOND Username: Zewaka
Character Name: Shitty Bill Jr.
06-02-2018, 09:02 AM
(This post was last modified: 06-02-2018, 09:31 AM by ZeWaka. Edited 3 times in total.)
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.
|