-
Posts
3,168 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Skull132
-
Don't we already have the ability to point-blank someone with harm intent on and standing right next to someone? At which point more damage is applied if memory serves. Why should this be anything more than a custom emote to make it seem more visceral?
-
Looked up all IPs you used on the forums, no connection attempts to the DreamDaemon server, so whatever's stopping you is stopping you from reaching the server box in total. You can confirm this by running and it should return a timeout. There's nothing blocking your connection from my end that I can see or am aware of.
-
Are you using the same IP to try to connect that you're browsing the forums from? If yes, I can check the server logs for it. If not, PM me the IP you're using to connect and I'll look at it. Will hopefully get an answer back in about 4 hours.
-
There's no ban for the ckey. I wonder. Are you using a VPN? I have an IP block ban in place for one provider. EDIT: Could also try directly connecting to the server at byond://136.243.0.189:1234
-
[Resolved] Unfair Strike - Alberyk
Skull132 replied to hivefleetchicken's topic in Staff Complaints Archive
So it does boil down to "You didn't talk to me as I think you should!" Okay. Also, "i intend to bitch and moan on." Literally not how complaints work, and I would love something being done about this. Anyways, until a third admin rolls around to address the complaint as an impartial party, I have little more to say on the matter. -
[Resolved] Unfair Strike - Alberyk
Skull132 replied to hivefleetchicken's topic in Staff Complaints Archive
I don't think that's valid use of staff complaints. Understand: you submitted a complaint against the conduct of myself and Alberyk. This is not a support ticket for getting your strike removed. So please, do answer my question. -
[Resolved] Unfair Strike - Alberyk
Skull132 replied to hivefleetchicken's topic in Staff Complaints Archive
Can [mention]hivefleetchicken[/mention] explain why this complaint is a thing? More specifically, what staff conduct rules were broken and what he expects done about it. Because. Alb already explained why he issued the strike, on Discord. I already answered, on Discord, that the strike would be removed today. So what is the issue here? The fact that you didn't like our answers, despite there being literally nothing more to it? -
[Resolved] Unfair Strike - Alberyk
Skull132 replied to hivefleetchicken's topic in Staff Complaints Archive
Strikes require direct database manipulation to remove, because I'm too lazy to write up a proper interface for it. I told you I'd remove it tomorrow, twice. You were unhappy about it so I said that, as per our SOPs, we are given 72hrs to respond to most things. The implication being that I've acknowledged your query and will be responding to it within those 72hrs. If recounting SOP is being cocky, then okay. The "Good luck" was added because you seemed to not be serious about it. (Seriously, getting in a tussle over being told that something takes time is childish, as is this complaint and your conduct about the matter.) -
Okay and? It's a colloquial term in the context of the station, that's it. Its meaning elsewhere is irrelevant, as it's a part of the station subculture. Irrelevant due to my rebuttal of point one. Mostly irrelevant but note: if it has a positive effect on morale, discipline, or what have you of the subordinates, then why not keep using it? To each their own. If your character doesn't want to be addressed as commander, then correct that situation. Though note that this thread sounds as pompous if not more pompous. Chief absoloutely does not work for most people, due to the fact that there are two ranks which have that word in their title. Security chief is also lame, completely and utterly lame. Ew. And you missed "Hoss". How dare you. All-in-all. Subculture is subculture will be subculture.
-
pmuch this, as far as memory serves.
-
[2 Binned] i120 Disregard of Area Regulations.
Skull132 replied to Butterrobber202's topic in Archive
It's been a week! +1 dismissal for reasons already pointed out: there exist charges + injunctions to cover this. Apply them. Archived. -
[2 Dismissals: Archived] Add back snake people for adminbus please
Skull132 replied to Scheveningen's topic in Archive
What Lohikar said. They cause memory access violations in the clients, consistently. When in cases they really shouldn't. -
After a quick patch. The deed is done.
