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Everything posted by MattAtlas
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FabianK3's Command Application
MattAtlas replied to FabianK3's topic in Whitelist Applications Archives
Accepted. -
[TRIAL] hazelmouse - Mapper Application
MattAtlas replied to hazelmouse's topic in Developer Applications Archives
On trial until... well, a certain point in time, I guess. -
[TRIAL] Geeves Developer Application
MattAtlas replied to geeves's topic in Developer Applications Archives
Accepted! Welcome to the team! -
[TRIAL] ShakyJake - Developer Application (Mapper)
MattAtlas replied to ShakyJake's topic in Developer Applications Archives
Accepted! Welcome to the team! -
CourierBravo - Mapper Application
MattAtlas replied to CourierBravo's topic in Developer Applications Archives
Accepted! Welcome to the team! -
FabianK3's Command Application
MattAtlas replied to FabianK3's topic in Whitelist Applications Archives
On trial until 18SEP2024. -
Locking and archiving.
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I don't think there's much to say here man. The ban looks pretty valid to me. If we strike you and you openly make fun of the motivations we strike you for, you get to eat a ban at that point.
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Kermit's Deputy Lore Master Application
MattAtlas replied to kermit's topic in Developer Applications Archives
Hi, Kermit. You may know me as the man behind the shadows, or a head developer. It should be no surprise that I get involved in lore a lot - usually not at the micro level but at the macro level. I - fortunately or unfortunately - have an overarching vision for Aurora that I would like Lore to mostly comply with. As such, I work with Trio as much as I can (quite often, as you'll be able to see if you get accepted) to make sure that whatever the lore team produces is in line with our shared vision. I do not want these questions to sound too harsh - sorry if they do - but they are quite important. Firstly, I would not worry too much about you not having leadership experience. This is something that can be taught and I've coached a lot of staff members on this kind of thing at this point - but I really think you are very kind. There will be uncomfortable situations where you'll likely end up having to give someone a very harsh no, or my least favourite - trashing pages' worth of work, for whatever applicable reason. In short, sometimes, you will look like a "bad person". I need to know if you are ready for this. Additionally, I think my biggest concern with you as a candidate lies in how little you use OOC channels like Discord. It's very hard for me to gauge your feelings on lore or your thoughts when you really... rarely speak with the community at large, unless I have missed you talking in the Discord for years now. What gives? -
Comet Blaze's Command App
MattAtlas replied to Comet Blaze's topic in Whitelist Applications Archives
Accepteed. -
this is a very, very good idea
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Comet Blaze's Command App
MattAtlas replied to Comet Blaze's topic in Whitelist Applications Archives
On trial until 9AUG2024. -
This is kind of the existential problem I have to face. If it's not Odyssey, then what? Secret is a dying gamemode and it's basically on its last throes. Nobody wants to play antagonist so something needs to change, but there hasn't been any discourse other than Odyssey. I don't know how you can keep civilain roleplay while overhauling the antagonist gameplay loop. Seriously - the only possible change is lightening antagonist rules to an insane degree. Adding new antagonists hardly ever does anything, techno and borer were considered great for the first few weeks then they were put into the trash tier by most of the playerbase.
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I do not see how this gamemode doesn't completely overshadow and eventually take over Secret's role as the main gamemode, since the only people playing antagonist now are the usual 2-3 guys and people who've just found the server. This leads to it being played constantly and kind of necessarily changing the server. I guess you could still have people vote extended though as we all know that's usually a deadhour exclusive.
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You guys really ought to remind me when I forget about your apps. Accepted!
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I'll copy and paste here what my thoughts on the test are. I think gameplay-wise it's a stunning success - it's basically exporting the high-intensity event formula to a playable gamemode, that can be adapted up or down on intensity depending on the type of mission chosen and what the actors/storyteller are feeling like at the moment. There are mechanical kinks to work out, however. The main ones have to do with some jobs, such as the AI, the BCs, and their role in the game. However, this gamemode provides us with an excellent opportunity to finally give some good gameplay integration to departments desperately in need of it, like Operations and Science, because things they can participate in are constantly happening. The main problem I see is that it's a really big departure from our usual style of roleplay. The average antagonist round, going by the event scale, is probably classified as a medium or high intensity round. It is, however, balanced by the fact that there's usually at least an hour of... nothing, where you get to play your character and pretend to be a civilian in a spaceship. If you are constantly being sent down to missions, you lose that civilian part of the roleplay. And I think that's a part that's already been plenty hacked at with the crew armoury and slow militarization of the Horizons (which I've already commented on plenty as mistakes on my part). In short - the main consideration to make will be on whether or not this shift is wanted, I think.
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Hello, my favourite lab rats... I mean players. Today we ran a test of how a hypothetical worst case scenario Odyssey round would go. Dreamy wanted to test his map, and I thought that it would be useful to extend that to a white-room scenario of what would happen in the worst possible Odyssey round. Ergo: if Odyssey can work as a gamemode with no Storyteller and no help beyond what the situation gives you. I think it was conceptually a success. I saw a very engaged crew (especially Engineering!) and the actors came up with some fantastic improv and stories, with even cute little side stories such as the donut arc. For context, I intentionally did not tell the actors anything until I spawned them in (which took very long because I had to spawn them manually, since I used a broken version of the branch by accident - sorry!), told them the premise of the map and what I would tell Command with an announcement, and absolutely nothing else. They had no information leading up to the round, so they had no time to come up with a gimmick before they played, and I think the result was still stellar. We've gone down and written the mechanical bugs of the map. I'm more interested to hear in this thread what you conceptually thought about the gamemode. Do you think you were entertained? Did you have things to do in your department? Did you think it was noticeably different from your usual round? And so on. Soon, likely next week (depending on when I leave on vacation to get a tan), we'll run a second test with the actual gamemode, a fixed map, and a non-admin Storyteller. I hope to see you then!
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Sorry for the delay! On trial until 20JUL2024.
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please try connecting again
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Staff Complaint - lavillastrangiato
MattAtlas replied to Miracae's topic in Staff Complaints Archive
I'll lock this, then. If you have any further questions don't hesitate to reach out over Discord. -
What people need to understand in general is that we don't make these restrictions up on the spot because we say so. These "silly" restrictions have all been put in place because of precedent, to break a certain kind of culture. This has historically always been a successful approach. Removing the detective's ability to run into combat (removal of the lethal .38 ammo) effectively killed the combat detective stereotype. The disability guidelines completely killed the mute engineers and mute officers that caused a shitload of headaches for staff in the past. I could go on and on, but looking at these policiess as walls to bring down isn't really the correct way of looking at it. They're there for a reason, and by staying there they prevent the old culture issues from starting up again. The dystopia argument is pretty much irrelevant, really. It has never been the reason why I made the disability guidelines, and I'm not sure why people talk about it. I made them specifically to stop certain kinds of character archetypes from being made where they logically don't fit and hamper gameplay. That doesn't mean that things weren't overlooked, but there was serious debate in modchat/staff discord in general when these were made. Now onto the proposal itself. I agree with everything here, I guess. I don't particularly like it, but I don't disagree either. The consideration for psychs not being able to be blind is that they have medical training. It would be quite odd for a blind person to be treating someone. Mute hangar tech is a no because of ship weapons. The rest is OK. I agree with everything here, I think.
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I don't think I have any particular objections to this idea other than concerns over the access and it being... quite confusing, really, considering now you'd have a generic assistant role and another assistant role in the department.