Xeno identification

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Dolth
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Re: Xeno identification

Post by Dolth » 29 Nov 2018, 11:49

Again, no offenses but.

I understand you devs have a life aswell, and you're doing this on your free time AND have probably other priorities, but jesus if that's just five minutes what's taking so long? We're talking about months, not just two weeks to get a simple stuff like that updated..
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Re: Xeno identification

Post by Pulse Demon » 29 Nov 2018, 12:30

I fully support this idea. I am a competent hivelord player, some queens have already started to reconogize me just from the way I make defensive structures in certain maps and would love to have some sort of identification so queens dont spend extra time laying baby steps orders to me, so they know I am competent already and know what am I doing.

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Re: Xeno identification

Post by kastion » 29 Nov 2018, 12:39

Dolth wrote:
29 Nov 2018, 11:49
Again, no offenses but.

I understand you devs have a life aswell, and you're doing this on your free time AND have probably other priorities, but jesus if that's just five minutes what's taking so long? We're talking about months, not just two weeks to get a simple stuff like that updated..
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Re: Xeno identification

Post by kastion » 29 Nov 2018, 12:47

spooky did say that theres no rule against saying stuff in Looc so maybe all of us should just tell our name at the start of the round so we know whos who

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Re: Xeno identification

Post by Dolth » 29 Nov 2018, 13:29

Yeah, saw that. Just sad. At least for once we had an answer.
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Re: Xeno identification

Post by Exodus » 29 Nov 2018, 16:19

I do think it's kind of sad that a solid portion of the game's players at any given time are allowed no recognition for their efforts beyond a single person whose name is stated at the end of the game.

Certainly, it can just be a way to boost a person's reputation, but that isn't really a bad thing. I don't see a problem with people wanting to know who each other are.

From a somewhat more practical standpoint, numbers are actually extremely inefficient in some regards. For example, I've found it difficult in the past to identify different Xenomorphs due to the closeness of their numbers, and since they're arbitrary identifiers, this can lead to some tactical difficulties that frankly shouldn't be present in a hivemind, such as telling 668 that there's mines instead of 669.

Just a thought, but I don't see what this would actually hurt. The implication that elitism would somehow change everything seems somewhat poorly conceived. Medics don't exclusively treat good players, and I really doubt Xenomorphs would behave differently in regards to offering their assistance.
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Re: Xeno identification

Post by CABAL » 29 Nov 2018, 16:21

Problem solved. Just state your Byond/PFC names in LOOC at the start of the round.
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Dolth
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Re: Xeno identification

Post by Dolth » 29 Nov 2018, 16:58

Exodus wrote:
29 Nov 2018, 16:19
I do think it's kind of sad that a solid portion of the game's players at any given time are allowed no recognition for their efforts beyond a single person whose name is stated at the end of the game.

Certainly, it can just be a way to boost a person's reputation, but that isn't really a bad thing. I don't see a problem with people wanting to know who each other are.

From a somewhat more practical standpoint, numbers are actually extremely inefficient in some regards. For example, I've found it difficult in the past to identify different Xenomorphs due to the closeness of their numbers, and since they're arbitrary identifiers, this can lead to some tactical difficulties that frankly shouldn't be present in a hivemind, such as telling 668 that there's mines instead of 669.

Just a thought, but I don't see what this would actually hurt. The implication that elitism would somehow change everything seems somewhat poorly conceived. Medics don't exclusively treat good players, and I really doubt Xenomorphs would behave differently in regards to offering their assistance.
Sad we need to make a thread an addition of a gitlab and have it extremely active to actually have an answer AND a feedback in public. It's not about elitism, it's about having fun in knowing who's who as much as it's fun to recognize other marines. By the way we didn't have to use ckey as it's extremely immersion breaking, but a single word as a nick that could be given by the player on his character would of been possible.

But again, answer was done, there's no need to talk about that any further. And, yes, it's sad.
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Re: Xeno identification

Post by awan » 29 Nov 2018, 18:06

Dolth wrote:
29 Nov 2018, 16:58
Sad we need to make a thread an addition of a gitlab and have it extremely active to actually have an answer AND a feedback in public. It's not about elitism, it's about having fun in knowing who's who as much as it's fun to recognize other marines. By the way we didn't have to use ckey as it's extremely immersion breaking, but a single word as a nick that could be given by the player on his character would of been possible.

