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Dizziness status QOL/tweaks #3933
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You currently have a negative Fix/Feature pull request delta of -5. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score. |
Dizzy effect can be healed with chems. |
It's soulful, plus depending on severity it can affect your aim. |
yeah bro everyone should carry tea or have the game bully him irl with nausea.
I fail to see the soul in effects that make me want to ghost or alt f4. And no, I've had it at high severity hence why it lasted for minutes, it does not throw aim off at all. That only happens with sharp screen movements like buck PB shakes that were removed. |
The dizzy effect is on all ss13 servers. For YEARS i havent seen anyone ever complaining about irl effects specially with how infrequent the shake is . If you want it different go ahead and do a rework dont just nuke it out because it anoys you |
Here's the full 5 minute effect anyways https://streamable.com/ln4sv1 and god forbid you catch a whiff of more neuro during this cause it'll potentially never go away.
You get to see it now then because someone has implemented an abominably long shake effect. Might wanna google motion sickness if you're really this ignorant.
The only rework I'd be willing to do regarding this is deleting it as offscreen globs were already removed once for good reason. But no, there's actually no need to replace it with anything because as I said - it is mechanically insignificant and serves only to harass the player. |
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I am pretty sensitive to motion sickness, but this effect doesn't feel too bad - just maybe potentially too long. So how about we implement another realistic way to mitigate this in game:
- Add a check inside the while loop of
/mob/proc/dizzy_process()
where if you're buckled or resting, your pixel_x and pixel_y get set to 0 instead (or cap the movement to something very small so you can still see the tiniest amount of it). - Add a to_chat message at the end (when it leaves the while loop) mentioning the dizziness has passed (so you know to get up).
- Optionally lower the max dizziness value from 1000 to maybe 500 in
/mob/proc/make_dizzy(amount)
Setting it to 500 doesn't seem to change much, possibly makes it even worse. If the effect absolutely has to stay can it not be shortened to a sane value instead - around half a minute to match the jittery effect? Should be infinitely more bearable that way. |
Isn't 1000 to 500 still 500 seconds at max though? As for intensity I tested it after changing the value to 500 and as I said it is not much different. |
The value is not seconds, and as I showed just above it is reduced by either 3 or 15 every So assuming you aren't stunned, knocked down, or knocked out: The value is effectively 0.6 seconds for every 1 dizziness or 0.13 seconds for every 1 dizziness if resting. I do recommend also doing the other two things I suggested; so far you only have implemented the third optional one I suggested. To periodically suggest resting, inside |
I see, thank you for the explanation. Done the other 2 now, added the prob message and updated title, description and CL to match. |
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Code changes should be fine, just be sure to test it out to make sure its doing what you want now and undraft when you're ready.
About the pull request
Reduces maximum dizziness value, prevents screen from spinning when buckling or resting and adds associated chat messages.
Explain why it's good for the game
Clarity and ways to prevent nausea for people suffering from motion sickness are good.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
add: Messages suggesting to lie down when dizzy and when the effect is over.
add: Prevents the screen from spinning when buckled or resting
tweak: Maximum dizzy value lowered by half
/:cl: