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VisVirific

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  1. Hello. Sorry for posting this right on time as I was suddenly busy and couldn't do it sooner, but considering what you've said about the document depending on your free time, I'd just like to see if I can summarize the known Developer responsibilities until said document is public. In the end, Developers can: Request Changes to any PR that is of their interest Never need to re-review said PR even after the requested changes are addressed in under any time frame at all Never need to approve said PR which they requested changes for While Contributors: Cannot ignore the Request Changes Must either discuss against the requested changes or follow them through (with compromises or not) Still never expect the approval of the Developer who originally requested the changes Are to contact the Maintainers for any github issues Is that all correct?
  2. I'd like to point out the dismissal of Wezzy's review happened primarily because Memescope was able to directly talk to Wezzy about it in the code_dungeon text channel in the main discord, outlining that lore team members were giving the approval for it. Only after Wildkins removed the changes required was when Matt dismissed the stale review and marked it as resolved in the discord. Overall, I was unaware of what Developers can/can't do and what is/isn't an actual expectation from them, and therefore assumed Wezzy's behavior to have been in some shape or form a violation of protocol or standards when it comes to interacting with other contributors and-or their PRs (be them in reviews and not being obligated to re-review in under any time frame, or even less approve the PR even if said review is addressed in the first place), or even how a Developer is allowed to handle their own PR in contrast to other PRs. I'll absolutely keep in mind about contacting the Maintainers should anything else come up in the future. Thank you for your time, and for clarifying it.
  3. Hello, Arrow. I'm one of the co-creators of the PR Wezzy copied and I can also explain the problem about it. As I summarized the entire sequence of events leading up to that, the entire situation surrounding it was fishy at best with what I can say standard and unfortunately expected behavior from Wezzy at this point. What wasn't expected is the fact he would allegedly copy an already existing PR that re-adds the items he took out without any mention without asking or even talking to either Memescopes or I, when I had directly linked my PR (which he was the one who requested changes for and added the Changes Requested tag) asking what it'd mean for his new uniform PR. When this was brought up in the main discord server, Wezzy's response to Wildkins reaction was that it was done to "avoid a conflict merge if it got merged", although that isn't really true. PRs that mess with icons get merge conflicts all the time. Suddenly wanting to avoid the conflict merge would be good, but in the end not feasible UNLESS you directly collaborate with the other PR that will likely cause the conflict. Especially considering his new PR overwrites some of my PR's fixes (example: from pathing of the EPMC uniforms from pmc/epmc since the EPMC is part of the PMCG, hence being a child path of the PMCG items, to surplus/epmc for some reason?) and re-added icons. And the sections that were copied from my PR will end up causing conflicts in his PR (example: his First Responder uniform icon and item states call for the "epmc_emt", while his overwriting uniform is named "epmc_ft"). Or even the added fact that he straight up copied parts of the Changelog too so it's. Like this: So in the end, the fact that he copied my PR actually caused more conflicts to his PR. And as Ryver pointed out, why would he request changes, only to copy the PR in a way that creates more bugs into his own PR, while simultaneously not addressing any of the people arguing against the requested changes? It feels incredibly underhanded, even more so that he didn't even try to contact either Memescopes or I before doing this, and seemingly doing it after I directly linked the PR back in the forum thread someone else had to create about the whole uniform situation. Which I also find strange since he can, in fact, contact people about things like he originally contacted me about the Chem Bottles, Beakers and Medcup Resprites. In fact, he had contacted me within the hour of me putting the PR up. He had feedback, I addressed it quickly, and then... nothing at all. No approval, no mention of what else was wrong. Nothing until I began to ask other people about it and someone else had to tell him to check it again. And even after I re-addressed the sudden additional feedback, there was no response. But I do know he was fully aware of it considering this vague remark that only applies to the Chem Bottles, Beakers and Medcup Resprites.
  4. So, let me see if I understood this sequence of events right: You create the first Uniformity changes PR, which removes the EPMC items and renamed the existing ones into PMCG for... no apparent reason and no mention of said removal anywhere in the PR. Memescopes and I put together an Eridani Items Re-additions PR to bring them back in You put in the "Changes Required" in my PR People argue against the "Changes Required" in my PR, one of which is a Human Lore Dev who pointed out those items were never supposed to have been removed in the first place You create this NEW Uniform changes PR according to feedback ON THIS THREAD THAT SOMEONE ELSE CREATED, and not the Discord Thread you created in the SCC Personnel Terminal server. This new Uniform PR also says it adds in the EPMC security uniform I ask what's this New Uniform PR is going to mean to the already existing PR that brings back the Eridani stuff You copy the PR into yours instead of addressing any of the comments arguing against the "Changes Required" you put in the PR Dude. What
  5. So, I gotta ask, what does this PR going to mean for the PR that re-adds most of the removed EPMC stuff that you removed without mentioning anything?
