Partially Accepted Nerf Keypad Scanner breaking

Content that has been partially accepted
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What does this suggestion change/add/remove:
Reduces the chances of keypads failing to work when keypad scanners are offline (whether via blackout or chemicals). Currently I believe the chance of failure is 50%. This chance should be reduced to 20% for failure (possibly lower).

Has something similar been suggested before? If so, why is your suggestion different?:
Dunno, dont think so

Possible Positives of the suggestion (At least 2):
+Keypad failures become a bit more fun

+Reduced player frustration

Possible Negatives of the suggestion:
- Slight SCP nerf

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, keypads breaking is not fun for anybody in the server except for certain SCPs (excluding SCPs like 035, 079, or even 049 in some cases who rely on keypads and suffer during this aswell) with the high rate of failure. Players will often experience moments where they need to do 10 - 20 attempts, spending 2 - 3 minutes, opening a single door. This becomes even worse when SCPs can decide to half-break doors, which severely increases the needed attempts and time spent to open a single door. Neither of these situations are fun, but happen extremely often. It is not fun for gameplay to be trapped in your bunks or in a hallway/room especially when you're not even in danger. It makes the gameplay much slower and more tedious, and frustrates many players in the community. Inputting codes into keypads also becomes impossible to do during keypad failures, it becomes even worse with such a high failure rate.

Reducing the rate of failure to around 20% or lower seems much more reasonable. It allows SCPs who rely on breaking doors to still catch up to players much easier when keypads fail, and still hinders human players. However it becomes much less frustrating and keeps gameplay moving.
 

Cob Deen

Well-known Member
May 24, 2022
81
11
41
What does this suggestion change/add/remove:
Reduces the chances of keypads failing to work when keypad scanners are offline (whether via blackout or chemicals). Currently I believe the chance of failure is 50%. This chance should be reduced to 20% for failure (possibly lower).

Has something similar been suggested before? If so, why is your suggestion different?:
Dunno, dont think so

Possible Positives of the suggestion (At least 2):
+Keypad failures become a bit more fun

+Reduced player frustration

Possible Negatives of the suggestion:
- Slight SCP nerf

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, keypads breaking is not fun for anybody in the server except for certain SCPs (excluding SCPs like 035, 079, or even 049 in some cases who rely on keypads and suffer during this aswell) with the high rate of failure. Players will often experience moments where they need to do 10 - 20 attempts, spending 2 - 3 minutes, opening a single door. This becomes even worse when SCPs can decide to half-break doors, which severely increases the needed attempts and time spent to open a single door. Neither of these situations are fun, but happen extremely often. It is not fun for gameplay to be trapped in your bunks or in a hallway/room especially when you're not even in danger. It makes the gameplay much slower and more tedious, and frustrates many players in the community. Inputting codes into keypads also becomes impossible to do during keypad failures, it becomes even worse with such a high failure rate.

Reducing the rate of failure to around 20% or lower seems much more reasonable. It allows SCPs who rely on breaking doors to still catch up to players much easier when keypads fail, and still hinders human players. However it becomes much less frustrating and keeps gameplay moving.
+Support
Even tho i like to gamble, this keypad breaking shit makes my blood boil, once i counted a 26 fails streak
 
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