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Everything posted by Scheveningen
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Increase the chance for the tau ceti legion to spawn
Scheveningen replied to Alberyk's topic in Discontinued Projects
There is no actual truth to this. Keep in mind that PR posted up by fowl slated to nerf the entire station awhile back was done, generally, by lore team approval. Said PR died not just due to community pushback against it, but a myriad of other issues in addition to that. Much as I agree that the lore team by itself should have little to do with the balance of the game, aside from Aut'akh I hadn't seen any particular offensive PR posted up yet that was masterminded by a lore dev. -
left me, my wife has complain on forums, i must Frustrating as this outcome is, I'll just open a PR later to address their design fidelity issues and hopefully bring them back, as optional accessories that can be enforced by any head of staff or whatever.
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How is squeezing stress balls to cure a mental trauma any different from having a pendant waved in front of you?
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"Spoonfeeding" is the act of providing information for someone telling them to do something a certain way so that they do not need to think for themselves or try to think and work outside the box. Excessive spoonfeeding is indeed a problem, because it does not mentor the proper mindset involved with the learning process. It takes away certain virtue involved with learning naturally such as understanding context associated with how something works, executing the unconventional to try and innovate more efficient or alternative methods, and many other things that would better belong in a book than in a forum post. One must be self-motivated to learn, to achieve and do great things. If this is somehow elitist in mindset, then I'd hate to be in the position that thinks success and good gameplay is owed to them for absolutely nothing in return. Spoonfeeding came up in my post because I have zero intention of telling people how to circumvent consequence and how to powergame. I can account for myself and avoid doing damage by not playing in such an excessive and over-the-top way, but what I cannot do is be accountable or responsible for others. Therefore, I'd rather not be responsible for creating problematic playstyles by giving out unnecessary information besides what was already given. You wrote a lot of nonsense expressing outrage over perceived elitist sentiment in my post that does not exist in the slightest short of what you chose to interpret from it for the sake of creating outrage. You are not adding to a discussion, you're directly attempting to take away from it to create a separate issue that is ultimately irrelevant to this one. You're essentially suggesting what could've been done better is accomplishing the same thing but different. Which is not actually that different. Furthermore, this is SS13, with the lore, setting and tone defined around a sci-fantasy feel not unlike Star Wars. We have socialist cats, hegemonic lizards with a faction of individuals being the first in-lore to become literal FBPs, frogpeople that can enter a dream world while catatonic, robots that have almost equivalent rights to human beings and Tau Ceti is the symbol of both a liberal utopia and progressive decadence taken too far at the same time. Furthermore, we have space wizards, vampires, and blood cultists to further muddle the "immersed" universe with rather ostentatious themes that would take a lot of effort and reworks of their tone and mechanics to make sense in any other field of media if it wasn't a video game. Immersion is clearly not a focus when it comes to the tone and setting, and it is not my focus personally when I contribute to the codebase. I ultimately seek to add to the game so that it is fun. It was clearly not a focus in the traumas update either, because I very much doubt there's an experienced psychologist among us that actually knows better as to how mental traumas are treated. Nobody claimed the system to be perfect or remotely accurate to actual medical procedures (I mean, have you seen how fast surgery can be done in-game?), but they work and add consequence to having your skull bashed in short of being executed in that manner. And so far it works as intended. Do feel free to add suggestions to supplant the existing mechanics, as I've yet to see them. Expect a lot of critique for me if anything you suggest defies your own personal standard of being against psuedoscience or psuedomedical techniques, if that is the standard we're setting here. As opposed to what, making the station a rustic clone factory that puts more consequence on the antagonist for dying than anyone on the crew? Nah, this consequence is far more preferable and it teaches people to care for their life more. Which, brilliant! Because this is exactly what we needed. It's a very nasty consequence for dying. Do not expect to be rewarded for your carelessness with one character. This can stay as-is. Once people learn to 'get good' and out-game the current system, we will be back to normal since curing traumas is part of a very simple process, and we'll have to review this issue once again in figuring out how to flip this on its head once again to stave off the tide of re-cloned characters bringing the fight back to their murderer(s). You can respawn as another character in 20 minutes anyway. So. Might as well make use of that, because that's a thing that supplemented this change in the first place.