  6. The fundamental core problem that causes the reliance of chemistry to a point of such being a cornerstone are the mechanics of damage itself. While Aurora has done away with hard number readings on most UIs, injury is just a set of numbers whose most efficient way of treating is to use a chemical which will directly reduce it back to nothing with exceptions to Bone Breaks, Tendon Breaks, Mycosis, Shrapnel and Organ Necrosis, which you'll also note are treatable via surgery. An example that better outlines the problem is how you can easily remove someone's liver and kidneys, hook them up to an IV with Dylovene and watch as the green chemical constantly reduces what should've been a fatal circumstance of unfiltered toxins in the bloodstream to nothing at all with no consequences whatsoever as long as there's a steady supply of Dylovene. Another example is how you can get someone with Significant Trauma with severe bleeding and put some Bicaridine and it heals the muscles and seals the bleeds (albeit slower than clicking them with gauze/ATKs) like nothing happened. You'll also note that Bicaridine/Butazoline/Tricordrazine/Gauze/ATKs do not close up Surgical Incisions. Because Surgical Incisions, although they do some damage and forced bleed (if not with an IMS or Laser Scalpel), are a unique condition that specifically requires cauterization to treat. While BrainMed has changed the priority to "Make sure the Brain doesn't hit the damage number limit, which increases because of X/Y/Z", our injuries still feel like we're in PointMed, which Chemistry as is treats better than most since both chems and damage are that abstract. We do not have an injury system which complements BrainMed. Our injury system is still Damage Numbers with some exceptions. So calling for the dissolution of the Chemist role because of a faulty system feels to me, another Pharmacist Main, like trying to dumb Medical down. Ramke's Operations Medicine Package seems like a better solution, like how Medical has several first aid kits of various types in the storage as basic equipment, or similar to the Combat Kit in which it contains pill bottles of specific chemicals. The Medicine Package could have specific liquid bottles and specific pills, and be made just expensive enough to dissuade only one person from buying in bulk. Maybe with 1x Pill Bottle of 10u 6x Bicaridine, 1x Pill Bottle of 10u 6x Kelotane, 1x 60u Liquid bottle of Dexalin Plus, and maybe a a premium Medicine Package with 1x 60u Liquid Bottle of Peridaxon, 1x 20u Alkysine, and 2x Autoinhalers with Pneumalin. Either that, or the CMO wall locker thing, with 3x Liquid Bottles of Bicaridine, Kelotane, Dexalin Plus, 1x Peridaxon, and maybe 1x Alkysine. As for Chemists/Pharmacists having nothing to do after the initial production, that's a problem that's pretty much everywhere besides Security, Operations (not Mining), and most recently Engineering, has. Engineering used to only need to set the Engine and maybe Shields and then they had nothing to do besides waiting for something to damage the place, or get a project approved for rapid reconstruction. Mining is mostly getting resources for Science and nothing else. Everyone else of Medical, much like Security, is Waiting For Something To Happen. Which sometimes may never happen, and in turn causes the production itself to never have been needed at all, but it was still something to do. As for the mechanics of Chemical Production itself, it'd need a more nuanced approach to consider, because the knee-jerk solution would be to make it more intricate, only that could worsen the lack of pharmacists if it's too complicated, or cause the "You're not as good as X is" attitude that's a constant worry for Medical to get worse. Although Chemical Production Mechanics should probably have it's own dedicated thread.
  7. From previous interactions and observing their conduct, Granodd is an excellent player whose characters all feel unique and very well worked on and developed. It's brilliant to see how Jeriko as a character evolved from the first few rounds I remember observing him to now, and all signs point that the player will handle the command shenaniganry that the planned roles tend to have. Granodd absolutely has my full support. 1+
  8. I'm not entirely sure if accepting player names is a good idea, otherwise I'm up for Crusher as well. Gotta keep those references consistent
  9. Hello! After several weeks, I've finally thought about a good compromise to get the Restricted Chemical Storage back in the pharmacy. The simplest solution I could come up with Just shuffle the Paper Bin + Pen + Screwdriver onto the table with the buttons or above the grenade casing box, push the grinder + phoron to the side and put in the restricted storage there
  10. Currently, the area with the Vacant Office and the Holodeck (Crew Quarters Hallway according to the APC) only has 1 entrance, which is a stairway that's pretty isolated. Something that could help would be refitting the Firefighting Equipment into another entrance into Medical. Here's the Firefighting Equipment room in question. And here's the area overall. There's just not enough space to try connecting it with the maintenance tunnels, especially as the Vacant Office (towards the right) is directly blocked by Telecomms. Here's something I think could work, but then again it's very much up to Map Folks.
