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necromanceranne
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@necromanceranne necromanceranne commented Apr 11, 2023

About The Pull Request

In #73708, the anomaly detonation time was set to 75 seconds. As explained in that same PR, the detonation time for dangerous anomalies, the ones that have a delayed announcement, is roughly 40 seconds after announcement.

This PR brings the timer back to 99 seconds, so roughly 75 seconds to defuse for dangerous anomalies after announcement.

Why It's Good For The Game

I'm not sure why this decision was made, and I don't know if this person tested trying to reach one of these dangerous anomalies to defuse it using this timer. By the time one of these anomalies has been announced, it's probably too late to do anything about it. You'd need someone with the ability to immediately defuse that anomaly on hand within the department itself, and be able to access it as well. If there is even a few seconds delay, or if the anomaly is on the other side of the station from either engineering or science, that anomaly is going to go off the majority of the time. This mostly just leaves players confused as to why nobody did anything about it, yet most of the time that probably wasn't an anomaly that could have been stopped.

It's physically impossible to make it there in time under many circumstances, even for someone with full access to that area. Such as a captain who just so happened to have been in science and now has to reach Delta's security office area with an anomaly neutralizer or signaller. That's probably a 40 second transit. This is much, much worse the more we start to increase our maps in size and complexity, such as North Star or Tramstation.

Anomalies prior to this change had a bad habit of being ignored until they popped. After this change, I think a lot of folk just choose to deal with the consequences rather than attempt to resolve it, even if they would have been someone diligent enough to try and defuse it. Which mostly turns this event into 'there is now a syndicate bomb/plasma flood airdropped into your department at random and you're probably unable to stop it, have fun'. I've not managed to defuse a single dangerous anomaly that didn't literally spawn right next to me in either science or cargo since this change either.

Nuisance anomalies are whatever, they're not really worth considering.

Changelog

🆑
balance: Returns the anomaly detonation timer from 75 seconds (40 seconds from announcement for dangerous anomalies) back to 99 seconds (75 seconds from announcement for dangerous).
/:cl:

@tgstation-server tgstation-server added Balance Changes to functionality that modifies how effective certain methods are at powergaming Revert We all have regrets, but few get to make them vanish like this labels Apr 11, 2023
@Mothblocks
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I don't mind the change but we really should collect data on how many people collect anomalies and how much time they had left

@necromanceranne
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necromanceranne commented Apr 11, 2023

That's very fair, but I'm going to hedge my bets and say it's not very high. I know my experience is very anecdotal, but even well-prepared and going quickly, I've had a lot of trouble making it to these things most times.

Some might even be particularly low because they're nasty by design to defuse. Vortex and Gravity are both anomalies that can be too dangerous to even attempt (I think Gravity is almost 80% of the time not possible to defuse due to it stunlocking people next to it, rather than touching it like flux. I've had to do it via telekinesis most of the time, another hurdle to defusal). I'd argue those in particular would have low defusals.

@OrionTheFox
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I was wondering why I'd been unable to neutralize any anomalies recently, I didn't realize they were detonating faster than originally... I thought I was just slow

@necromanceranne
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Also nice I got 666 in the pr number

@carlarctg
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I've had this happen to me over and over and now I know why. It's extremely frustrating and makes it even less likely for cores to get used for anything ingame.

@Jezzared
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We had a whole round of admin tomfoolery due to a TC trade recently that involved tons of bluespace anomalies appearing. I was the captain for that shift, and i can confirm that on a map like tram, it is simply impossible to get to a lot of them. Imagine tramming from the chapel (where our 'ritual' to dispel the gimmick was happening) to medbay (where the admins had dumped a ton of neutralizers for us) and then back to the west wing to neutralize one in security. Not happening in 40 seconds. And that trek would be even longer if i had to get to sci, where they typically are. Even if you start in sci, the tram being on the other end of the map means that you need to wait for it to cross the whole length of the station and then go back. For the majority of that round, we were only able to neutralize convenient ones, or ones we literally saw appear. Whoever ran that for us can probably attest, a lot of the anomalies popped.

@carshalash
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The delay of announcing anomalies location also sucks,

@Jacquerel Jacquerel merged commit 744d505 into tgstation:master Apr 14, 2023
github-actions bot added a commit that referenced this pull request Apr 14, 2023
comfyorange added a commit that referenced this pull request Apr 14, 2023
Jolly-66 added a commit to TaleStation/TaleStation that referenced this pull request Apr 15, 2023
…to 99 seconds. (#5352)

Original PR: tgstation/tgstation#74666
---

## Changelog
:cl: necromanceranne
balance: Returns the anomaly detonation timer from 75 seconds (40
seconds from announcement for dangerous anomalies) back to 99 seconds
(75 seconds from announcement for dangerous).
/:cl:

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Timberpoes pushed a commit that referenced this pull request Aug 25, 2024
## About The Pull Request

Back in 2023 in PR #74666 Mothblocks said:
`We really should collect data on how many people collect anomalies and
how much time they had left.`
Now here in 2024 it occurs to me that I don't think we actually log that
information anywhere. So I added it.

Please note: I don't remember how blackbox logging works so while I
think this works it might not be the correct way to format the data.
Please tell me if it isn't.

## Why It's Good For The Game

`We really should collect data on how many people collect anomalies and
how much time they had left.`

## Changelog

Not player facing

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
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8 participants