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Everything posted by Carver
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As I’d said in the OP, I don’t believe that context should ever excuse the content when in regard to rule 5. I don’t use tiktok, and I don’t believe that most tiktok content of this sort would be appropriate to share on the community discord either. Specifically, the rule states: We have people of different ages and backgrounds, be considerate. So why would inappropriate content be excused because one particular background who’s ’in on the joke’ would find it permissible? Would they share this meme with their boss or a younger sibling?
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BYOND Key: gmr25 Staff BYOND Key: melariara Game ID: N/A Reason for complaint: Did not enforce Rule 5 of the Discord (Rule 5: Do not post obscene, pornographic, or otherwise offensive content. We have people of different ages and backgrounds, be considerate. Nude stuff counts and cropped works count.) I had registered a complaint about an obscene meme featuring a man showing off his ass in boxer briefs whilst holding a nerf gun of some sort, shared over the #general_channel (meme and message link included in evidence), and was told by the administrator in question that no issue was seen with the image - possibly due to the context of it being a meme. I'm contesting that ruling on the basis that it is the precise sort of inappropriate content that would be considered NSFW in any professional work environment, and I don't believe that the context excuses the content in any case regarding Rule 5. Additionally, and I understand that the following is conjecture, I fully believe that if I had photographed myself replicating the pose and attire of this meme that I would be struck or banned. Evidence/logs/etc: Meme in question, link to it beneath. If the message is deleted or the link does not work, I can provide a larger screenshot including the channels list and player sidebar to verify that this is from the Aurora discord. Speaking to the administrator Additional remarks: I'm knowingly throwing myself into the fire by writing this complaint, but I recall seeing similar sentiment about irregular enforcement of Rule 5 on the thread to merge the Relay discord, where players expressed discomfort about seeing 'horny content' posted pretty freely on that server's general chat. The content they expressed issue with was by far comparatively tamer than this. As Aurora remains one of the few SFW HRP servers remaining in the greater SS13 community where players aren't exposed to such content on the regular, I wish nothing more than to see it kept that way. I don't have much further to add to this, I've made my argument on the matter and I really don't like having to write this to begin with. I don't believe that the player intended any harm and I have nothing personal against the player or the staff member in question, I merely hope to see the server's rules enforced.
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Help traitors by removing the no-character-reveal rule in AOOC
Carver replied to NerdyVampire's topic in Policy Suggestions
I always assumed this only covered ick-ock of in-round events. If you really can't use it for gimmick coordination under the current rules, then full support, let's make gimmicks more interesting. -
Feedback for Command Remap (Not bridge).
Carver replied to ReadThisNamePlz's topic in Completed Projects
Very excited for the doubling up Consulars and Liaisons, I have a flood of fun RP ideas coming to me merely thinking about it. Looking forward to the final iteration! -
Per the title, I'd love to see the option for characters with synthetic eyes to have them glow in the dark (and perhaps a little more brightly on demand). I'd suggest this as something optional, as a few people may prefer their faux eyes to be more designed to mimic the real thing, but for those of us who love creepy glowing optics I'd truly adore the option to be spooky in the dark and possibly in the light. How so in the light? Simple, allow anyone with glowing eyes to have them emit a heavier glow on demand that exactly mimics the glow utilized by frenzied vampires. Why? Both to be a pleasant anti-meta device, and because it's an exceedingly cool effect that seems wasted on vampires within a setting where synthetic eyes are somewhat prevalent. How would this ultimately work? Ideally, anyone with synthetic eyes would have a verb along the lines of the one they gain to change their eye colour. 'adjust glow', with three options: none, light (glows), heavy (frenzy glow, maybe a tiny/near-useless amount of dim lighting on the tile in front akin to what is produced by certain IPC optical glows) Why did I mention displays in the title? Well, if they don't already (I haven't really thoroughly tested, but I wished to include it to avoid potentially needing another suggestion) then I believe that Baseline Displays should glow in the dark. I don't believe this should be optional, either. If you want to be stealthy, turn off your display! Similar goes to the optics of other models (with exception for shells having the same mechanics as synthetic eyes for organics).
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If someone passed the trial, then I’d say that’s enough for them to be suitable for the role. Our best event (9/18) came about because of a truly unexpected Captain, and I wouldn’t have it any other way. I can’t possibly be any further against this suggestion. The server doesn’t need to be entirely scripted.
