SCP-914

#1
I've encountered what I'm assuming is a bug.

SCP-914 will not produce level 3, 4, 5 keycards or keycard omni.
If it does, it requires several hundred attempts on fine, and several hundred attempts on very fine.
That is too much time for a player to spend in a video game.

The odds of getting a playing card and mastercard are far too high.

Re: SCP-914

#2
AllenWeiss wrote:I've encountered what I'm assuming is a bug.

SCP-914 will not produce level 3, 4, 5 keycards or keycard omni.
If it does, it requires several hundred attempts on fine, and several hundred attempts on very fine.
That is too much time for a player to spend in a video game.

The odds of getting a playing card and mastercard are far too high.
It is not a bug. It is just bad luck
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Re: SCP-914

#4
AllenWeiss wrote:You might want to rethink your system, then.
It takes an hour to get a level three keycard.
My opinion on this issue:
Spoiler
LORD DEATH wrote:I was doing a play through in the latest version of SCP:CB when I went to the entrance zone and noticed level 1 and 2 keycards everywhere as well as S-Navs and Radios. My main issue with this is the fact that so many useless items seem to spawn in old locations (like level two keycards spawning in offices from the old versions). What's the point of having a level two keycard in the entrance zone where most doors will require level 4 or higher? Some of the spawn locations of certain items make no sense and have no use for the player what so ever. I think this should be addressed.
In my opinion keycards should cumulate to achieve a higher level (within reason). So you could get a level 1 + level 2 to get a level 3 but after you get that level 3 card you would need to get "level points" to upgrade your keycard, which could use a system such as 3 lv 1 kc = 1 lp, 2 lv 2 kc = 1 lp, 1 lv 3 kc = 1 lp where lv means level, kc mean keycard and lp means level point. One level point could equal 1 level on your keycard, for example 4 lp = 1 lv 4 kc. Alternatively, a better way of handling level points may be to use the dial settings to specify the keycard that you are trying to get and thus the number of keycards you need to upgrade to a better card, for example 1:1 -> lv 3 -> tkcl / 1.25 [if st = 1:1 and tkcl / 1.25 ≥ 3, give 1 lv 3 kc], fine -> lv 4 -> tkcl / 1.75 [if st = f and tkcl / 1.75 ≥ 4, give 1 lv 4 kc], very fine -> lv 5 -> tkcl / 2.25 [if st = vf and tkcl / 2.25 ≥ 5 and < 6, give 1 lv 5 kc], very fine -> omni -> tkcl / 2.25 [if st = vf and tkcl / 2.25 ≥ 6, give 1 omni kc] where st means setting, f means fine, vf means very fine and tkcl means total keycard level. So if you had a total keycard level of 4 (such as 1 level 2 keycard and 2 level 1 keycards), this means that you could get a level 3 keycard on 1:1, as 4/1.25 = 3.2 and 3.2 ≥ 3. The level points would always be rounded down to the nearest whole number. If this rounding system is too harsh for when the tkcl does not meet the requirement, then you could be given back the same keycards that you put in. This system could eliminate random chance of getting the keycard you want and give a reason to save any lower level keycards that you may find. The only downsides to this system in my opinion are that it might be hard to implement, that it would make the joke cards pointless and that some people would find this system too confusing.
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
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Re: SCP-914

#6
AllenWeiss wrote:SCP-914 will not produce level 3, 4, 5 keycards or keycard omni.
If it does, it requires several hundred attempts on fine, and several hundred attempts on very fine.
That is too much time for a player to spend in a video game.
As far as I know, that's deliberately to prevent players from being dependent from SCP-914 as an all-saving device, which makes the difficulty of the game slightly harder by default, and allows you to think a bit further and weigh your options, making it a bit more engaging. Remember that you can also get a Level 5 keycard on SCP-106's chamber, and I might be wrong but I think there's a Level 4 keycard on SCP-895's chamber (or Level 5, since I personally have never gone down back there no thanks to :106:).
AllenWeiss wrote:You might want to rethink your system, then.
It takes an hour to get a level three keycard.
I want to know what seed you used for this session, and if this was indeed from 1.3.7 (just to make sure), given that on my playthroughs for multiple seeds within the game I have no problem getting Level 3 keycard from Level 2 keycard on Fine (granted, there's a slightly higher chance of getting a Mastercard, but once you keep using the Mastercard on Fine/Very Fine you do get it within an average of 8 tries).
SCP: Eric Breach nanomod maker (if anyone wants to revamp it be my guest, as it is now defunct)
Fan of Doctor Who, Dirk Gently's Holistic Detective Agency, Sleepy Hollow, Person of Interest, Happy (2017) and Silicon Valley. And also MCU films.

Re: SCP-914

#7
yeah the game got ruined with version 1.3 some smartass decided to ruin the card system now even on the easiest difficulty the higher i can get is a lvl 3 card from scp 914 and very easy but 4, 5 and omni are IMPOSSIBLE to get.

And i wont sit and repeat the same boring process and waste 20 seconds of my life every time to get a useless master card or play card.

Thanks for turning this game to a slot machine.
Funny how the rest items we can get arent considered op but a card that opens all doors is.

Re: SCP-914

#8
And its funny seeing every 1.3 small update mention something about a 914 cards change yet i get the same results when using scp 914 with cards

dont even want to know about what you get from 914 on harder difficulties and i wont since playing on hard settings results in death and more waste of time from scp 173 magically teleporting behind you out of nowhere even when i dont blink or turn the camera

Re: SCP-914

#9
Corrosive Beast wrote:And its funny seeing every 1.3 small update mention something about a 914 cards change yet i get the same results when using scp 914 with cards
That's exactly the change as far as I know: to make it difficult and be less dependent of SCP-914 in solving room access issues. I'm willing to agree to disagree that this change has made the game more engaging though.
Corrosive Beast wrote:yeah the game got ruined with version 1.3 some smartass decided to ruin the card system now even on the easiest difficulty the higher i can get is a lvl 3 card from scp 914 and very easy but 4, 5 and omni are IMPOSSIBLE to get.
It's NOT impossible to get. Watch playthroughs from YouTube such as Markiplier's and it's possible, but it is indeed tedious, and will bore you out if you stay on that ONE task instead of going out and about the facility for other options.
Corrosive Beast wrote:And i wont sit and repeat the same boring process and waste 20 seconds of my life every time to get a useless master card or play card.

Thanks for turning this game to a slot machine.
Then don't, go around the facility for another way, and come back if you need to every once in a while. SCP-914's original description never intended it to be an all-around item problem solver or anything. I could fault the game for not being varying enough with the cards in appearance, but if you hate the keycard system no longer being an easy out for the game then don't bother anymore.

Again, apologies for my wording and for making many responses to your posts.
SCP: Eric Breach nanomod maker (if anyone wants to revamp it be my guest, as it is now defunct)
Fan of Doctor Who, Dirk Gently's Holistic Detective Agency, Sleepy Hollow, Person of Interest, Happy (2017) and Silicon Valley. And also MCU films.