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Everything posted by Bauser
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[Denied] Unban Request (Special Discord Edition)
Bauser replied to Bauser's topic in Unban Requests Archive
Go fuck yourselves -
[Denied] Unban Request (Special Discord Edition)
Bauser replied to Bauser's topic in Unban Requests Archive
If you think so, maybe it bears mentioning that I was banned long after this drama subsided. Perfectly quiet, didn't see it coming, wasn't informed as to the particular onus. There was no reason save for the sour taste in people's mouth and their desire to have some scapegoat for it. I didn't do anything another dozen members wouldn't have done if they were in the same position, and that's not a bad thing. It's just a learning experience for everyone involved. -
It's true that chemistry doesn't need to be that big, but is the space really needed for anything else? I enjoy that the halls are two tiles wide (so they seem a little more confined than the station primary hallways). I guess you could swap it with the general examination rooms to its right? But I enjoy those being smaller, too... I also really like that both the lobby AND the EMT garage are on the port side. Finally, Burger's design retains the psych office being upstairs, the ONE thing I like about the Medbay that's currently in use. In total, this looks like a big improvement to me. Ferner's, too - both of these layouts have more direct pipelines for movement (Burger's being a ring, Ferner's being a straight line) than the current messy layout.
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[Denied] Unban Request (Special Discord Edition)
Bauser replied to Bauser's topic in Unban Requests Archive
Schev's had it out for me ever since the first time I disagreed with him on game mechanic suggestions. My first interaction with him was his explicitly stating how dumb I am. I concede that my defenses haven't always been strictly constructive, but they're no more vitriolic than anyone would be if they were similarly vilified over similarly nothing. I'm not a punching bag. I do apologize that other people were exposed to that vitriol, but he blocked me when I spoke with him in private (as others suggested I do). So yeah, when somebody tells me that feeding the homeless "isn't really helping them," I'm going to call them a fucking idiot. It's a service I provide free of charge for the moral character of Aurora. Of course, now I know better than to even engage with those discussions, so I can provide some reasonable expectation of better civility (since apparently that's held in higher regard than good). My purpose in making this appeal is not mainly to apologize but simply to furnish the administration a fresh chance to do the right thing. -
Discord discriminator: Bauser#2332 Banning staff member: Not provided Reason of Ban: Not provided Reason for Appeal: It's been a month or something and I enjoy the functionality of seeing when rounds start and end without having to be ingame.
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Where could someone appeal a Discord ban?
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It could be made to pick only a few words of a statement to s-s-stutter, and it could insert "uhms" and "uhs" fairly competently just by replacing a space it (E.G. replace " " with ", uh, ")
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The reason intent has not been a consideration in pushing PRs is that, historically, developers have always operated under the assumption that everyone making changes to the game is attempting to make the game better somehow. It has always been implicit in the work that developers put forward: the notion that the developers share the common desire of making the game more enjoyable. The problem Coalf has identified is that Burger willfully and admittedly made a major change which was designed to bend the game in his favor. It's malicious. So while intent has never been a consideration in the past (as Skull points out, there has never been a need to consider intent), Burger's development philosophy ("How can I make this work for me?") suggests that it needs to be a consideration in the future.
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Ah, that's why I had to append "if that's how RNG works" to the end of that; I'm not sure what protections already exist in the mechanics Could the effect be exaggerated further? If people are still powergaming despite the RNG disadvantage, maybe that disadvantage isn't severe enough?
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You said in the OP that the purpose of your suggestion was to stop people from powergaming by constantly targeting hands for their vulnerability. So logically anything that makes hands less vulnerable to attack is "the point of this suggestion." But go off I guess
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Why don't we just make it harder to hit someone's hands than it is to hit their torso or head? It would make sense because they are smaller targets and faster moving. So just make the percent chance to hit lower... if that's how the RNG works.
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It's called applied science
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I'm partial to both Coalf's entry and Alb's because they prioritize aspects of Tajaran lore that have gone completely unconsidered thus far. There's no questioning the merit of Jackboot's piece either, but I do make the acute suggestion that (at least in-game), Tajaran lore has already enjoyed its fill of political strife. The function of relating these developments to actual gameplay effects is an important one in my opinion. For the same purpose, Coalf's stands out in my mind by virtue of the fact that clothing options could conceivably be accessible to any Tajara player, while foods are necessarily restricted to those in contact with the chef (or playing as a chef, themselves). No matter how much I love food variety (a lot), it strikes me that fashion lore is the one that's both novel and accessible. It's true that corporate regulations make some statements about dress code, but there's no good reason this couldn't be amended (inclusivity clauses!) if it's determined to enhance roleplay. What also strikes me are Alberyk's existing responsibilities as a primary admin and developer. I don't doubt his ability as a lore deputy, but there could be some benefit to appointing someone with less on their plate already. If Coalf or Jackboot get it, they can run ideas through Alb since he's the developer - whereas, if Alb gets it, his additions won't necessarily get the benefit of the others' scrutiny. So... I mean, I know it's not supposed to be a popularity contest, but... Coalf, right? You can't match the passion a bona fide furry brings to the table where a cat-race is concerned.
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I've wanted fire to pose a greater threat for a long time, so this all sounds great. Reacting to fire is fun and it justifies all the tons of firefighting equipment around the station. Could we have extinguishers clear more than 1 firestack, though? It shouldn't take 10 blasts to douse someone completely on fire, right? As an addendum, it would be great if there were more opportunities for accidental fires. Electrical sparks could have a low random chance of making items catch on fire, for instance, or machines like airlocks and computers could have a chance of creating a burst of it when they become broken...
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[1 Dismissal] Remove Healing Effects from Tea
Bauser replied to Ornias's topic in Completed Projects
What if tea was given an "overdose" threshold to automatically counter the powergaming? E.G. f you only need to drink a little to cure a little toxins, you're in the clear - but if you chug gallons of it to miraculously cure yourself of serious poison, it backfires and makes you even more sick. Just call it hyponatremia (water intoxication) so you've got a semi-realistic IC explanation, and we're good to go. -
Uh. Yes. And making it so all vendor foods make you fat and sluggish completely invalidates the reason people eat it. They eat vending machine food so they can AVOID the drop in movement speed. Why would anyone eat vendor food if, by your system, it only adds poor nutrition - which serves to make them slow? Fundamentally there are two approaches here: 1) Punish everyone who doesn't go to the chef (this is your suggestion) or 2) Reward everyone who does to go the chef Making "love" a reagent is a bad idea for multiple reasons, not the least of which because people WILL extract it and we WILL end up with people running around with syringes full of love and talking on the radio about how ready they are to share their love juice with everyone on the Aurora.
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[2 Dismissal] Prevent Cyborgs from becoming IPCs [Binned: 02/04/2018]
Bauser replied to ben10083's topic in Rejected Policy
A hack solution to this would be to say that any in-game canon that a cyborg character made is erased/reset when they become an IPC. So people act like they haven't met them before, etc. Because making your cyborg character into an IPC is functionally no different from erasing your cyborg and making a "new" character who just happens to have the same quirks and label on it... This respects the progress that has been made by current IPCs that used to be cyborgs, and it solves the lore problem of future cyborg-IPC conversions by striking their cyborg history from canon. -
A problem with this is that it punishes everybody on rounds where a chef is not present. And it disproportionately punishes roles that aren't as available to go to the kitchen, like miners. Instead of making it so vendor food is worse than it is now, why don't we make it so crafted food is better? So instead of debuffing the fatty stuff you get from a vending machine, just buff all the food you get from a chef. For instance: make it so handmade foods increase your walk speed slightly, and I promise people will get interested.