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Make a "unique emote only" preference for ghosts
Carver replied to DatSamTho's topic in Suggestions & Ideas
I'd take a 'no combat logs' one, or better yet a 'no simple mobs' one (even if personally I'd want to keep simple mob emotes on the ship). Any way to filter these absolutely spam-laden away sites. Even just a filter for these aggro-based emotes would be enough, they're the single worst offenders.- 1 reply
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I'd take any addition to Engineering, NT or Orion. Zavod really doesn't feel fitting at all in Engineering thematically, even as the developers of ship weaponry (which Engineers don't really touch outside of the Leviathan) and while Heph belongs there you have a non-insignificant number of backgrounds that would realistically almost never work for Heph unless they were outcasts from said background.
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Can we do it for slot machines too, I’ve never seen someone come out out of using the bar slot machine with a loss even if they never hit the jackpot.
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I’d hope we could keep the fancy AI for Greimorians and Guard Dogs. The former only exist on ship and away sites, the latter are useless without the AI buff.
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Would this include the Sol calibers and the more esoteric Frontier/NKA/whatever else calibers? My concern is only ship standard rounds being produceable. I understand if weird Elyran cardox versions of coalition calibers or some kind of funky phoron round isn't produceable outside of science, and if more normal yet niche stuff like haywire/incendiary shells remain as uplink and cargo orderables only.
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I understand that, but Miners do have webbing, and it's rather important storage for key items like their GPS and medical supplies. They really shouldn't be giving up that space.
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1. The Intrepid was originally under Command's jurisdiction, on release of NBT only Command could access the Expedition Locker that was within the cockpit and held those shotguns. They weren't originally intended for xenoarch whatsoever, and I'm rather certain xenoarch wouldn't get them when they get their own shuttle. 2. Xenoarchs shouldn't really be in danger very often either given they're intended to be in similar conditions to miners, as mechanically their goal is near the same - try to find something of note within rocks, typically artifacts or some strange anomaly. To that effect I'd be in support of xenoarchs getting access to KAs if they don't have them already, though ideally a version that functions to crumble rocks without crumbling the 'artifact boulders' within. Machetes are not needed by miners. They have zero reason to carry them, and it is a waste of inventory space that should be dedicated to actual mining equipment (i.e. pickaxes, drills, bags, emergency medical supplies, etc.). I do agree simple mobs are overtuned, though! I'd quite support a nerf to those if another PR or suggestion is produced, mining really shouldn't be dangermax given (I'd hope) we're not trying to emulate lavaland or goon mining. I'd hope we also just axe the Romanovich mobs entirely from overmap zones where they're inappropriate, but I understand that's not as simple as adjusting damage values.
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I don't have too much to say other than that I hope all rounds will be produceable in some form; let there be blueprints for the autolathe if need be that can be acquired via uplink or other sources. It's a major dislike of mine that we're introducing new weapons that may very likely find their way into antagonist hands (faction crates, for example) but may be seen as quite worse because they can't realistically resupply themselves even with preparation, pushing them toward the more mundane weapons using older calibres that have near-identical functionality.
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Per the title, it's really weird to see these ancient threads necro'd with dismissals or whatever. Every single one of them was made in the context of a map we haven't used in 1 1/2 years, so a lot of their original points aren't really valid anymore. Let's look at two "recent" examples; the suggestion to remove the spare ID was in a time when the bridge was a vestigial area of the map that nobody but the Captain and antags used, and the suggestion to remove the barista and second bartender slot was in a time where we had 1 bar counter that was shared between 2 people and themed as nothing but a plain bar. It may also be discouraging for people who wish to make a thread on a matter who've seen an ancient, outdated thread of a similar subject be dismissed. Once more looking back to the thread on the spare, you can make some very fine arguments to have it removed or replaced on the current map; but none of those arguments would have been presented in that now-dismissed thread created nearly a third of a decade ago. If you attempt to make a thread on it now, what's the risk of someone linking that ancient piece of shit and going 'we talked about this already (three years ago)'? Final point, it'd clear up the suggestions forum. Ancient threads with ideas that have either probably been implemented in the years since, were relevant to some mechanic that may no longer exist or a map/gameplay 'meta' that hasn't been around for a long time aren't really going to offer much of anything to anyone.
