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replaces BoH in the jewvend with advanced clown shoes #13616
replaces BoH in the jewvend with advanced clown shoes #13616
Conversation
For posterity @Durgen was right. |
Fuck, this removes the new meta of rushing the vends, stringing your coin, buying two bags of holding, rushing the bridge and portable singuloosing by 12:07 for that sweet antagonizing. Realistically, though, most items in the tradevend are much better when used for oneself:
Really the only item that is purely for trade would be the box of marauder circuits which no one will ever trade you for because it has a missing circuit. Honestly trading mostly sucks because the shuttle docks in the middle of nowhere and you'll be lucky if a single greyshit accidentally stumbles onto it while fleeing the law, which is why it's much easier to steal shit instead. I always thought we should just switch the trade and escape shuttle. |
We'll have to observe and see. And some of those arguments are pretty theory heavy. Your opinion of bluespace beakers rely on RnD/Mechanics always delivering supplies to Medbay. Which is very wrong. |
I've successfully sold the borer egg a few times as well as the bluespace beaker. Chemists WILL buy it if you offer it first thing in a round, they're happy to have it. The problem with the trade vendor theory is this. You either
To make matters worse, half of the things you're trying to sell (marauder circuits, borer eggs, bluespace crystals) are for the department that can just steal them out of your ship with telescience. The trader ship isn't shielded against teleportation. This isn't theorycrafting, I actually watched this happen to a trader. They offered to sell science their crystals, so the telescientist simply stole them. |
God help me I need an issue with all the places that should be shielded against telescience. |
@Kurfursten that's when you use your 100 potency bluespace tomatoes to steal it back with interest. But really we all know the easy and correct solution here is to just remove telescience :^) |
We aren't designing stuff to work every time. That's a bonus but it isn't the requirement. We're designing stuff that can work. Bags were an edge case that might work but demonstrably did not. Beakers on the other hand, if I hear it I will drop everything I'm doing and pay any price I can pay for one if I'm in service/medbay. Think along those lines. Things that can work. |
So it's okay that traders are a role that has to put on a hardsuit, take a shuttle trip, walk across the entire station, and haggle over and sell a single bluespace beaker because the white labcoat guys 10 tiles away don't feel like printing dozens and distributing them for free? I know inefficiency isn't everything because >RP, but this is still a horrible game mechanic. |
I'm not really sure what you're asking or saying. The issue isn't in vox traders. It's in scientists/mechanics not automatically delivering supplies every round. That issue isn't a code or (really) a design issue. It's a player issue. Players will play how they want to play and most choose to efficiently complete research and tasks they wish to do instead of help others by default. Traders have nothing to do with how research players choose to play. On the other hand, it's an opportunity for traders to sell something other players want to buy. |
What I'm saying is that traders are to scientists what janitors are to janiborgs: completely inferior in almost every way in selling bluespace beakers that can be easily mass-produced by science. Unless the very first thing you do is rush to sell them. |
Time has value all its own, having 200 units of space early in the shift when you're massing up your pills and making cryo mix is a lot more useful than 200 units of space an hour into the round when nothing's happening. That's just always going to be true, scientist or not. |
Phrasing |
It makes me happy to see this thing improved the traders game. I agree with this PR. I'll be looking into new stuff to add to the vendor. |
phrasing also shouldn't this have a changelog |
I've been observing it for the last 11 days and I'm yet to see a trader sell their bag of holding once. Yet I see it almost every round there's a trader on their back.
Bad theory. You can't give players something they'd find more valuable with the intention of them selling it.
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