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Topic: SCP Beta 4 Issue Reporting
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67431dadba5a0RocketMan

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Is there a problem in putting swinging doors there?

If you're worried about space or physics interactions, you could also do a barn door, where the slats are only slightly offset from each other.  This is a rather odd setup for a bathroom but it's better than no door at all and you solve the space/physics problem.

67431dadba889ZylonBane

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Is there a problem in putting swinging doors there?
You mean beside the fact that there's no model for a bathroom stall door, and no sound schema for a swinging door?

67431dadbab2dsarge945

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I would also invert the part with the sink (make it face the toilets rather than away from it), since that's probably the weirdest part. It's like people intentionally have to walk as far as possible to wash their hands.

67431dadbadd2Vegoraptor

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You mean beside the fact that there's no model for a bathroom stall door, and no sound schema for a swinging door?
I could swear I've seen swinging bathroom doors somewhere. Must have been a fan mission then, either Minstrel or one of Christine's.

67431dadbaf26voodoo47

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Minstrel has them, but we should be very careful with adding things that never existed in vanilla.

67431dadbb031Vegoraptor

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Sure, but toilets with precisely no privacy do put a strain on ones suspension of disbelief, and I think it is reasonable to assume that there were supposed to be doors that had to be cut for one reason or another.
Also, isn't it tradition by now to have some sort of major bathroom-related feature in every iteration of SCP?

67431dadbb356RocketMan

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You mean beside the fact that there's no model for a bathroom stall door, and no sound schema for a swinging door?

Honestly I wasn't even thinking about that because the door is a mere rectangle (the framing, another rectangle with a cutout in it), the texture for the door... I can't imagine that'd be "difficult".  Does it need to be some fancy design with a VB logo or can it just be painted grey steel?  Similarly it doesn't even need to make a sound.  I know everything in SS2 makes a sound but most frobbable things in SS2 are some sort of electronic widget, whereas this is just a mechanical door.  You could make it creak but somehow I don't think that would sound realistic.

I dunno.  I think adding a simple gray swinging door is a pretty trivial fix that would be satisfactory to most players.  At least I would go as far as to say that having such a door would be less likely to draw attention than not having anything.

67431dadbb666ZylonBane

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Does it need to be some fancy design with a VB logo or can it just be painted grey steel?  Similarly it doesn't even need to make a sound.
Everything that SCP adds must be up to the standard of the original game or better. We're really not about half-assed "satisfactory" fixes.

67431dadbb76dRocketMan

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I said satisfactory, not half-assed.  What meteoric standards apply to toilet stall doors that I'm not aware of? Not everything needs embellishment, wouldn't you agree?

67431dadbb961tiphares4

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add at least one toilet on the rickenbacker please  :v

67431dadbba7dZylonBane

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Does the collective have any thoughts on adding a player "grunt" sound when mantling, as in Thief? The sounds would have to be copied from Thief, but Stephen Russell already voices Goggles' various grunts and screams, so I think it would fit in pretty well.

67431dadbbb87sarge945

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's'cool

If you don't want to use thief sounds, I'm sure one of the existing player grunts would also work. Most of them are pain grunts, though, and we don't want to make it seem like Goggles is too out of shape :)
« Last Edit: 31. July 2022, 04:41:37 by sarge945 »

67431dadbbc78RocketMan

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Or somebody could record the sound of loose clothing folding while doing such a maneuver.  Grunting when not taking a bullet to the face isn't exactly covert and could be somewhat annoying.

67431dadbbefasarge945

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Or somebody could record the sound of loose clothing folding while doing such a maneuver.  Grunting when not taking a bullet to the face isn't exactly covert and could be somewhat annoying.

Goggles looks like he is wearing some sort of tight bodysuit, like a fetish outfit or something. Who knows what went on in that freezer...

anyway, I doubt it would make much sense to have loose clothing sounds.

67431dadbc114ZylonBane

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Grunting when not taking a bullet to the face isn't exactly covert and could be somewhat annoying.
Uh, have you not played Thief?

67431dadbc242RocketMan

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No.


Sarge:  Good point.  Except that that's the only kind of audio I wouldn't mind.  The silence doesn't bother me much now.  Perhaps there are tight... fitting clothing sounds... this is making me uncomfortable.

67431dadbc6f3ZylonBane

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A common complaint against SS2 is that the character-building section requires players to make stat upgrade decisions without knowing what each stat actually does. There are in-game explanations of each stat in the character MFD, but at this point in the game players don't have access to it.

So it would be great for first-time players if they had some way to access that help text when they need it most. I see two main ways to accomplish this:
1. Just give players their cyber-interface when they arrive on the space station. Call it an A-grade implant or whatever.
2. Add a cyberspace training booth near the mission selection room that allows access to the MFD, and plays some narration telling players where to look for what each stat does.

67431dadbc85eRocketMan

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Even if they understand precisely what the stat does, the bigger problem is strategizing how to build their character to maximize their odds of survival or whatever their objective in playing the game happens to be.  This is actually very difficult to do and you could argue that you're already half-screwed by the time you get to the space station if you pick the wrong career.  If you think something needs to be done at all, then maybe make the change on Earth and put a "virtual" info terminal in each of the training booths to briefly summarize the stats.  At least this way they can contemplate their choices before they're distracted by the more linear gameplay style that the station has, compared to Earth, which is more... relaxing?

67431dadbc95dvoodoo47

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yeah, I can totally see people who skip the trainings because they are too boring reading a terminal for a couple of minutes.

anyway, sure why not. we'll have something to point at when people come whining, if nothing else.

67431dadbcacdRocketMan

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Well I agree there will be a ton of people who won't read it, just as I don't read the terminals in the actual game 99% of the time.  But if it's inside the training booth, they're not going to bolt out of the booth just because there's a terminal on the wall minding its own business.  And anyone who is complaining about this issue in the first place would be one of the people more inclined to have a look, wouldn't they?

Basically ZB said that because the user doesn't have their MFD, they can't access the info.  Giving them the MFD is no different than giving them an info terminal.  The difference is that the MFD implies implants you don't have, whereas a terminal is just a terminal.  Nothing suspicious about it.  And it would be one of the less invasive options, as creating a whole training module for this is quite obviously different.

67431dadbcbdavoodoo47

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not knowing what's what at first has a certain charm, but I'm not opposed to the idea. I just doubt it will make a significant difference.

but it's not like that has stopped us before.

67431dadbccc4RocketMan

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I agree with the not knowing thing actually.  This is more of a suggestion IF a change must be made.
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