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Everything posted by Doxxmedearly

  1. I think by now people know me and Shenaanigans are close IRL so potential for bias disclaimer and all. I can absolutely attest to the honesty of what she says in her app. She has shown time and time again her ability to come up with creative ideas and writing, but most importantly she sticks to the things she starts. She’s been a staff member for several large online roleplaying groups, both in terms of moderation and also coming up with settings, lore, and IC arcs; she has quite a bit of experience when it comes to collaborating with a group and working as a team. When the roleplaying groups faded or split up, she was always one of the last ones remaining, trying to do what she could to make sure the remaining folks had a good time. She has experience with having to talk to people who are causing issues in roleplays, which I think will translate well to a deputy position where she may have to discuss a whitelist issue with someone. She has showcased her passion for Unathi lore and her ability to create interesting ideas through her characters. I don’t believe there will be an issues with her receiving criticism, either of her own work or the species as a whole. Shenaanigans is not a person who applies for these positions on a whim and I believe she intends to stick to it for the long run, as she has shown to me consistently when engaging in roleplays and creative endeavors. I also feel that as a newer player, she can bring a fresh perspective to the current state of Unathi lore, without having preconceptions from past lore shifts or debates. Dominia lore has historically had a controversial place on the server, and requires a lot of coordination, as you said. I would expect some resistance on all sides. Plus, it falls more under human lore domain to my knowledge, though someone can feel free to correct me. However, highlighting the difference between the two cultures is certainly an excellent idea, and one that can be felt in-game. Again, an excellent idea, but also keep in mind that some of your ideas may not make it to the wiki due to trying to keep things concise. I, personally, would love to see more about day-to-day life for a typical unathi. I think your ideas are modest and reasonable; you don’t want to come in with sweeping overhauls and seem to want to settle in with what’s already there and expand on it for the players on server. I think your past experience lends well to the duties of a lore deputy here. Questions, then: How do you feel about reviewing whitelists, as you may be asked to as a deputy? If you had a disagreement with Marlon about a certain aspect of lore, how would you approach it? I know that’s vague. What issues, large or small, if any, do you have with current non-Dominian Unathi lore? If, hypothetically, you were not allowed to work on Dominian lore, would you still be interested in the position? How do you feel like you would handle not critiques, but just downright insults of your work or the state of the species? What are your thoughts on Aut’akh and their current place in lore?
  2. Good code, excellent code reviews, great attitude, and works well with others. Feel like I could learn a lot from them and they definitely have what it takes to be a developer here. Easy +1
  3. Seems like it, but isn't. Peridaxon is a very expensive medication to produce, with low healing amounts and a very small overdose threshold. It's the tricordrazine of organ repair. Peri is great for broad-spectrum repair or small damages. If anything we need MORE organ-specific medications to reduce the reliance on peridaxon. This is entirely incorrect information. Yeah this would probably be fine. All in all I have to agree with others in that I don't think the medication system is inaccessible. Medical staff are happy to teach people and you really only need to know a handful of them to be an effective doctor or nurse. A few renames and removal of a couple medications doesn't really provide much more accessibility, and frankly I have to agree that "Infexicillin" is pretty memey.
  4. Some traumas are pretty memey, but the idea of having other disabilities, traumas, or health issues as a character option is a pretty good idea.
  5. Overall excellent changes, really cool. Lot of thought clearly went into it and I really do enjoy what you've done with it. Having it be monopolized by Jargon and Zeng-Hu is probably my favorite part and I love that it takes time and money. Because I know it'll come up, I assume basic NT health insurance does NOT cover cloning costs?
  6. N/A resides not in this physical plane, but in the hearts of the people of the Aurora Community
  7. Both of y'all need better cliques smh maybe N/A can put in a good word for you.
  8. Damn grats to N/A for so many top threes what a beast.
  9. https://github.com/Aurorastation/Aurora.3/pull/8026
  10. A lovely message and reminder to us all. We didn't speak much but I always admired your passion and dedication to the server and your friends here. All the best.
  11. It was probably just an oversight when it was added. Offworlder stuff was all done in large groups so it's not unreasonable that specific things went unnoticed. Hard to think of every situation for testing. Which is why it's great to see bug reports and suggestion threads like this.
  12. Indeed, it is not a bug. I just peeked at the code. Breath masks have a a FLEXIBLEMATERIAL flag which exists specifically to say "this item won't prevent you from eating/drinking." I imagine it was added for the reasons OP posted in the post above. It's reasonable to assume you could move a scarf out of the way while eating/drinking without having to clog it up with a verb. All other scarves have this flag, just was left off the pioneer one. I'll add the flag in a PR later if someone else doesn't get to it first.
  13. There is nothing wrong with miners preferring the KA, or doing a big haul and staying on station. I've played miners who prefer exosuits and drills, and haven't really caught shit for it. I haven't witnessed people trying to force it, either, in my time in supply. But there is a problem with people telling miners it's the "right" or "only" way.
  14. This could be added. Forcing a crate with an explosion or KA could have a chance of breaking/destroying contents. Keeps it good as a "oh shit pop this open at all costs don't tell me the odds" last-ditch effort while curbing the "Yeah let's just order a thing and pop it open, EZ PZ."