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I will gladly accept $20 directly into my paypal to facilitate the removal of these traumas, given the topic of money for code contributions was mentioned. Free money for such a menial, pointless thing? Yes please! I definitely wish to be the receiving party of outright bribery to suit development agenda. Who cares about ethics when you got money, m8? That hilarious thing to address aside, I've noticed that a majority of the criticisms against this system inherently stem from a lack of actual mechanical knowledge regarding how traumas work and how to comprehensively cure them. This is perhaps due to the fact that literally no one in this thread plays or has played psychologist/psychiatrist since the trauma implementation, and only two people in this thread to my knowledge understand how the traumas work and how they manifest themselves, in addition to only two people here knowing how they are cured. I highly recommend everyone who's participated in this thread so far to navigate through this directory linked here: https://github.com/Aurorastation/Aurora.3/tree/33fb783d6b3b4190d3664e2125605666496a93a6/code/datums/brain_damage and here: https://github.com/Aurorastation/Aurora.3/blob/35ddde640274953f707849ceda2a773772e17655/code/game/objects/structures/therapy.dm and give it a proper cursory look in trying to digest what content is included in the DM files. In all honesty, this is not at all that difficult to figure out, and I find it rather distasteful that one of our own medical regulars is opting to outright boycott the cloning of dead characters (read as: intentionally not try to bring people back into the round that were dead, despite how easy it is to die) because they don't have the patience to do the most basic parts of their occupation. It's a very weird example to the non-whitelisted medical players on top of that. Traumas are really not that hard to figure out. I'm not going to spoonfeed any further here, but the methods in dealing with them are no different from any other step-by-step progress included in the game mechanics. Is it perhaps the fault of Fowl for not adding very exact spoonfeeding information in the in-game manuals that results in the community's ignorance? Maybe: but SS13 is still about discovery and learning. Never assume you have learned everything there is to offer in the game, and that you know all the best ways to do things. Chances are someone already knows better than you do and will immediately humble you with their knowledge. The point of SS13 is to learn something new after every round. So, why not go out of your way to learn how to deal with traumas, ey? As many Dark Souls veterans have taught me in the past, "When in doubt, learn to get good", because that's the only actual advice that can be offered here. Y'all need to be the agents of your own change, and to be the examples you wish to see. Likewise, don't be the example you don't want to see.
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https://github.com/Aurorastation/Aurora.3/pull/5983 changes implemented here I didn't want to totally remove the revolver from the game, but wearing protective bulletproof armor should, in most cases, at least prevent you from dying in a single magazine.
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!COOL IDEA ALERT! Essentially, voidsuits have one appearance and that's it right now. Their armor values suit specific niches and that's basically it. But what if we went further with this, while also balancing it at the same time to be interesting? Some of you might remember the PR that wanted to nerf literally everything, and in that same vein that is sort of what it's going to be like baseline. Since the voidsuit design are often shameless rip-offs from Dead Space's design, we can afford to rip-off a bit further. (I mean, have you seen the security officer voidsuit? Compare it to the cover of Dead Space 2) The baseline voidsuit being as shoddy as it is can be justified as the company trying to cut costs due to... whatever convenient excuse the company has at the time. Use your imagination. Basic voidsuits: -20% effectiness from baseline suit. Intermediate voidsuits: 0% changed effectiveness. Considered 'vanilla' as it goes. Advanced voidsuits: 15% greater effectiveness than vanilla voidsuit modifiers. Masterwork voidsuits: 35% greater effectiveness than vanilla voidsuit armor values. Each voidsuit 'tier' has varying appearances. Ultimately, the current sprites for voidsuits should be in the 'advanced' category, and more ramshackled voidsuits can appear as the lower tiers for visual effect. The more advanced ones look... well, advanced.
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Repeated breathing sound, when on internals.
Scheveningen replied to KingOfThePing's topic in Archive
https://youtu.be/cMzv0VFY1Gw -
hello!
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sometimes I really feel like it would benefit a lot of us if we would stop letting ourselves get so upset & take everything so personally or so seriously. Nitpicking about every word. Making assumptions. It’s unhealthy.
- Show previous comments 2 more
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It's very difficult for people to not take things seriously when they're invested in them, and it's even harder for people to not hold grudges (Taking things personally), I know because it's something I struggled with for a lot of my life. You have to force yourself to let go.
The fight against hate and anger is a hard battle to win, and some people are fighting it as we speak, but just aren't raising their flag in victory just yet.
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In all honesty, I don't think the librarian has any actual use on an SS13 server. Even on /tg/ they're revamped into curator which is an unapologetic Indiana Jones reference, and they also get a whip and coat/hat just for the purpose of nonlethally validhunting antagonists as a blockbuster movie hero. If librarian gets removed and we just have journalists instead I doubt there'll be much of a shake-up in terms of gameplay. Librarians get a very minimal amount of interaction on this server compared to other roles. ...Considering their overall lack of usefulness and all that. I'd like the internet cafe and an in-game book reader application on computers more than I care for the librarian role.
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VTCobaltblood's Supreme Warbler Application
Scheveningen replied to VTCobaltblood's topic in Developer Applications Archives
I was asked to -1 this "trash application" (VT's words, not mine). But when have I ever done as I was told? +1. Fantastic member of the community with a relatively good record, otherwise joyous to be around. Roleplays great characters and I think they're more than capable as another Skrell deputy. -
[1 dismissal] Corporate punishment system reworked
Scheveningen replied to MO_oNyMan's topic in Rejected Policy
dammit ben this was a 1 year old thread. Still a -1 on my end. -
Some of the factions are OK as-is. Others can be afforded to be changed marginally to suit their overarching defined theme a bit so that it's easier to follow their stories and the consistency pertaining to it. In terms of from the foundation-up, the existing factions won't be shaken up that much. I think Mars and the Martian push for continued autonomy (and eventually independence) could afford a larger dedication of effort to itself. It should feel more important than it actually is. I received a bit of counsel from Paradox, and I'd personally love to make Venus known and liked for what it is. It's a cool idea for the most part. https://pastebin.com/xQSVAC76 Pretty much all in the pastebin is his work, but I promise to see to it myself that it's tweaked appropriately without losing too much of its original purpose. I would like to continue the previous arcs pertaining to Eridani, but more in line with succeeding what Zundy intended to do with it, rather than what I intended to do with it in a prior term past. Not immediately, as the community is notorious for not responding well to immediate shake-ups of the Auroraverse's story (though that is to be expected and accepted). If any changes to diplomacy will happen, it will be progressive and motivated as time goes on. At most three at any given time, including the existing lore deputies. "At most three" sounds like a lot of deputies but I can be convinced to lower it to two maximum if staff bloat is a concern. Humanity's a rather large-scope project compared to the other races which are more healthily compartmentalized. Whipping the current state of the lore in shape in terms of the humanity compartment is a major concern of mine. I want to make it feel like as if the lore for the humanity-centric factions overall are changing and developing at the same relative rate as most of the other non-human factions. This is something worthy of discussion, and ultimately some of the current themes ongoing with ATLAS right now very much holds my attention. The current threat in the universe at the moment is Frost being elected into a position of political power in the Solarian Senate (it hasn't gotten there yet but it might do so soon). If he manages it, it'll cause a wave of dangerous sentiment of human supremacy, and existing attitudes will start to change and modify themselves appropriately. This is sort of an opportunity I'd personally love to expand upon and even work with JB with as he seems content to want to continue that arc to its finale, however it goes.
