Barotrauma
2023. szept. 29., 8:29
Sneak peek: Traitor system overhaul
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6175/89 megjegyzés mutatása
I foresee an increase in griefing / being kicked for no reason threads in the future :steammocking:

It'd be nice if we could get a different mode for traitor gameplay, though. Point A to Point B is a little bit stale, even with the threat of being fentanyl'd to death or being shot in the back of the head, or having the submarine blow up (again) lol. Just sayin'.

I made a suggestions thread about it, not really sure how feasible it would be though, but I bet people would play the hell out of it. Outside of really, really big submarines with a lot of players, not really sure the small cramped submarines can really benefit from traitor mode, as cool as it always is.

It'll be interesting to see what these 27 or so traitor events end up being, anyway. It's nice that they might start out slow and stealthy and eventually ramp up as rounds go by, rather than straight up being "yo exterminate the crew and then yourself lol".

Hope to see role specific traitor items too.
Legutóbb szerkesztette: Greb; 2023. okt. 1., 1:04
Keep making Barotrauma the best version of itself, do never give up on this unique game, and please do not make a barotrauma 2, just keep evolving this game until it becomes the best underwater survival game. Speaking on survival, what about implementing Hunger mechanics ? i think it would fit well and make stations have a little more purpose, imagine going to a bar in a station with your crew and discuss future plans while you enjoy some alien cocktails.
Please update game engine for more fps and optymalization
More power, yes more cores, or higher PC's are better supported than what the game needs to run, anything far above that helps the game run better.

Deleting things from the game like the last update where suitcases don't go into lockers doesn't help when the game in biome 4 says so now you get lags because it now creates a big pile of enemies right when you get there, just outside the sonar range but so close it jerks and when you get there it almost freezes.

My medium mod sub with less parts than an original big one that was almost empty as if it was a small one that had no more than 3 big lockers where 2 were not even half full of what goes in with suitcases, I didn't even have missions active so no cargo no enemies that were extra.

Whereas other players in a big one with full stuffed cabinets have no problems because they happen to have the right PC parts to make the game run normally.

-

That what the one say, food. / If as an option to switch on and off.

I want to take my time when exploring on journeys, and not starve because you can only eat on stations, or have enough food with you.

If it would be about food, then again the problem would be with storage, if you already restrict the cupboards for players to reduce maximum material you can have with you, then it would be bad to add food as items, there is actually already something to eat and drink original that has no use at all, takes time to use and does nothing at all.

Material will not reduce it, then players pick up the transport crates, put excess material in there, and throw the crate somewhere where it won't fall out of the submarine, unless they have a transport class submarine then they can put it in storage shelves, the perk for building 3 shelves with 2 compartments each is also useless if a submarine has no place to put them.
Burger eredeti hozzászólása:
Regalis eredeti hozzászólása:
Yeah, unfortunately the traitor mode is multiplayer-only. The way I see it, the human element (social deduction, lying, misleading and whatnot) is what makes the traitor system fun, so it'd be really difficult to get it to work with bots.
hey regalis i know you have only had a passing experience with ss13 but a easy item that could really help with the whole traitors not getting outed instantly would be agent cards(cards where you can change the name for impersonation)

I guess the main difference is that in ss13 traitors usually don't destroy the whole station. Traitors don't flood the whole station with plasma or anything. They have a very specific target, like killing a certain crewmember or obtaining some item. Traitors in barotrauma on the other hand often just blow up the whole sub. Usually a sucessful traitor messes up the whole campaign.
On ss13 there are people that have time to deal with a traitor, there are not really any lasting consequences from the traitors usually.
In ss13 you usually have 20+ people and maybe a couple traitors. But you have enough people to deal with them. In barotrauma you usually have 5-8 people on a sub, so if 1 of 6 people is a traitor, you really can't do much when you also need to have people to maintain and pilot the sub.
I think the main thing stopping me from having them in campaigns is how they either barely do anything, or completely destroy your sub and mess you up for the whole campaign. Honestly, traitors aren't exactly fun if they mess everything up and you have to restart.

I feel like if I play with traitors, it needs to be a sandbox game specifically designed around traitors. Also having to deal with a campaign is way too much.