But again, answer was done, there's no need to talk about that any further. And, yes, it's sad.
What? Sorry but.

Spooky talked as head dev about this he has been gone for long this topic was made. He did know about it so it did get his attention.

I had already commented on it. My concerns were imo not adressed (vets being promoted over newbies.) and are being ignored or written away as it likely wont happen while on the same side people try to argue marines already have these issues. And the issues were litterly why people said they wanted the idea. That was already happening before this topic. It already had at least my attention. Because I posted in there a month ago.

Also saying you need to make a gitlab to get dev attention is honestly odd to me. It is litterly what the gitlab is for. Gitlab is the place for suggestions.

You already had attention. It was even already added to the dev meeting topic list before the forum topic here was made.

Honestly, I dont know what to make from this but I struggle to not somehow take that post as unfairly negative/be insulted by it.

Edit: not to forget we went into it during at least one town hall.
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Re: Xeno identification

Post by TheMaskedMan2 » 29 Nov 2018, 18:10

It takes away power from the Queen but we could make it so you aren't allowed to force evolutions, just finders keepers whoever gets it first gets it. (I already make this a rule as Queen cause fuck micro'ing all that stuff.)

I kinda like the idea of nicknames for Xenos though, like, pick from pre-set words to make a combo for yourself, or.. something.

I don't know, it's a weird line.
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Re: Xeno identification

Post by KingPhilipIII » 29 Nov 2018, 18:21

Remember when your number used to change on evo? Man that sucked.
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Re: Xeno identification

Post by mizolo » 29 Nov 2018, 18:32

I think there might be a simple solution to this, but lets see the problem first.

Anonymity = NO recognition besides actions or words in hivemind
NON-anonymity = NON-canon, and therefore NON-negotiable.



Solution #1:
What's been suggested before, to have xenos' ckeys displayed in hive status panel


Solution #2:
Extend the xeno numbering system to 5 digits.
Now the reason for this, is because currently there's 3 digits, which is pretty good IMO.
However, 103 is only 1,000 ... 10 for 10 digits and to the 3rd power for how many digits for the total amount of combinations and that MIIIIGHT not be exactly the BEST option.
So ... we extend it to 4 DIGITS ... this way 104 is 10,000 rather than 1,000.
The reason why I wouldn't make it 5 is because ... well ... I'll explain in a second

Now in my honest opinion, I wouldn't know how 'claiming' a number would work, as admins would either have to create a data-base that auto-updates which can obviously lead to failure and bugs and glitches, OR do the below.
Perhaps if there was a sub-thread/forum where people could make a little 'mini-app', applying for a certain xeno number. Admins (or hell, we could all go in order by force) would accept the "mini-app" and add something like:

When
Ckey = Xeno
Then
Xeno_#=####

This would ALSO give not only players an idea of who is who, but it ALSO separates old and new players, perhaps ones that admins should help, as they can't tell with all these numbers.
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Re: Xeno identification

Post by Emeraldblood » 29 Nov 2018, 20:52

We don't run snowflake server over here, never happening. You get your number at the door and that's all you need.
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Re: Xeno identification

Post by Sleepy Retard » 29 Nov 2018, 21:00

Emeraldblood wrote:
29 Nov 2018, 20:52
We don't run snowflake server over here, never happening. You get your number at the door and that's all you need.
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Re: Xeno identification

Post by Reuben Owen » 29 Nov 2018, 21:05

endround ckey reveal for all still living xeno players? instead of just queen?
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Re: Xeno identification

Post by DefinitelyAlone0309 » 29 Nov 2018, 21:12

Reuben Owen wrote:
29 Nov 2018, 21:05
endround ckey reveal for all still living xeno players? instead of just queen?
Literally doesn't serve any purpose. We want to be able to identify each other DURING A ROUND, not when it's already ended.
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Re: Xeno identification