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BYOND Key: Bauser Game ID: The round BEFORE game ID "bTv-cRkk" Player Byond Key: ToasterRoboto (character "Finn Ronne" at time of complaint) Staff involved: N/A Reason for complaint: ToasterRoboto displayed an attitude that it's acceptable to metagrudge and antagonize other crew members when not playing an antagonist as long as he manufactures an in-character rationalization. The crux of this argument is that his antagonistic behavior was social instead of physical (AKA he was brutally taunting someone rather than causing them harm), but I contend that it was sufficiently damaging because it had the entire engineering department arguing in-game for nearly half an hour and security mobilized to stop him and critically, his justification for doing it was artificial - made by himself (like antagonists do) rather than simply as a reaction to others (like is acceptable for general RP). In a hard-roleplay environment, the distinction between physical antagonism and other types should be irrelevant anyway, since both are reflections of the character. Specifically, this complaint regards a feud that happened between Finn Ronne, an engineer, and the rest of the engineering department near the end of that game. As I understand, it began with Finn making fun of another co-worker (Taliya, another engineer) for the stutter she used when speaking. By the time it began annoying me and became obvious the issue wasn't going to resolve itself, Finn had escalated to claiming that the character of Taliya actually didn't have a stutter at all by critiquing the way she spelled out her stutter. I heard that this had already led to a physical altercation (which I believe involved NOIR), but I do not know this firsthand. What I do know firsthand is that, ultimately, security officers were convinced enough to stop him on the grounds of misusing comms. Time continued to tick by and the pointless, merciless taunting continued aimlessly. The topics veered away from the stutter and into completely unrelated tangents, with Finn finding every reason and taking every opportunity to just irritate Taliya and inflame tensions. The round ended with minimal fanfare and some exchanges of mutual animosity, but nothing spectacular. However, after the round concluded, I took to OOC to voice my displeasure with his seemingly indefensible hostility. This blossomed into a discussion of theories as to how it is acceptable to play the game, and I have attached a log of this (pruned for relevant comments) below. It effectively explains both sides of our disagreement. In total, it appears to me that ToasterRoboto at the very least violated the requirements of a "believable and well-rounded character" by choosing to be so pointlessly hateful that it immediately alienated him from all his co-workers AND threatened his reputation/standing within the company. Even worse, by ToasterRoboto's own admission, the inspiration for this behavior was an out-of-character grudge with Taliya's style of speech, which I believe to be insufficient justification for a conflict that ties up the entire engineering department. Did you attempt to adminhelp the issue at the time? No Approximate Date/Time: 22 March 2018, approximately 2PM EST
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Maybe we could impose similar limitations onto telescience. To match your observations... 1) The use of toxins is limited by rules. This is an OOC solution, but telescience could be reined in with IC rules. Make serious laws concerning the conditions where it's appropriate to use teleportation for practical purposes. If you play fast and loose, you lose your job or go to jail. 2) Toxins takes more time to prepare. We could impose some prep time onto the telescience lab, like by making the scientist build/install the machines personally, or making them require some early level of research. 3) Failure is dangerous to a toxins scientist. To copy this, we could make teleporting have more dangerous consequences for failure, too. What if teleporting into a structure or object (wall/door/grille/window/machine/etc) caused massive brute damage, like the classic 'telefragging'? What if the act of teleporting something tried to suck in nearby objects too, endangering the user? There are lots of possibilities for this.
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Is this not also true of toxins? It takes a little bit of real-world knowledge to unlock the potential, and then the sky's the limit. Still we see that the potential isn't widely abused because if the scrutiny always placed in it - if you overstep whatever invisible threshold is there, you get in trouble, IC or OOC. Personally, I've always thought this was a strength of the role... It plays very uniquely because of that barrier, and is rewarding if you work through it. Now, whether or not it's overpowered... Seems to depend on what you try to accomplish with it. Like toxins, again.
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I just imagined it like a tabling situation, where clicking on the machine with the grab "item" would move them onto it in resting position - and the transfer keeps working until they move off. I do see now that it could be difficult to dispense into a container that's outside of the machine...
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I am surprised by the suggestion that it would be difficult from a coding perspective, considering bodies already act like big reagent containers and we already have equipment like IV drips that funnel into them. Of course I don't know the full picture there. As for balance, a few considerations are: the chemical dispensers are rooted in place, so if you hurt someone this way, it would be very incriminating of the chemist or scientist (or whoever met up with them), and they're adjacent to very publicly visible areas (medbay lobby and R&D). So it's like a gibber for a chef: high damage potential, but high-profile to compensate. And unlike a gibber, this would surely give the victim a greater chance to fight back (unless they're sedated, etc). If the chemical dispensed needed to be random or just the previous selection, I doubt it would be worth the effort to code. My inspiration by this suggestion is that it could be used creatively to induce many different effects. Someone might even synthesize MEDICINE directly inside another. Pump their friends full of hyperzine, I don't know.
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It's a fringe mechanic as-is, only a few people bothering with the algebra to make it work, and even then doing so without certainty. Given how rarely it's even applicable to in-game problems, using it should be encouraged wherever it is practical. It's not powergaming; it's just enjoying the benefits of a relatively complicated game mechanic.
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Are there some lights that intentionally start broken every round? The chaplain's office seems to always be like that and recently I've noticed one in the medbay lobby always busted, unsure if these are supposed to be this way...? If so, I'm not sure why. Lights break plenty without having to manufacture the extra work. Additionally, the window in the engineering hallway (with doors both above and below it) needs to be replaced with another door. Every other set of hallway doors on the station is a simple 3-wide, but this one has a window in the middle of it. It's annoying and just disrupts flow.