  11. From my own experiences with Antag CMOs in Medical, it was rough. Not only because Antag CMOs got Suit Sensors monitoring, but also because of their potential to free range chemistry with their instant injection hypospray. It wasn't as bad for me personally, but that's because I was used to handle myself in medical without a CMO since they were sort of rare and we could coordinate ourselves well for most part. I'm glad I don't remember specific rounds at this point in time, especially since I still have some instinctual negative knee-jerk reaction when I consider them. The worst experiences I do recall, though, were from Antag Chief Engineers due to their ability to single-handedly take the round hostage, be it through controlling the power grids, to having an easy access and durable RIG, to being able to waltz inside the captain's office for the spare and various other engineering shenanigans of building themselves out of locked rooms, with the general addition of being able to mess around with alert levels when people do try to get them under control and what not. With all of this in mind, even if it were to require a minimum of 20 readies, it could still be very much one-sided. Only 1 command and they're antag? Station is basically in dire straits without taking in consideration of other normal crew traitors. Much like what Geeves said, it'd be similar to Malf AI. The chances of one command antag being good is heavily stacked against the much, much higher chances of it going pear shaped. I'd rather not risk this all over again.
  12. This is based on Geeves's wonderful quality of life autoinjectors tweaks, but now for the autoinhalers while I'll hopefully tweak the inhaler cartridges to have something to show how much of a reagent they still have left inside. Although before I progress to coding it all proper, I need feedback on the proposed sprite tweaks. For now I've been doing the autoinhalers. Preview at 500% Zoom. Top row is the tweaked sprite (unsecured and empty - secured with chem - spent), bottom left and middle are the original ones. Bottom right has an outline intended to be invisible so you can actually click the sprite better. And here's the preview at 200% Zoom (therefore the equivalent to Icon 64x64) As for the actual inhaler sprite and the cartridges idea is to keep the changes as minimal as possible to preserve the general size and style, but with a way of seeing how many doses the cartridge has left. While respriting the entire thing could be the preferred option, I'd rather wait and gather feedback first before trying that option out. For now, here's the rough idea for the inhalers and cartridges. (I've decided against uploading the 500 percent zoom version due to fear of bloating this thread even more. Following gifs are 200 percent zoom only) Normal inhaler + cartridges. Top row is the tweaked sprites, bottom row is the original ones. Only the inhaler has the invisible outline. Combat inhaler + cartridges. Top row is the tweaked sprites, bottom row is the original ones. Only the combat inhaler has the invisible outline.
  13. The CMO base uniform looks kind of basic. I fear it might be easily confused with the Bridge Crew during more hectic situations. Although I'm guessing the CMO Coats would help distinguish them better. For the rest of Medical, I'd recommend tweaking the Medical Intern since besides the front and side chest details, they could be confused with the Physician. Maybe remove the green bits from it and tweak the First Responder's uniform so those two don't end up looking similar, probably either giving something more distinct for the FRs or a bright highlight/high-vis like stripes for them. Final, very nit-picky remarks are the left having EPMC Pharmacist and Psych sprites having the Physician's + on their chest, and the Zeng-Hu's supposed emblem on their chest being so similar to the base color it's really, really hard to notice unless you specifically look for it. Other than that, it looks pretty solid for me.
