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By Slither at Jul 1, 2025, 5:46 AM
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JUSTICE
5,158 posts
Anor damn, that is an amazing dig, discovery and a fix! I knew that the endless counters felt wrong, and clearly that was never the intent.
Very nicely done Slither, thank you
By Aida at Jul 10, 2025, 12:09 PM
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STREET SAM
406 posts
Feels good, I only have one issue with it. If someone is guarded you can just walk away from the combat, so getting someone to bleed and then going guarded doesn't really work.
By Rillem at Jul 10, 2025, 12:12 PM
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CHUMMER
173 posts
Why is that a bad thing? If you want to win a fight, be in the fight, not just score a bleed and go guarded.
By Aida at Jul 10, 2025, 12:27 PM
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STREET SAM
406 posts
No I agree with you. But it was brought up in Slithers post so I was pointing out it doesn't work.
By Rillem at Jul 10, 2025, 12:28 PM
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CHUMMER
173 posts
So, that's true. You can flee unopposed against an opponent who is guarded (if it's your only opponent). I more meant like, if you are trying to wait the opponent out or maximize your defensive chances, because you want to get away (or hope for backup) and don't think you'll successfully flee. Like if they are bleeding or you just need to buy time. You could go guarded, and then it's their choice if they want to flee, or stop attacking, or keep at the fight.
By Slither at Jul 10, 2025, 12:40 PM
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JUSTICE
5,158 posts
Love the guarded changes! Thank you staff!
By Inks at Jul 10, 2025, 4:16 PM
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SPLATJOB
37 posts
Thank you for the changes! Seems like this will encourage characters to work together more. 😊
By svetlana at Jul 10, 2025, 5:25 PM
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GATO
555 posts
Glad this got figured out. Appreciate you, Slither!
By Quotient at Jul 10, 2025, 8:17 PM
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STREET SAM
454 posts
Oh man! I will use phones so much more now. Thanks Slither. I found it awkward to talk on them like a few others mentioned.
By Papertiger at Jul 11, 2025, 11:18 PM
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BATA
207 posts
Woo, thank for you the phones and the reports, and robots too - though this won't directly affect me. Always amazing stuff
By Aida at Jul 11, 2025, 11:23 PM
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STREET SAM
406 posts
Thank you so much for the phones update!! I feel so much more confident in my phone RP knowing that now I can just talk and people will see my voice message.
By svetlana at Jul 11, 2025, 11:26 PM
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GATO
555 posts
Thank you so much for the changes to robot installation! I'd encountered a lot of weirdness with this early on and it was a major source of frustration. I appreciate the new streamlined approach.
By Thrillimanjaro at Jul 12, 2025, 4:40 AM
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WAGE SLAVE
27 posts
Thank you for changing the way guarded works.
I'm sure there are turtles all over Withmore crying themselves to sleep.
By Hek at Jul 13, 2025, 12:14 PM
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LEGEND
1,166 posts
Given that this is a very very significant change to robotics, when are we going to be seeing flying robots actually released?
I'm just very confused why such a sweeping change was necessary when aero tech + rigging doesn't really exist at all, because I think this affects more players being told that they double skilled into electro tech + auto tech for nothing more than it affects that hypothetical aero tech extreme outlier.
By Risikio at Jul 14, 2025, 6:21 AM
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BATA
259 posts
Flying robots? No idea what you're talking about. Not something I ever promised to work on, and not something on my roadmap.
Not sure what you're confused about, I think I made it pretty clear in my original post what the problem was and what my fix to it was.
By Slither at Jul 14, 2025, 7:30 AM
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JUSTICE
5,158 posts
@Risikio: From my understanding, the justification on Aero Tech (or Auto Tech) is more just the concept of general mechanics, like less focused vehicle work.
By Aera at Jul 14, 2025, 8:29 AM
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SPLATJOB
38 posts
Last I checked, a store was selling a 'Flight Thruster' as a robot part, so that might be why Risikio thought flying bots were in the works.
By zxq at Jul 14, 2025, 9:59 AM
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SPLATJOB
31 posts
ngl i often find it silly electro techs arent the same as riggers since they shud be able to use remote controls w no problem. but idk if that fits to say here. i like the updates tho.