  15. Accessible crate hacking like this would certainly be a cool addition. Big Yikes™️ I agree the discussion is important and I think your overall goal is solid. Do I think it'll get people who powergame and validhunt to have a revelation and change their ways? Nope. But I'd like the average player to read it and realize they don't have to go with that flow. It's not easy to deal with people crying/getting angry because you won't powergame/break character for their sake but the more people do it the less ground these offenders will have to stand on. Hopefully, anyway. Somehow I still have my optimism about this.
  16. Removal of the QM seems like an odd take here. I've experienced more quality QMs who keep the department on track more than I've experienced shittery. Whitelist it is... weird, too. It's not command and doesn't have the same responsibilities of it. It's also a great stepping stone for those who are looking to make a command whitelist. As Fresh said; sometimes a role gets shitters. If we removed roles based on shitters, we'd no longer have roles for ISD, assistants, janitors, chefs, chemists.... I'm not sure what QMs you've seen playing James Bond but I feel like this isn't the norm. I've seen shitters but mostly the QMs I've seen over almost two years have been pretty good, especially in the last few months. KA damage to players can be nerfed, and probably should. A lot of issues with "cargonia" are centered around arming up, I agree, but I feel like this is more of a player mindset issue than a department one; engineering has the exact same "An antag was mentioned, fortify" mindset in my experience. This is less of a mechanical issue and more of a player one. Whether it's the desire to win, fear of loss, or excitement at finally getting to use a weapon, I notice that for many, fearRP and reasonable characters go out the window when shit's really hit the fan. Will stopping cargo from ordering guns stop this? Not really. Everyone and their mother apparently learned spearcrafting as a child, so you'll just have the same behavior with different tools. And I know it's HARD to say no when the group's riled up and weapons are distributed and there's the promise of action after command probably told you to stay in your department forever... but you have to try not to get swept up in it and stick to character. Pick up that gun, but if you don't know how to use it, or you're a coward, or you're not comfortable with KILLING A PERSON (Having a weapon and using it are wildly different concepts)... rp that. And if you see bad behavior, even in your department group or IC/OOC friends, you gotta, gotta, gotta ahelp. Things do add up, even if it doesn't seem like you've accomplished anything. You can put up as many barriers as you want but powergaming behavior has to be stopped at the player or else they will always find a way. But I do hear what people are saying here with their experiences; there are plenty of people who get MAD if you don't powergame or break character FOR them. Can't hack the lathe? Urist McOfficer pitches a fit. Won't order weapons as QM? Get badgered ICly and LOOCly by cargo. Say you don't know how to use a RIG or Voidsuit? Frustration. Aren't a master at every single thing as a head? Get told you shouldn't have a WL. I caught a lot of shit in engineering when I questioned people making weapons or fortifying at the first sign of antaggery, and refused every weapon handed to me. My HoP didn't make any friends when I wasn't a cargo militia leader. If you're one of these people who get mad at others for not facilitating your spotlight, do everyone a favor and re-evaluate if HRP is for you. I really don't know if there's a solution to this other than a large player effort to shift the server culture into standing your ground against these people. But I don't hate cargo being able to order weapons. Good players do great RP with it; hold onto a gun for that secure feeling but never using it, the fear of knowing ISD can't help you and that your life is in your hands, the panic of knowing you might be forced to kill someone, etc. And I really don't feel this validy mindset is specific to cargo. Powergamers will powergame and good RPers will make anything fun and reasonable. If I were to suggest mechanical changes to curb this issue, the list would prrrrobably be: -Longer playtime age restrictions on QM -Maybe lock guns behind QM, Head, and AI access. I don't really like it as a concept but I wouldn't hate testing it. -KA damage nerf to people. But, as my .02, I feel like a lot of the issues center around player culture than they do around specific jobs or items.
  17. Print a high-cap cell from your vendor that has ten of them and put it in. It lasts a pretty decent amount of time. I did it all the time as my G2 engineer and rarely had problems. However, I agree that basic cells are pretty useless for them, even as the equivalent of an emergency O2 tank. APC-grade cells would be a better default.
  18. I'm of the belief that it should draft people if they have any antag or even any special role enabled in that character's preferences. If you're willing to antag you should be valid for being drafted as a host. Would easily prevent "not enough hosts" while sparing people who don't want the chance of antag at all. Matt's fix is cleaner but now we run into the problem of not having enough borers for it to be selected, or selecting from a limited pool of people. Which is a damn shame because this is really unique and fresh in terms of antag gamemodes. I understand why he took this route but I'm kind of disappointed at the outcry. I didn't like it either when it happened to me, I admit, and I think SOME change should be made instead of picking just anyone. Forced converts leave a bad taste in my mouth because frankly I've had too many experiences soured by bad antags (wordless thralls, using borer to just walk around and embarrass you, johnny always-cult doing the same thing to convert you, etc) but I don't think they're inherently a bad thing. This is definitely something I can get behind, too, and one of the ideas I pitched to Matt. I feel like this is a great solution, personally.
  19. if a borer wants to plug into my brain go right ahead. take the wheel bitch this awful vessel is your responsibility now. good luck idiot

