I am going to take the rest of the week off to fix a bunch of shit you guys found, none of this even came up in the last month somehow, saturday should be much less jank, I basically got home from work and went directly into the session so I have not read the new posts in the thread yet.
When it isnt lagging its totally unplayable though. I don't even want to imagine how you move when on meth. You could try increasing walk speed to whatever the normal run speed is maybe. But you'd have an issue of people your attacking moving too fast still.
I am kindof with you on the movement speed being too high, but its a bit gay playing it up this much settle down. I think other people mentioned overshooting stuff on accident, that may be due to the high movement speed making them queue up multiple movements before they see anything on screen, so I will try reducing movement speed a bit.
Mining station enjoyer here. Does lavaland or similar exist on this? Haven't played in a few years but I remember it being kinda new back then, not sure.
Eh there is an asteroid. To be honest its probably possible to bring back an older lavaland by backporting TG stuff, IDK if anyone would like it though.
Most of the very new stuff is afaik all dependent on rustg which isn't really possible to sustain. It 'performs better' but thats because its multicore. In other words it actually performs pretty badly it just is able to use a bunch of cores to make up for it. As far as I can tell from testing it would probably cost hundreds of dollars a month to host properly so its kindof engineered to fuck over anyone who doesn't already have a bunch of money to throw at hosting costs.
I will do my best to resolve the issues and hopefully that will make it fun. The ones on the top of my list are:
- Robots cant hear, wtf
- Hydroponics trays dont work, wtf
- Reduce the movement speeds a bit, make walk closer to run
- I think pain needs a balance pass
- Really badly need better/more events as stuff to do, meteor/blob doesn't really cut it and most of the others are non-events
One concept I had was basically trying to implement black market stuff people can do, with some interdepartmental work-ins. Like chemistry and cargo could work together to sell drugs. Maybe I could add a trader role to facilitate this, who can sell stuff the station produces and bring goods in from off-station. Thoughts/ideas on that? I can probably fix the major bugs and get like maybe one major feature in like this if I really focus in the next few days.