-
Excuse me a moment while I try to separate the amazing smugness of your post from the actual content. Literally not relevant, get back on topic. While I assure you, I give absoloutely 0 shits about what games you play, notice the mahoosive size difference between the asteroid we represent ingame and Polis Massa. The station on PM is fucking tiny compared to the rock it's on, this makes local gravity a thing. In our case, the player accessible area is proportioned so that the station itself takes up at least 50% of the area on some Z-levels, if not more. A gravity generator in our lore works by creating a "field" of gravity. A bubble. All the things inside that bubble are effected, regardless of their presence over space. Which is why, unsurprisingly, you fall into a hole even if said hole is above space. The only legitimate claim you could raise against this point is a question of, "Why don't I fall in reverse at some point?" To which I answer: eh. It's good enough as is. Let's now make note of the fact that when we're discussing an artificial gravity generator, the actual mass of the rock without the generator is irrelevant. And we'll simply state that with the generator active, we're going to rocket to approximately Earth gravity. Also, partial gravity is like. Very difficult to comprehend in a 2d game: you'd fall through holes at a lowered pace, which is going to end up being even more confusing than the pretty simple logic we have going on right now: step in hole, fall in hole. Now we get to the smugness. Your implication from this is very clear: gravity on the asteroid is an error on the part of the development team that they're too lazy to patch. This is amazingly wrong for a myriad of reasons. I'll start with the simplest: there's a variable (or a proc, I forget which) which indicates whether or not an area is effected by gravity. If we, the development team, at any one point, ever, wanted to make gravity only effect the station, we could do so within 5 minutes. Possibly without even restarting the server. However, there's more to it. The holes and falling damage and all of that were implemented as a result of a conscious effort to introduce another environmental threat for the crew and antagonists to tackle. I've said this loud and clear at least three to four times since Nümap release, and the fact that I have to say it again is unfortunate. We want it to be a new consideration, we want it to be a new obstacle for people to deal with and take into consideration, we want it to alter gameplay in a fashion that's more than just tacked on. And I'd say we've done it just fine with the entire MultiZ implementation, of which holes are a good part of. So please do reconsider your perspective on why this mechanic exists before posting a reply. Butt wait, there's more! Unfortunately. Logic chess is a pretty pointless exercise when it comes to pitching ideas and issues. Realism takes a back seat for the sake of being believable and gameplay design. Always has. The gravity generator works by creating a field of artificial gravity around the station and closely surrounding area. It's believable enough: has been before, during the era of Exodus, will be past it. And I've already covered the gameplay design part twice, the part you've managed to ignore even in your final response to Garbage. okay.jpg. I can point out about a few hundred indescrepencies about game mechanics when it comes to fields that I've legitimately studied as part of my degree. Namely: material science, electronics, mechanics. But I literally don't care, because it makes for good gameplay. Arguing "Muh realism!" in a game of 2d farty spessmans, while shoving a pole up your ass about it, is an idiotic waste of time and effort. Arguing that one sci-fi method of handling artificial gravity is better than the next is even more assenine, because it boils down to, "I DON'T LIKE THIS! CHANGE IT!" There is literally nothing constructive about this topic until you start approaching this from a gameplay direction. But, apparently you consider it a bug so w/e. +1 vote for dismissal.
-
Already planned by me. A character creation menu shit, like in RPGs.
-
It would actually be more bullshit if gravity only somehow affected the station. The gravity generator that the station is equipped with (it'll be visible next update) generates gravity for the entire asteroid. Not just for the metal station shell, which, again, wouldn't make fucking sense. Also, we took care to make sure all antagonists are equipped with the tools required to navigate open space. Same for miners. And even xenobios. And EMTs. It is a natural hazard which everyone on the station has to deal with, antags and non-antags. It's also a relatively good way to break away from, "This is actually just a reskinned space station: everything is the same as it has been for the past 6 years." I don't see a valid point behind the moaning outside of, "I've not grown accustomed to this shit yet."