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A terrible gun is still a gun and you can fairly easily kill someone with them, not every antagonist has an uplink anyways. Again, miners are miners, not some crack shot salvage team who need weapons. Better to axe the Romanovich-exclusive mobs. As for xenoarch having them, that’s only a side effect of xenoarch effectively stealing away the Intrepid for themselves by lack of their own shuttle - those shotguns are meant for full expeditions to dangerous sites (the ones filled with dozens of carp, hivebots and other Dungeon-tier threats you’re meant to take on with a crew of 4-5+ people) not casual asteroid visits. Why is that PR adding machetes as well? Miners already have a strong melee in pickaxes, that reinforce the job they’re supposed to be doing. They have no reason, absolutely whatsoever, to have machetes.
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Personally I'd just hope to see the mobs made less common, it's a bit silly that seemingly every other asteroid in the spur is infested with wacky ass organic life that is hostile to everything else despite seeming to subsist on.. Radiation? Minerals? My biggest reason for being against the shotguns is them being used on away sites. Miners should be mining, not looting.
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This is different from the suggestion to add a residential checkpoint, thus why I made a separate thread, the scope of this is solely for the third deck docking arms. Per the title, add shuttered checkpoints to the third deck docking arms that can be manned by Security (or accessed by any Command in emergency). Give the 'office' side of the checkpoint doors to both sides so that visitors with appropriate access (CCIA and other SCC types) aren't impaired if someone forgets to raise the shutters for them. There's no reason that anyone who docks on the Horizon should have free access to the whole ship, and in lieu of docking codes this would suffice. Antagonists and more unsavoury responders and guests could brute-force through the doors if need be, potentially leaving a trail that someone was there for the Investigator. A final point, it would provide a logical parity with the checkpoint for the auxiliary hangar and the checkpoint for the arrivals/merchant dock - why are only half of the docks capable of having oversight? Where would it make sense to put these? Well, there's a lounge on the starboard/west side that's never used, and on the port/east side there's a weird relaxation spot next to the upper brig that also is never used. They don't need security gear lockers, or anything besides wall-buttons and likely a security computer, so a 2x2 room should be well sufficient without being any sort of truly invasive restructuring or expansion.
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I'd disagree with that being a terrible idea, mercs and similar can simply go into space or enter illegally if they want to circumvent docking arm checkpoints. No one should be able to just freely enter the ship from official docking points without Command oversight, it's why the Auxiliary Hangar has a checkpoint and the Arrivals Dock (that only the Merchant uses). If anything, it's a rather great idea! Returning to the topic, I can't really approve of any kind of lift checkpoint after some thought. Even if it excluded shutters, as it well should, it doesn't terribly add anything: I don't want to be hassled when I'm trying to leave the round, under any circumstance; and there's no particular reason to check people coming up from their residence to work.
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I took far too long to pinpoint a good time to get these screenshots, relevant as of the current time of posting: Curiosities: The auto-generated name field correctly displays the apostrophe, the conversion from direct record doesn't. I used the same keyboard to write these records as I had used to type out the character's name when making him.
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I do rather like the idea of a wholesale shift to being fungi, as a non-whitelistee it can be hard to justify a character’s dislike of dionae because they just don’t especially hit a lot of ‘horror notes’ that one would assume a species with such terrifying traits like memory theft and blood consumption to bear. A shift to fungi does a lot for this, because people go from a mental idea of ‘cutesy wood roaches and ents’ to ‘resident evil 7’ and other creepier forms of media that fungi are more typically utilized in. Overall, this is a fantastic proposal and I have only good things to say about the implementation as proposed in the document.
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My only concern is anyone trying to gatekeep people leaving the round in any form.
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2 dismissals Add 1-2 round-start corpses to the morgue
Carver replied to NerdyVampire's topic in Archive
No one is going to especially care that John Doe, non-player character, was mutilated. There’s as much attachment to John Doe as a protohuman (and protohuman based gimmicks usually lose their shock once people realize it wasn’t a player). -
2 dismissals Add 1-2 round-start corpses to the morgue
Carver replied to NerdyVampire's topic in Archive
We have protohumans for this in operations, surgeons shouldn’t be practicing on the corpses of crew. -
Change Science to an Expedition-focused department
Carver replied to ReadThisNamePlz's topic in Suggestions & Ideas
I’m supportive of this solely on the basis of the second shuttle so that one xenoarch isn’t hogging the only real shuttle on the Horizon all the time - especially if it means Command can regain primary oversight of the Intrepid. Maybe Mining can be moved into this as well, while as others have said the manufacturing elements of Science get merged into Operations?