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These values are, of course, subject to change. I might personally go about changing some of these values myself after deferring to some members of the lore team (or just JB, really) in terms of opening a discussion. Since how much crewmembers are being paid is ultimately a lore authority thing, but I agree that some of these hardly make much sense.
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[1 Dismissal] Being hit interrupts your talking, or something.
Scheveningen replied to AmoryBlaine's topic in Archive
Amusingly there are three methods. There are two variations of the prompt plus one method of using say " through the command bar. I personally have a macro keyed to say ". This is because it immediately pops up the prompt regardless of the server's latency so I can type out whatever I want. As opposed to using the hotkey, T, which displays the typing indicator while using that prompt, but it's heavily dependent on the server's present performance, so if the server is having a lagspike you have to wait for the prompt to show up and then type something. The former prompt also has an "X" to immediately terminate a say command without having to tediously backspace out and then press enter, which the latter seems to be absent in possessing. You can probably tell that I very much prefer the ability to Speak quickly, outlander. Frankly I'd rather have the say " function unified to some singular command instead of having 3 different ways of doing something and each of them having their inherent stupidity tied to them. -
[Dismissed] Increase Difficulty/Consequences for Using Station Funds
Scheveningen replied to Kaed's topic in Rejected Policy
Please keep in mind NanoTrasen is an incredibly powerful, affluent and wealthy megacorporation, if not the most of all three categories. 1. They can spend hush money to keep a family satisfied and quiet. 2. They're capable of influencing utilities to mysteriously disappear if a family decides to get antsy and try to 'raise awareness' or spread information about the company that NanoTrasen doesn't want spoken about. 3. NanoTrasen has its own political influencers in the TC government and the media, even. NT behaves a lot like a corporation in a dystopian world that hides their misdeeds very well. Propagandizing is very typical within the company culture and outside of it for advertising and influencing purposes. It's fair to come to the assertion that a big company like NT can consider a cargo technician more disposable in a hostage situation than any other head of staff. And objectively, they are, to the company. NT doesn't necessarily want people to die, but if it comes down to trading one disposable asset for another, then perhaps someone will conveniently die instead of handing over credits worth far more than the life being traded for, is. The importance I levy on this issue is particularly to help people make decisions of actual value and involvement of how the game's story elements function. When decisions are motivated under those principles, then the game suddenly gets so much deeper, interesting and complex to play. -
Firstly, let's get some variables out of the way in terms of how the code determines your character's pay. I'll first link how the function works in order to calculate your generated credit amount in your account. var/money_amount = (rand(5,50) + rand(5, 50)) * loyalty * economic_modifier * species_modifier Wow, that's confusing... to the uninitiated, at least. Let's break this down. loyalty This precious variable defines a numerical modifier based on your character's loyalty preference. Yes, disloyal characters are paid less, and loyal characters are paid more. economic_modifier This adorable variable defines a numerical modifier applied to a job. species_modifier This cute little variable defines a numerical modifier applied to a species. __ Loyalty To specify, this is exactly how loyalty modifies your pay. switch(H.client.prefs.nanotrasen_relation) if(COMPANY_LOYAL) loyalty = 1.30 if(COMPANY_SUPPORTATIVE) loyalty = 1.15 if(COMPANY_NEUTRAL) loyalty = 1 if(COMPANY_SKEPTICAL) loyalty = 0.85 if(COMPANY_OPPOSED) loyalty = 0.70 It's significant. Though kind of stupid, yes. __ The Jobs Let's list every occupation and their economic modifier alone, with no other factors involved. Captain: 20 Head of Personnel: 10 Head of Security: 10 Chief Engineer: 10 Chief Medical Officer: 10 Research Director: 15 Internal Affairs Agent: 7 Bartender: 2 Gardener: 2 Chef: 2 Janitor: 2 Librarian: 2 Journalist: 2 Chaplain: 2 Assistant: 1 Quartermaster: 5 Cargo Technician: 2 Shaft Miner: 5 Warden: 5 Detective: 5 Forensic Technician: 5 Security Officer: 4 Security Cadet: 2 Station Engineer: 5 Atmospheric Technician: 5 Engineering Apprentice: 2 Medical Doctor: 7 Psychiatrist: 5 Chemist: 5 Paramedic: 4 Medical Resident/Intern: 2 Scientist: 7 Roboticist: 7 Xenobiologist: 7 Lab Assistant: 2 __ The Species Human: 12 Skrell: 12 Unathi: 7 Tajaran: 7 Diona: 3 IPC: 3 Vaurca: 2 __ In a follow-up post I'll list general averages per economic modifier.
