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Duncan

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    dunkhan

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  1. @K0NFL1QT is it your position that there is no issue with bad RP or powergaming in security on this server, or just that it is not worse than other departments? I am not sure what more context you want, That is like an hour of chat. I don't mind if someone's gimmick is being a gun nut, but here we have like 6 gun nuts, it is not a very imaginitve conversation in terms of RP. If one guy had been going on about women, or fast space ships, or anything else, it then there would only have been about 5 people that couldn't be bothered thinking up a personality for their character. But no one did.
  2. So I just played my first round as an overwieght incompetent security guard nearing retirement. Just my luck I got extended. It was as boring as I had feared. I felt the need to post 50% of the entire chat log from the scurity channel though, I feel like it illustrates what I am talking about in this thread. I would have posted the other half but it was just as boring and less relevant.
  3. This one gave me quite a chuckle, we clearly have worked in very different corporations. The work of Laurence J. Peter, David Dunning and Justin Kruger suggest that I am not alone in this experience. Of course there are well-run and disciplined corporations, maybe NT is one of them. I am not strong enough on NT lore to definitively say. I hope some incompetence is tolerated/overlooked though because otherwise it will be hard to integrate really new players. Thank you for acknowledging that I presented the same situation from two different perspectives, I was concerned I might have focused too hard on the antag side of things. I could just as easily write a thread about lack of RP and powergaming among antags, and to be fair, that bad antags are worse than the bad security guards. I am disappointed however that you seem to have misinterpreted my intentions with this thread. In your final paragraph you say 'You want X' about several things, none of which I actually want. I really don't want any of those things. The parts of my text you quoted don't state a desire for those things the way I read them. My intention was to state aspects of interaction with security staff which I feel diminish my enjoyment of the game. I would not presume to tell people how to solve these issues, and in many cases there may be no reasonable solution. I would appreciate it if you could point out the parts that gave you the impression I wanted a whole imcompetent security force or players that intentionally gimp themselves (well actually, I kind of enjoyed the time I saw a guy with no arms or legs as a visitor, but his friend messed up the RP so badly it kind of spoiled the gimmick). The only part of my post where I really suggested the security behave differently was simply to encourage them to RP a bit more (and I meant out of combat, although I forgot to specify) and maybe interact with prisoners a bit more. Do you really think security will get OOCly in trouble if they bully and intimidate prisoners? That is surprising to me. I thought if it was done in the spirit of good RP the admins would appprove. As for your suggestion that I become a donut muncher myself, you read my mind. That was my intention before I posted any of this. I don't know where you get the idea that I expect antags not to kill me from though. I would be extremely disappointed with the role and a my own RP skills if antags didn't end up specifically seeking me out to vicitimise. My only fear with the role is that it could be extremely boring in extended rounds because ICly would not be able to really participate in the general goings on of the station, other than to hassle the cooks and the bartender occasionally in between eating and reading magazines. Losing is fun. I may have underrepresented the fact that there are many players who play security really well, put in a lot of effort, and really make the game interesting. My point was merely that there are also a lot that don't do these things, and need to try harder. I don't know which group you are in, but if you say you are in the good group I won't question that. The bottom line is, security is pretty much the role with the most inter-player interaction in the whole game, except maybe the heads and the bartender. Regardless of how good the core sec players are, there are plenty of people who drop in because they want some action and don't care about RP and they are hardly likely to take a role as a janitor or a librarian. I understand there is little the good players can do about this, or even that admins for that matter, but these people are there and they are annoying. That is my only gripe. I suppose I am wasting my time though because probably only the good sec players actually bother to read the forums.
  4. or you could break out? Sure, and then be wandering the station without an ID in prisoner clothes. Last time I got some new clothes and some tools before I was captured but I did not make it to the step of testing the door wires so I could go anywhere. Any RP you try as an escaped prisoner is out of the question too.