-
Weekly events are doomed to fail. Too much activity and investment required from staff, we'd have to hire more folks. (Which we won't.) Even if pulled off, they'll end up as mundane sooner rather than later. Or worse, turn into, "WATCH ME BE SPECIAL!" type shite. I much prefer the, "Have a lore-driven story arc every half a year or so." Which we've been doing since antag contest meme I. We're also looking to add more out-there meme roles, pseudo antagonists and event characters, accessible to players/whitelisted players. Which would allow folks to drive their own story or what have you.
-
Regarding "Get a coder to do it, it's relatively easy!" Our developers are all assigned major projects which they have to work on, and on the side, they can do w/e. When assigning major projects, project age is one thing that's considered, and the project priority is another. This is why the genetics rework was not assigned to anyone this time around: it's not old (started in March 2017, as opposed to something like the economy meme, IT department, or even the RnD remake; all of which are planned as to-be-worked-on over the next 2 months), and it's not high priority (unlike new map cleanup). When I say I don't have developers to assign to this, I would expect that to be respected a little more than it appears to be.
-
And yes, technically you address the issue of not having enough content for the job but. I don't really know if keeping the shell is worth it like that.
-
This will be implemented shortly, mostly because I got sidetracked with being sick and having a job and neither of the head admins have yet to touch the config themselves.
-
Yes. Genetics is hereby reverted once more. The main reason for that genetics was added back in under the pretense that Nanako was actively working on a remake of it. At which point, it'd be playable again without the shenanigans. Nanako left, and we've not yet picked up all of the pieces she left behind. The RnD project has been picked up by Printer, however, the genetics project is left unclaimed. So until it's claimed and implemented, genetics will be left back in its place of dead, and accessible only via adminbus. Also, regarding the proposals of switching off to minor powers only. It was considered, however, it'd require the removal of remoteview and -say, (because muh metagaming) and after that, there wouldn't be enough left to really justify a job. So, yup, that's that. I know there's a few fans of genetics out there, and I apologize for letting you down like this, but that's the present situation and we don't have an immediate fix for it.
-
[mention]driecg36[/mention][mention]NoahKirchner[/mention] It's not possible to permanently edit employment records. Medical records will be perma-editable Soon (in the same capacity as one can edit sec records: by adding a note which the player can remove). Think of it more as, enticing the player to think about it. I guess you could offer up a pastebin of what you copied over vie LOOC, but eh. The main reason behind the act is to remind the player of the records, to maybe help them flesh them out a little by probing them ICly, and to create muh precious arpeees.
-
Soft hands. As Jackboot and Garn have stated, the nature of our community is to apply soft hands to the issues you described in most cases. Obviously excluding the rule violations which I expect all players to adminhelp promptly. Reminders and such probably won't happen, because tbqh they're annoying as fuck and won't help the situation at all. A large amount of "good roleplayers" start characters without records, pestering them about it is not going to win any hearts. Development wise, here's the present plans that coincide with the topic: The economy meme will force people to choose their affiliation more wisely and so on. It'll introduce more consequence to where you're from and where you live and so on. I will probably at some point (undecided if this cycle or next dev cycle) make a character creation screen to present to new players as a method of softly introducing them to the lore. As for why haven't we gotten around to those. Well. To put lightly: new map meme. And also other more important things. Also, two points. This is an issue for every HRP server. If you have a silver bullet for this, please do let us know. Otherwise, hnrg. This was actually a thing for about 6 months. There was no real feedback about it and the lore dweebs couldn't be arsed to keep it up to date. Also, [mention]driecg36[/mention] if I may offer a fun solution to that. As HOP, if you're bored. Start calling people with record holes into your office, and quizzing them about their background and filling it in.
-
Adding a psychological check in the Cyborgification Release form.
Skull132 replied to Dragonspare's topic in Archive
[mention]ForgottenTraveller[/mention][mention]Senpai Jackboot[/mention] and I've dropped this infront of the admins as well.