  14. BYOND key: Vrow Character names: (From most to least played) Neith Mekesatis Z-H Adhama 7 Oluwaseun Temitope Ravindra Sarita Itai Ilica How long have you been playing on Aurora?: Even though I joined in 2017, I had been away for a period of 2 years before returning in 2019 with an on and off activity between months. So probably 2 consistent years? Have you received any administrative actions? And how serious were they? Yes. I have received a warning on January 22nd (2020) when I had snapped and, quite literally, ran at the antag and chloral’d them with an autoinjector. I’ve learned to keep an eye on my own stress levels since then to make sure I don’t end up doing anything remotely similar to that again. Please provide well articulated answers to the following questions in a paragraph each. What do you think the OOC purpose of a Head of Staff is, ingame?: Organization and helping with their respective departments, whether that help be simply teaching new players in the area or coordinating between departments over a specific threat, as well as giving more opportunities over how to proceed with a round, be the opportunities more RP oriented (proposing expeditions as a RD, organizing a blood drive as a CMO, public training scenarios as a HoS, building and-or renovating station sectors as a CE, etc) or involving antags (knowing when to escalate to EBS or evac, being a person of interest by default of having a command position, how to interpret and mediate an antag gimmick). What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: I’ve always had a fear that I wouldn’t be able to handle the responsibility of being a mentor and a model to other players, as the expectations and power you can have over them can either make or break their overall experience even if it was just an off-chance interaction, as well as the expectations of being knowledgeable about your chosen department and regulations and keeping your shit together during catastrophic situations. But as I’ve been playing, I’ve found that I do like teaching and helping people when I can. I’ll try to be more direct and active in that area, hopefully with a character that will make said situations more enjoyable for everyone involved. Could you give us the gist of what is currently happening in Tau ceti and how it affected your character and their career? With the unraveling of Project Venator by the Stellar Corporate Conglomerate following the tumultuous growth of insurgency groups across the Reconstruction Zone, all accentuated by Nanotrasen’s falling stocks and net loss accruing across Sol Alliance space, it’s not hard to predict where profits lie. Requesting a transfer to the NSS Aurora, Yao Aaminata enters the station with a calculated easy-going demeanor. From all the memos he’s received about its sordid portfolio, it’s clearly the best environment to refine his contract into something truly stellar. Just as there was profit when Yao first signed into the Nanotrasen branch in Oran, there will be profit in the near future. A profit that will eclipse any previous loss. What roles do you plan on playing after the application is accepted? CMO, Consulars, and Corporate Representatives. Might also try Executive Officer as well depending how it goes when NBT is live. Have you familiarized yourself with the wiki pages for the command roles? As much as I could, at least. I think out of all the command roles wiki pages, the CMO is the most outdated one. Characters you intend to use for command or have created for command. Include the job they will be taking: Yao Aaminata, Chief Medical Officer Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Yes Extra notes: I am very sorry if any section feels strange or incoherent, as I have spent exponentially more time staring at the questions than I ever thought possible before managing to answer a single one.
  15. So, I've been thinking a lot about this general event arc and from since the first time I've heard of it to now, days after the finale, as someone who tried to keep up with it and ultimately couldn't keep up, I've reached the conclusion that I'd have enjoyed it far more if I had been merely observing it from the start over trying to play it. I'll recount my general thoughts as the arc went on, but all of those will be under spoilers to not be a gigantic wall of text despite the TL;DR version at the end explaining how I've come to this conclusion despite legitimately enjoying what I could. It's may be a long read for those wanting to go into my personal experience with the event. First Event Round (plus week interaction) Second Event Round Third Event Round Conclusion Explanation When I thought more about the event as a whole after the third event round and also watching someone's recorded perspective so I could get the details of who was injured or someone's name that had died, I realized I had significantly more enjoyment out of the third event and possible week and Discord Server interactions as an observer over as someone who actively tried to partake in them. In fact, as I watched the video, I finally managed to greatly enjoy the Event related aspects which had me interested in the first place. The investigation, the mystery, the characters involved and orchestrating them and their motives. Details that just came as natural developments for a Security character performing the investigation on the murder which had revealed the plot of a Terrorism Attack. I finally had the enjoyment for the thing I was actually interested in the whole event, acquired through simply observing someone else play through it. And I've only seen their perspective in the Third and Final Round for the arc. I can barely imagine the sheer joy I'd have gotten if I had seen it from the start. Did I personally have a negative experience with the event as a whole or any specific points? No. Did I personally have a positive experience with it, considering I tried to get into it and didn't manage to keep up? It was certainly better than nothing, yet not as better than I could have had if I simply stuck to the sidelines and watched other people tackle it. I mean, from an outside perspective it was just a Tajara Murder Investigation Event that somehow turned into a Tajara Casino Shootout by the end. Or as a Total Outside Perspective, a simple Casino visit that suddenly turned into a Tajara Serial Killer Thriller with a near Terrorism Bombing Attack. Maybe it was just me unable to get into the event. Maybe I just didn't know how to do it right and missed all the opportunities to get further into it. Maybe the character I had just wasn't proper for it. After all, I had a Medical character. Maybe I would've felt as much fun if I had gone into it with a Security one.
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