  5. I have been getting rather annoyed at security recently. Especially as an antag. Firstly there is the issue of roleplay. This is an HRP server and all the antag guides repeatedly stress making things interesting and roleplaying your actions. But whenever I have any dealings with security there is virtually zero RP from their side. When I try to engage they usually just ignore me or give monosyllabic replies. Given that once you are in contact with security you pretty much dont get any contact with any other players (unless you kill the security, see below), this means that as an antag you basically get to cryo yourself in the brig and that is the end of the round. I had a recent round where I was arrested straight out of the medical bay after regaining consciousness. The officer refused to respond to me in any way other than the perfunctory execution of his duties. He charged me with something, but he never told me what, and it was a pretty flimsy charge as I found out later (I was an antag, I am not pleading innocence). When I got in the brig the warden was afk strapped to a chair in his office. I was putting in real effort to give my character a persona, and was hoping at least for an interrogation, but I got nothing. This is just one example, almost any dealings I have with security on this server mirror this. Secondly there is the issue of powergaming, especially with regards to combat. I am a relatively inexperienced player, and I should probably get on an empty server with a freind and really train my combat up as a player, because I am not great in a fight. Having said that I am not the only player of this game that is not as proficient as someone who often plays security. If I am playing a mercenary or a ninja for example, a decent player can incapacitate me with ease, even if they are playing a cadet. This does not seem realistic. The fact that security doesn't role play much also makes this much worse. Even if I did train my player skills so I was good at combat, I would have to respond with extreme force without typing any speech or emoting anything because by the time I can shout 'take that!' they will have me disarmed and in a choke hold. The way combat works in this game is quite deterministic and follows simple principles. If you know what you are doing you win, and if two people know what they are doing and fight each other on equal footing, the one who has the best latency will win. Nevertheless security seems terrified of losing any combat, as though it shows a personal flaw in them as a player. They all want to play the deft badass who takes down all the baddies, no one wants to play the fat donut muncher who can't be bothered. Always pressing exactly the right buttons at exactly the right time without paying attention to story, RP or realism is pretty much the definition of powergaming, and that is something almost all security do, even the ones who RP really well when not fighting. Yes I have contacted admins in the more extreme cases and yes the admins do what they can, but really it is up to security players to do this better. The admins quite reasonably dont want to come down hard on people for not roleplaying, and security needs to be given a lot of leeway because often RP is simply not possible for them i some situations. So if you play security, please try. We would all appreciate it. You do the mechanical part of your job so well, surely you could spare a few keystrokes for a word or a gesture. Surely you could take a minute out from your busy schedule to bully and intimidate a prisoner or even to try to help them reform their evil ways.
  6. I am so dumb, I just realised that the not gate stores its last input anyway, so the memory component is totally unnecessary. Just wire the not-gate ID and OD together and remove the memory chip.
  7. I made a YEd graph showing two alternate configurations. I=Input O=Output P=Pulse D=Data Basically whether the output to be switched (a screen in this example) is attached to the gate or the memory is not important, it works in both cases. When pressing the button in either of these the screen should show 1, then when you press it again it will show 0, then 1 again and so on. The memory chip can be set to 1 with the debugging tool while you are building the circuit if you want the first press to return 0. The default null evaluates to 0. Edit: I just noticed you wanted a signaller not a button. In that case use the "On signal Recieved" output pin from the signaller in place of the output pulse of the button in the diagram.
