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Everything posted by MattAtlas
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[DENIED] Faye - Synthetic Lore Deputy Application
MattAtlas replied to Faye <3's topic in Developer Applications Archives
How would you do this? To put it cynically, the Zeng-Hu frame shell playerbase essentially jumped off a skyscraper and imploded the moment I nerfed them and prevented them from being security. I believe part of this is due to how dull the less-used subspecies are, and how there's not much you can do with them besides play on the obvious tropes (e.g the boring "This unit is a robot that speaks slowly and does robot things." for G1s and G2s). -
I guess we could just show the other jobs as crossed out instead of hiding them? But that'd crowd the job menu pretty hard, I think. Maybe add a disclaimer at the bottom that this list doesn't contain every job.
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I would rather remove bughunt from secret than enable secret borer. I don't think borer has enough content to stand on its own honestly. And I've already seen a lot of negative complaints about how the gamemode makes people uncomfortable/not want to play, so I'd rather rip the bandaid off, personally.
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Nevermind, what I posted here makes no sense, but porting that job menu would be a lot of work, if anyone would want to do it.
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Then I'd just remove techno mixed modes.
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Maybe cap the spawn pop at like 15? One technomancer isn't enough for a highpop round anyway.
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Wabidons Head of Staff Whitelist
MattAtlas replied to Warbidon's topic in Whitelist Applications Archives
This application is denied. You may contact me on Discord (mattatlas#0230) for more information. -
Decided against it because we're on code blue very often.
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Maybe on the light tube itself, but not as actual lighting. Don't think it's worth the performance overhead.
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Good idea. I will test this out shortly.
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Possible, although maybe a different color would be good? Orange or blue?
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Made some modifications following Danse's suggestion. I added the light randomization. Here's what the new hallway looks like. Notice the different lights in robotics. Additionally, I made it so that hallway lights become red on code red. Examples: Surface is basically all red because it's a giant hallway.
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Pretty sure you can't self dislocate limbs to escape cuffs. Don't really have an issue with cuff breaks in general, as antagonists breaking cuffs constantly are just going to be borged or executed on the spot.
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Dionae should not be considered as a factor, neither should plants. I will personally tweak their numbers to be equal to before should this cause any issues.
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Where? If you look at the current code screenshots, there isn't a single tile in rooms with lights on that's below full brightness. Which changes do you mean? Rooms starting unlit? Moodier lighting held up perfectly fine in other servers.
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Marginally less bright. It used to be 0.6 as opposed to 0.8, whereas normal lighting is now 0.45 and night lighting is 0.4 on average.
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I was toying around with lighting earlier since fullbright medbay was annoying me, and found some values that I think look nicer overall. I would like to PR these, so please tell me your thoughts. Pay specific attention to things like newscasters, computer lighting popping out more. Current medbay: New medbay: Current security lobby: New security lobby: Current hallway: New hallway: I can provide more pictures if required.
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Staff Complaint: Mattatlas & Persephoneq
MattAtlas replied to Filthyfrankster's topic in Staff Complaints Archive
The administrative side of the note isn't available to players, you are correct, because it's staff-only info on a player's conduct. Generally, in 99% of the notes we place that field is left empty. In some cases, like yours, administrators fill it to tell other admins about their experience or what the minimum punishment for another infraction should be. As for the contents of the note itself, if someone has a questionable attitude in ahelps or keeps missing the point (as was the case in our ticket) I note it down so that staff don't waste their time on conversations that aren't exactly fruitful. Since that was the feeling I got from my conversation with you, and I'm not going to go into particulars unless you specifically want me to, I put it down like that. I maintain that my judgement was correct. I also don't exactly moderate my thoughts in private conversations, because I have no reason to. That note is private, so it shouldn't have been shown to you anyway. Had I wrote down something along the lines of "This player completely missed the point of our conversation multiple times", the outcome would've been the same. Complaining about the contents of a private note would be the same thing as complaining about someone saying some nasty shit in discord DMs about someone else - that's not really our prerogative unless it's something extremely bad. You had a lot of notes by that point and considering the contents of the ticket I could not justify you not being banned if another security related infraction happened, hence why I put that disclaimer there. You're wrong in saying that the negative bias "wouldn't otherwise exist". You should be banned if you do get warned, then do the same kind of thing again. That's how punishment escalation works. I place these notes to make sure that staff actually go through with the escalation. Escalation would still have been the same after that warning. I in fact specifically told her to warn you instead of banning you because enough time had passed to think that you probably learnt your lesson and just had a minor fuck up, as things like that happen to everyone. -
Bells Would Like Some Taffy (and a nice coat)
MattAtlas replied to ShesTrying's topic in Completed Items
Accepted. -
Approved.
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Okay, as an update, here's what we've done two days ago. Instead of stripping the command whitelists of people that haven't logged on X amount of times in Y hours, we've instead opted to strip the whitelists of those that haven't linked their forum account to their ckey, which we told every whitelisted player to do since July of last year. Additionally, we will be more strict with whitelistees that won't get themselves up to date on the NBT and things like that. I'll lock this thread, given that it served its purpose.
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This is fine by me. It accomplishes the same thing. No problem; I get how these arguments can become. I don't hold feistiness against anyone in this thread. Well, the gameplay loop is inherently security-centric because the antagonists are the main thing that generates conflict on the server, and security is there to stop them, which means the focus as a whole is on those two parts. The thing is, the current status quo is hard to change without relaxing standards, which is not something I particularly want to do.
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Let's not pretend that this is what I said, please. "Highpop is in no shortage of command members that are actually necessary for the game to function at its best - e.g HoS and Captain." does not mean that only security is important, not only because the Captain's not security, but also because I said "necessary for the game to function at its best". Security, the main force counteracting antagonists, and thus the main gameplay loop is handicapped without a Head of Security (doubly so if they're without a warden). An engineering department with no CE runs without issues of that caliber. Same with medical and CMOs. Same with scientists and RDs. I said the command population is fine as is as a reply to someone mentioning that this strip would thin it out more. It's not the case.