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[Dismissed] Increase Difficulty/Consequences for Using Station Funds
Scheveningen replied to Kaed's topic in Rejected Policy
While fair, it's a bit naive to expect the broad abstract of 'the players' to do everything at least close to right. We don't need harsh rules or policies enforcing people to do things one way or another, but in absence of a proper rule we should set simple enough guidelines instead. They are less compulsory but when the situation calls for it and nobody has a better option to suit the situation, a simple guideline like, "1.5x the person's bank account is the most the station should be willing to offer for that hostage" goes quite far. The suggestion I proposed won't necessarily make gameplay better, but hopefully if we build up more noncompulsory guidelines for people to follow if they have no other idea what they should/could be doing, it helps them make a decision in a situation where they're stuck without a good option. Eventually guidelines like these will help shape people into making better decisions. -
[Dismissed] Increase Difficulty/Consequences for Using Station Funds
Scheveningen replied to Kaed's topic in Rejected Policy
Let's not worry so much about realistic issues moreso than we should worry about the lack of practical guidelines about this sort of thing. Because there are no practical guidelines on these issues, antagonists have no idea what they should be doing and don't know how much items are worth and thus ask for too much sometimes. Because there are no practical guidelines, newbies and regulars alike are more predisposed to make mistakes and poor decisions. Let us not enable that any further. -
[Dismissed] Increase Difficulty/Consequences for Using Station Funds
Scheveningen replied to Kaed's topic in Rejected Policy
The issue identified in the OP seems to stem from a couple problems that don't really relate to how much money is worth in-game right now. 1.) Antagonists don't know or don't care how much people are worth, they just want huge sums of money for minimal effort and risk involved. 2.) Putting a massive price on something you acquired easily means you don't care about the actual value of the person or thing you're holding hostage, it doesn't mean you're actually overvaluing it despite the massive price tag. 3.) There's a difference between being a smart humanitarian that judges case-by-case and an idiot humanitarian who is an impractical bleeding heart that pearl-clutches anytime a plan is set into place that has 'acceptable' risks. Ultimately it has to do with players in general not understanding how much lives are actually worth (their general estimated bank account amount * 1.5, usually works), which is an issue with ignorance. My personal policy that I use as a measure to get what I need done with minimal risk involved is that I won't charge into a hostage situation with priority #1 being getting the hostage out alive and sending the rest of the security team in to clean up the rest of the hostiles, if said hostage takers have been otherwise reasonable and not needlessly torturing people. If the antagonists do break those caveats then I almost always devise a plan to get the hostages free and pick off each of the hostage takers one-by-one. I do factor in bus factor when it comes to riskier assaults on positions of the hostage takers. I.e., "Can we afford to lose any hostages, especially if they're low-priority personnel like assistants?" It's easier to judge this as a HOS whose objectivity influenced by the implant is particularly dangerous from a moral/ethical point of view, but makes still sense in their position from protecting property and personnel perspective. There's been rumors about self-driving car algorithms out there that could potentially kill you if a biometric system determines you of less inherent value than to, say, someone in the very upper class, because they're more 'important' than you. Same kind of logic might apply here, people can die in a hostage situation and security could find that acceptable if the person who died was not very important to the station's operation whatsoever.