By Veleth at Jul 14, 2025, 3:48 PM
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ACE KOOL
624 posts
I'm going to ask though that if the three skills are going to be interchangeable for the purposes of installing and uninstalling robot parts that the same change be made to repairing individual parts and frame of the robot chassis as well.
By Risikio at Jul 17, 2025, 9:31 AM
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BATA
259 posts
Weapons mods can now be removed?!
This is epic.
Thank you very much!
By Hek at Jul 26, 2025, 2:12 PM
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LEGEND
1,166 posts
So excited for the PDS updates. ♡ Ready 2 die
By Papertiger at Jul 28, 2025, 4:52 PM
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BATA
207 posts
So excited about the PDS updates!!! Thank you!!
By svetlana at Jul 28, 2025, 5:41 PM
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GATO
555 posts
I've never seen any "old" PDS scripts, but whatever is running now I must say, nice job.
By Mindhunter at Jul 28, 2025, 6:53 PM
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CHUMMER
171 posts
@Hek
Given that the big giant warning of "Continuing this action will result in the destruction of the modification. Continue? [Y/N]" I don't think that this has been implemented.
By Risikio at Jul 29, 2025, 9:31 AM
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BATA
259 posts
Ahhhh thank you staff, ahhhhhh.
By Veleth at Jul 29, 2025, 4:58 PM
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ACE KOOL
624 posts
How does that work for people who had biomods before, RP that they went in for a 'fix'? Or?
By Ociex at Jul 29, 2025, 5:30 PM
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CHUMMER
151 posts
Let me preface by saying I love the idea of some of the recent changes, however…
Biomod controllers (last I knew) couldn't be "uninstalled" without it killing the patient, meaning there may be some edge-use cases where someone no longer has biomods, but is stuck with the PDS load from a depreciated controller. Could this be checked into and given a way to resolve if so, please?
And that there was already a massive degree of cross-over between electrotech and securetech and with the shift of controlling security systems to the rigging skill trio securetech has now been depreciated, it seems, to strictly install/uninstall security devices... in which case does it need to be a separate skill from electrotech at all?
Additionally there is at least two items that were 'this secure tech staple, but secure' that may also potentially be obsolete with the change?
By Huntresskai at Jul 29, 2025, 6:00 PM
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SPLATJOB
37 posts
Old biomod users with controllers will not be impacted by this change. Their mods are still the same ones they had and have not been updated, so they will not experience an increase in PDS score.
By Mono at Jul 29, 2025, 9:35 PM
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ADMIN
12 posts
I cannot express enough how happy the fact that grid is entirely IC now is making me.
Yes there is also tons of fantastic other things for deckers in there too, but it existing inside the realm of mud now firmly is just amazing enough on it's own, rather than some weird stand-out part I have to keep remembering about.
Thank you.
By Aida at Jul 29, 2025, 11:53 PM
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STREET SAM
406 posts
I think that fire damage should be able to be repaired no matter how small it is, as there are jobs such as 3LP, WCS, and Corporate Janitors who can face RP backlash from being unable to clean up the evidence of a fire in places like the corporate lobbies and Gold sector streets.
By Risikio at Jul 31, 2025, 10:10 AM
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BATA
259 posts
Strong disagree, I actually would love all fire damage to have some cooldown (giggity) before it can be even attempted at a repair. As it is firebombings are just too easy to ignore.
By Aida at Aug 1, 2025, 1:28 AM
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STREET SAM
406 posts
Imho, repairing fire damage should require tools and scraps.
By Reinhardt at Aug 1, 2025, 2:53 AM
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CHUMMER
169 posts
Appreciate the feedback, but these are better for an ideas thread as all that changed here is a message being presented instead of I don't understand that.
Gentle reminder: I don't often review these threads after the month is over. I don't want to lose your ideas, which is why I point you to Ideas for things not directly related to feedback on a change made in the month. Best to err on the side of an ideas post in this case so a proper discussion can be had.
By Slither at Aug 1, 2025, 7:57 AM
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JUSTICE
5,158 posts