Poll: What do you think about the pulling change?
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REVERT REVERT DEATH TO THE FEATURE
25.00%
35 25.00%
Reduce the penalties across the board
7.86%
11 7.86%
Reduce the penalties for all but big stuff
15.00%
21 15.00%
Reduce penalties for just a few things
5.00%
7 5.00%
IT'S FINE AS IS JUST MAYBE SOME TWEAKS
9.29%
13 9.29%
Comedy option
37.86%
53 37.86%
Total 140 vote(s) 100%
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Hey hey this item is really slow to pull! Fix it!
Honestly I think that post by Noah needed to be made. Most of us have been holding back out of respect and a desire to not get the thread locked/be automatically dismissed with 'well, it's clear you're not willing to be reasonable about this', but that's pretty much how vehemently most people actually feel about the change and how it's been approached. Plus, we've had about ten pages of calm, reasonable discussion dismissed with 'lol you think I actually bother to read that stuff'.

As for alternative transport methods I'll just quote myself from over a month ago since nothing has changed about them since then.


(03-12-2017, 10:05 PM)Roomba Wrote: I think part of the issue is that nearly all the suggested mobility options for moving crates/lockers etc. around are only really useful by QM - more specifically, for moving stuff from QM to other areas. The cargo pads are useful but the cargo transporter is rare outside QM, only QMs can really make use of the MULEbots, and trying to get to a spare forklift/cargo cart so you can surreptitiously cart a crate of monkey organs to a pod generally requires way more effort than just pulling it, particularly if someone is just riding around for fun. The only generally useful option is the byzantine belt hell, and at least half the time your crate will never get there because an explosion/a clown is blocking a critical juncture.
Sprinting has been adjusted to be high-speed over a short distance while pulling, for those brief intra-departmental crate shuffles.

Side bonus, it's now more effective against cold and other slowing effects too.
top five post all time
(04-13-2017, 05:33 PM)OMJ Wrote: top five post all time
top five
It's perfect.
(04-13-2017, 08:21 PM)Ed Venture Wrote: It's perfect.

/thread
(04-13-2017, 10:28 PM)zewaka Wrote:
(04-13-2017, 08:21 PM)Ed Venture Wrote: It's perfect.

/thread
It's not perfect but it's better than "lol nah"
Noah was right, if a bit acerbic. Grayshift, I appreciate the apology but cannot resist putting in my two cents by saying your tone towards basically everyone here was (previously) fucking trash and I'm glad Noah raked you across the coals for it. He's basically said everything I could-- MULEbots pause too much, et cetera, cargo tugs are very weird and shitty and slow, genetics is mostly a nonfix, et cetera.

I did notice that any kind of cold or damage slow stacked multiplicatively on your drag speed, basically making the existence of the slowdown make you into a fucking human snail from each small penalty multiplying on each other. Hopefully that was fixed with this patch.

I would definitely appreciate more player agency as a fix to the drag kidnappings rather than this overarching, game-affecting change. Even if the admin team supports it fully, the playerbase clearly does not, and making the basic systems of a game shitty and frustrating will drive people out in huge scores (see: the fact this is a 24-page thread).
(04-13-2017, 10:40 PM)Nnystyxx Wrote: -snip-
this is basically exactly where i stand. noah was right, if a little rash, but it was needed. such a change that affects the player base should be run through the player base first. i think we need to work together to find a better solution to this problem. i havent read a lot of this thread, to be honest.

if this was to help security or whatever, then just make security pull things a little faster, or have more stamina, or run faster. more stamina/run faster makes sense because of 'elite' training from NT. if this was to make cargo more relevant then it shouldnt fucking affect corpses and shit, because why is cargo gonna do anything about that. it should just be crates and lockers.
I still think cargo carts need to be souped the fuck up. I'm talking pod level customization, with different parts for different purposes. Build a speedy crusier for getting around the station in a breeze or an armored behemoth for riot control. I'd almost say forklifts should just be rolled into a cart part specification.
(04-14-2017, 12:34 AM)Frank_Stein Wrote: I still think cargo carts need to be souped the fuck up. I'm talking pod level customization, with different parts for different purposes. Build a speedy crusier for getting around the station in a breeze or an armored behemoth for riot control. I'd almost say forklifts should just be rolled into a cart part specification.

agreed A++
cargo carts being reconfigurable into multi-purpose vehicles definitely fits the modular spirit of goon's mechanics
(04-13-2017, 10:33 PM)Musketman12 Wrote:
(04-13-2017, 10:28 PM)zewaka Wrote:
(04-13-2017, 08:21 PM)Ed Venture Wrote: It's perfect.

/thread
It's not perfect but it's better than "lol nah"

Agreed. Its perfect in the sense that it finally adressed the issues I was having and for the moment it's good enough for me and makes up for his previous tone and refusal to change this change.
Holy shit.  :eyepop:

I thought it was fine when it was first implemented: still think it's fine. I was content with letting these kids scream and holler for a while but this is ridiculous now. Do some breathing exercises, go for a run, flaggelate yourself, whatever you need to do to relieve that pent up stress.  :fap:

I am one of those folks who fully supports this change.  Here's to us!
The thing about dragging handheld items behind you is that it more or less gives you an extra inventory slot. Not too useful for most items, but it's great for hauling around a spare chainsaw or traveling with a flamethrower without worrying about getting Beepskied. Course, anyone can just pick it up, which makes it pretty risky.

Lockers and crates are good for *everything*, from being portable shields-on-demand, to near impenetrable kidnappers, to even impromptu securitron clowncars. Incentivizing the other transport methods is only one benefit to limiting their pull-speed, as it gives some kind of (strange) drawback to this weapon of mass utility. Not sure if this is the best way to do it, but I don't have any suggestions otherwise.

I really don't like drive-by kidnappings. The crew can move so quickly that even a brief stun-and-pull can take you to your doom. I'd say to keep the speed for dragging people slow, except for security officers who should have, like, their upgraded grab pull people without penalty. Throwing people on the ground, in my experience, is usually enough to get people out of a bombed-out area, as is sticking them with epinephrine and salbutamol, or just cloning them after they inevitably die.


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