    1. Show previous comments  1 more
    2. KingOfThePing


      very relatable

    3. Scheveningen


      haha you FOOLish brain slug i can't believe you've fallen into the trap of invading the body of a person who doesn't even want to be in their own body

    4. JamOfBoy


      what if i crawled into your ear canal.... haha just kidding... unless....???

  20. IMO we should give surgeons a separate slot instead of an alt-title for MD, like how Atmos Techs are in engineering. Duties overlap but with different specialties, and no more 3-surgeon shifts. As far as alt-titles, I agree that there is such a thing as too much; a ton of titles to remember can easily cause confusion in duties and isn't new-player friendly. Though I'd love to see nurse-practicioners make their way to the server.
  21. It would have been very easy to suggest alternate titles with reasoning much earlier in this thread. Several back and forths could have been avoided. It was pretty clear that the intent of the suggestion was to keep the role from being the automatic next-choice as responders, not to shoehorn "Trauma Physician" in. While the job title IS mentioned as a suggestion in the OP, the title of the thread and crux of the OP is to rename EPs in a way that 1) stops them being confused with responders and 2) prevents making them the automatic next step for responder. If Intensivist or CCP is more fitting, it's easy enough to change the title to that. I've no personal opposition to either change, even though I'm fine with Trauma Physician as well. While arguing back and forth that "yes EPs are responders" or "no they aren't" or whatever may be satisfying to parties with IRL experience present on both sides, let's not lose sight of the goal of the suggestion: In our RP server, we wish to keep the physician in the GTR instead of being the automatic choice as responder, or being confused for a responder. This thread absolutely does not to be as long as it is right now.
  22. That's just called not powergaming. If an MD knows how to ICly fix something, I've not really seen an instance where they're not allowed to. If you know OOCly but can't due to your title that's just normal RP. Sometimes there's not always the necessary staff to save everyone. That aside, EPs knowing how to do ABs seems pretty reasonable to add to their expected skillset, but that's not in the scope of the thread. This seems a bit far-fetched. Changing "Emergency" to "Trauma" doesn't make it less clear, and several of the things listed are already just as vague now. Does an EP handle a psychological emergency? Or are they primarily focused on physical health emergencies? I feel that it goes beyond just CMO assumption. I've witnessed LOOC confusion between medical staff and even people choosing EP thinking it was a responder role. It happens. This would mitigate those instances as well.
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