  8. One suggestion that would have only a small effect, but is also quite easy to implement, would be to change some of the texts associated with the game mode. I basically feel like the heavy emphasis on Marxist communism is a mistake and restricts RP too much. Even though revs often ignore this aspect, many of the texts still refer to it which makes new players and players that have not been paying careful attention to the rev's RP chat still simply assume that they are being invited to join a Marxist revolution. We need more general descriptions so that people can have more freedom to RP their own or made up ideologies without wierdly anachronistic terminology being inserted at every turn. Why is Marxism a problem? Well to start with in the game world it is a centuries old political philosophy designed for factory workers in the industrial revolution. It is not remotely relevant to the situation most Aurora station employees find themselves in. Secondly it is an extremely complex academic topic, and most people simply don't know or even want to know the details of what it is about or how it is supposed to work. After all, it is not relevant for their situation at all and they are not historians. The only reasonable reasons NT employees have to misbehave is that they are badly paid (are they?) and that safety conditions are not optimal. Neither of these things have anything to do with communism except in the broadest sense. Especially the use of the words "Bourgeoise" and "Capitalist" are complete nonsense. According to the actual definition of these words everyone on the station is both of these things and is not likely to ever change. I also think the messages associated with loyalists could be tweaked, because lets face it, loyalists are antags, it should be clearly stated that they are kind of psychopathic and not necessarily working within corporate regulations. This is why I think it is worth rewording the in game texts. Below are some examples I have found in the repo and some suggested changes. I imagine there are more I have not yet found and anyone considering making actual changes should do a more thorough analysis. The corrections I propose are merely examples to illustrate what I mean. [spoiler=Alternate Texts] Revs welcome_text Original: "Down with the capitalists! Down with the Bourgeoise!" Suggested: "People over profits! Stand up for your rights" faction_welcome Original: "Help the cause overturn the ruling class. Do not harm your fellow freedom fighters." Suggested: "Help the cause fight for better conditions. Do not harm your fellow freedom fighters." Loyalists welcome_text Original: "You belong to the Company, body and soul. Preserve its interests against the conspirators amongst the crew." Suggested: "You are fanatically committed to the Company, and harbor a bitter hatred of anyone that questions its authority" faction_welcome = "Preserve NanoTrasen's interests against the traitorous recidivists amongst the crew. Anyone found questioning the Company's absolute authority must be dealt with in the harshest possible way" the verb: Original: Convert Bourgeoise Suggested: Convert to [factionName] the faction: (Not sure here but a change is worth considering ) Original: Revolutionaries Suggested: Uprising? Lastly, the texts that appear when a person is not convertible. I know that people are not supposed to use the IC information gained from this OOC text but they do. It is actually quite difficult to ignore the certain 100% knowledge that a person belongs to the other faction in your IC behaviour. You don't want to waste time trying to convince them again later, but IC your character might have done that. You kind of want to kill them at the next opportunity, but IC your character has no reason to believe they are a zealot bent on your faction's destruction. I am fairly certain I have been found out as an antag based mainly on these messages in the past. "[M] is too loyal to the company! "\The [player.current]'s loyalties seem to be elsewhere..." I would suggest both of these messages be removed, and instead of showing them the game waits Random*5+1 seconds and then shows the "\The [player.current] does not support the [faction.faction_descriptor]!" message. Actually there is, whether anyone has ever seen this message in game is another question. victory_text = "The heads of staff were relieved of their posts! The revolutionaries win!"
  9. Two tickers running opposite of each other as far as time goes each connected to an independent signaler. One would send a message of 1, the other of 0, and on the receiving end the 1 receiver would transmit a pulse and the 0 receiver wouldn't or just wouldn't exist even better, store the current on state on a memory chip. When the signal comes have a not gate set the chip to not-current value. This should flip 1 to 0 and back whenever the signal comes in
  10. The suggestion is this: After each round, before voting the round type for the next one, the players vote whether to return to the same station as it was left, rather than resetting a new station. If the vote is negative, the round starts normally as in the current version. If the players vote to keep the station, each player is returned to the lobby as normal and may change characters, but the station is the same when they get there as it was when the last round ended. Any damage, used resources, collected resources, reasearch etc. will still be present. Advantages: Encourages people to clean up after themselves, repair things, put equipment back. Gives those that want it a chance to have a longer running game, without all of the disadvantages of a 12 hour extended mode. Makes the game more varied at the start. Instead of always doing the same setup procedure, players will actually have to check the state left by the last shift, and try to get things running smoothly. This makes it different each time. It would be rewarding to know you had kept the station running for x consecutive rounds without catastrophic failure. Offers a new consequences for admin decisions and antag behaviour. Rewarding players when they protect infrastructure and don't destroy it. Issues: Changes workload balancing, especially reducing R&D and Chemistry, and increasing workload for Engineering Low incentive to actually use the mechanic. - This could be improvded by simply posting records for the longest lasting station. People love breaking records. Requires code changes. I am not sure how complex these changes would be. A comment from someone who knows this part of the code would be appreciated to clarify the amount of effort involved.\ Manufacturing of certain things is not implemented (I think) which means these items will be extremely rare as the rounds progress. I feel this would take the game to a whole new level. I hope it would not be too hard to implement. Please post any comments or feedback
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