Post by Reuben Owen » 29 Nov 2018, 21:38

DefinitelyAlone0309 wrote:
29 Nov 2018, 21:12
Literally doesn't serve any purpose. We want to be able to identify each other DURING A ROUND, not when it's already ended.
I know I know, but it doesn't seem like they wanna do that
but endround will still get robust xeno players some notice
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Re: Xeno identification

Post by Solarmare » 30 Nov 2018, 04:55

End round would be fine, in round just gives people the meta knowledge to work off of. It's a reason that has been stated for this to be implemented, in the sense you would be recognized, but then actually dis/favored in round because of it. There isn't a good way to moderate it and being able to do so would mean making a number of changes which would make xenos in their current form worse overall, which isn't a particularly worthwhile tradeoff.
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Re: Xeno identification

Post by Reuben Owen » 30 Nov 2018, 08:31

would also like to add that xenos are already not new player friendly and xenos routinely call each other retarded (think of all the comments the hive gives on the first xenos death is a good example) and yell at poor performers until they're at least doing whats required of them, identifying ckeys lets more knowledgeable players know who might need help beforehand (or not)

the only thing I see ckey reveal doing is giving robust t3s a priority, I don't care if toroic is ancient runner hes not getting it, but really theres no difference between that and when a queen asks whose good so they can give them the leadership instead

lastly all this about preventative stuff to allow robuster players to grow is nonsense, already as long as you start as a larva or are a monkey hatch, you should be able to get a t3 provided the queen ovis long enough for it, not even robust players want to go t3 every round

because there is enough space for everyone to get what tier they want a majority of the time, there's no reason to lower people from t3 "just because you suck", everyone dies as every xeno, even robust people (even robust queens, you know who you are) besides no one even knows robust xeno players right now, so if we did test this, there wouldn't be any way to tell who is robust or not for a long time

also about discrimination, after ckey reveal you could actually attempt more new/complex strats as queen, because you can't deny that a known good queen will get sisters to follow her orders better (which is not easy right now), while new queens just get advice from the hive (which already happens)
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Re: Xeno identification

Post by JJG » 30 Nov 2018, 19:42

I don't understand what all the fuss is about. Just have a name of your choice displayed in the Hive Status Window! If you don't want to do it, fine, but then stop giving these weak ass excuses.

On another note. The number systems for Xenos is horrible. Humans aren't good at remembering random three digit strings of numbers. It makes it really hard to figure out who is who.
Funnily enough, the tacticool Deathsquids get it right! Short, easy names like the Deathsquad ones are so much easier to remember. It makes communication a lot easier.
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Re: Xeno identification

Post by Butlerblock » 30 Nov 2018, 20:01

i didn’t choose my full name at birth how come marines can
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Re: Xeno identification

Post by kastion » 01 Dec 2018, 01:09

I have learned that the dev team doesnt give a shit about xenos. They have constantly nerfed us into the ground, they dont do anything about marines metaing like crazy, they never listen to any of our ideas, and they refuse to give us anything that can make the game more enjoyable. They want to make sure random brazillian queen #472 doesnt feel discriminated against as he throws the entire game because he doesnt eve know how to ovi none the less speak english. Cant have that guy being told he sucks. We are here to get shot at by marines and give them something to do. We dont matter. Its pointless even trying to change things.

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Re: Xeno identification

Post by Vampmare » 01 Dec 2018, 03:33

It seems all the arguments made against giving the xenos some kind of identification are null, cause it's happening on the marine side anyway.

Veteran xenos will get favoured? Well, marine veterans already get favoured. How can you argue that this is a-okay on the marine side, but shouldn't happen for xenos?
Non-canon? Who cares, we're moving away from the Alien lore to create our own.
It discriminates against certain playstyles? Oh, so like what happens to COs?

People want recognition for a job well-done, maybe make a few xeno friends, it ain't too much to ask for.
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Re: Xeno identification

Post by lurkermain » 01 Dec 2018, 03:39

Devs are saying that marine roles are handed out randomly independently from fame, but queens would only allow known players to evolve, which discriminates against new/unliked players.

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Re: Xeno identification

Post by Simo94 » 01 Dec 2018, 04:56

IMO xenos at the moment are mechanically not fun to play, the gameplay needs to be improved, nicknames or not.
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