They are disabled by default tho, so i don't have much of a problem with it. And you can have fun traitor rounds, if that's what you are going for and the traitor is inventive.
The fact that traitors are now available in campaign is a big improvement for the game. Amazing work!
Announcement eredeti hozzászólása:
With the traitor system overhaul, our goal has been to make traitor gameplay more engaging, offer more variety, and make it work with the campaign game mode. Traitors will be off in campaigns by default, but you can now invite treason to your travels in campaign mode as well.

Looking forward to this. I don't play with big enough groups to make traitor viable, and from what I see in online discussion it seems like you have a delicate balancing job to do. But based on past multiplayer improvements (in particular, how well the roles work together in multiplayer settings) I trust your judgement skills. Thank you for maintaining and improving the game and I hope you are doing well. Especially you.
jort93 eredeti hozzászólása:
Burger eredeti hozzászólása:
hey regalis i know you have only had a passing experience with ss13 but a easy item that could really help with the whole traitors not getting outed instantly would be agent cards(cards where you can change the name for impersonation)

I guess the main difference is that in ss13 traitors usually don't destroy the whole station. Traitors don't flood the whole station with plasma or anything. They have a very specific target, like killing a certain crewmember or obtaining some item. Traitors in barotrauma on the other hand often just blow up the whole sub. Usually a sucessful traitor messes up the whole campaign.
On ss13 there are people that have time to deal with a traitor, there are not really any lasting consequences from the traitors usually.
In ss13 you usually have 20+ people and maybe a couple traitors. But you have enough people to deal with them. In barotrauma you usually have 5-8 people on a sub, so if 1 of 6 people is a traitor, you really can't do much when you also need to have people to maintain and pilot the sub.
I think the main thing stopping me from having them in campaigns is how they either barely do anything, or completely destroy your sub and mess you up for the whole campaign. Honestly, traitors aren't exactly fun if they mess everything up and you have to restart.

I feel like if I play with traitors, it needs to be a sandbox game specifically designed around traitors. Also having to deal with a campaign is way too much.

They are disabled by default tho, so i don't have much of a problem with it. And you can have fun traitor rounds, if that's what you are going for and the traitor is inventive.
"ss13 traitors usually don't destroy the whole station" nah they usually do on lrp or final objectives like sm cascade/romerol/battlecruiser maybe mrp is different but those servers are pretty snooze for me. also traitors have like 12 different targets for abuse each nowadays with progtot.

if we want baro traitors to not just use it as a license to grief stealthy covert playstyles need to be encouraged instead of say welding shut the reactor room and blowing it. traitors will probably just be reduced to being a "challenge" modifier for campaigns though but hey some people also use jovian radiation willingly.
My main wishlist item for the traitor mode is for it to not just end the game when the traitors complete their objective and leave the sub. It's incredibly jarring and boring to just have the round end seemingly out of nowhere. If that round ending mechanic is removed, I'll be pretty happy to turn this on when playing with friends.
among us should sue for steal gameplay
Until I actually read the article I thought it'd just be another attempt to make an annoying mechanic more popular, but this actually seems more interesting. The old system really just seemed like a doomed concept, among friends or randoms. The traitor does something at the most inopportune time to get the most success and either the entire ship sinks or it's just another dumb problem to fix on the list. People joining lobbies to scream "traitor on traitor on traitor on." just to yell slurs if it wasn't then leave.

Now it feels like friends could just prank each other in a game of guess who.
I kinda hope that someday we get chance
To use two oxygen tanks at the same time
наконец то грядёт что то интересное спустя столько времени
euro089 eredeti hozzászólása:
I kinda hope that someday we get chance
To use two oxygen tanks at the same time
yeah, we need some kind of harness that you can equip and that allows you to use two oxygen tanks with a mask or diving suit at the same time. Or simply make them last 2x longer, make them harder to make and increase their price. It would be more useful. It's really annoying that you have to steal half of the oxygen tanks on the sub to survive if the sub is sinking or being attacked by something big... Every round in multiplayer begins with all players taking most or even all (on small and medium subs) of available oxygen tanks
Legutóbb szerkesztette: Sadge; 2023. okt. 3., 5:21
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