Jump to content

Cnaym

Members
  • Posts

    531
  • Joined

  • Last visited

Everything posted by Cnaym

  1. Iced got my full support. I love interacting with your officers as coworker or antag, you always seem to prefer talking over wining and more often than not get shot up for trying that. Classy issue with enjoying the RP more than the click until horizontal. Head of Personnel is an amazing role to provide fun little side stories for the unarmed section of the crew. Just keep in mind that during emergencies and with a lack of commanders you may still be needed to somewhat organize and aid security with the thinking processes. I see no issue why they should not get the whitelist, big +1
  2. Have to agree with that, the idea being that every little piece of AI could in theory become glorsh is what it made the thing so scary and such a real threat. But that may be a lot more headcannon than what the page actually said, I more than once got the impression that at least ICly there was a ton of glorsh is AI satan, the rest of AI is totally innocent. Would be great if we could make synthetic life more dangerous and more watched than what we currently have, but alas this is Skrell lore, so if that's the direction for the skrell I'd be fine with it -> If we got a bit of an replacement somewhere else in our lore.
  3. After reading the outcry here I was a bit scared diving in. Overall I enjoyed it, but it needs a lot of sorting between "important for RP / whitelist" and just "fluff stuff". I think another page of "Detailed History" which is referenced on a "History Overview" page would make for a good thing. You can interlink to specific topics that you only surface level touch on the more accessible version of it that way. Did not enjoy the changes to Glorsh, people have a hard time being a realistic racist in this game as it is. The big bad Glorsh made it at least easier to not fall into the "omfg cute shell so neat" trap that half the crew frequently does. Taking your point into consideration of not making them AI Satan (again) is a good thing which always irritated me about the entire ordeal. X3 had a good solution of having the murder robots just uncaring, and moving on after being done with whatever they wanted to get done. The other species did not understand the exact goals of the threat, but there was an idea of "if it comes back, we will need to be ready and on the same side". The idea that glorsh could be out there somewhere was always the big fear and a great reason for the skrell federation to be on the more radical side of things when it comes to AI. From a technical side, having things like early history in an expendable window (which starts minimized) would help a lot, to have the page look a bit less imposing to the uninterested reader ^_^ Ending on a high node, the different approach and support to AI -> Distributist vs Ascensionist almost tempted me to apply and make my own skrell, which is the highest praise I can give, having dodged this whitelist like the plague for now I hope you can manage to keep it in and will watch the progress on it. I have no fear that this will suffer from a lack of effort, as it's very clear that a lot of passion flew into all of it.
  4. Exactly what I was hoping for, this makes medical a lot more interesting without making it a lot more difficult. Pretty clear that you two put a heavy focus on having more communication and roleplay in a department that for most times relied on solo heroes knowing every niche mechanic. Sadkermit honored me with the code and it seems incredible robust, loved the bits of hidden stuff that I won't spoil here, but one premade hypospray that can spawn gave me a good laugh. Smart move to have mixing things that would result in powergaming knock on your genetics. You can use it in an emergency but you do not want to use it to far away from the medbay this way. Another risk / reward mechanic instead of a clear route for play to win. Two small things that I would change, but are not required from my side to enjoy this. Vaurca should get poison damage from any form of dex, just straight up, adding an oxygen chemical to their bloodstream should have them knocking on deaths door. Increased poison from overdose makes little sense, since they get a straight multiplier on all toxin damage anyway. They die from a single slime attack most of the times, even when rushed to the medbay by a paramedic. Alkaysine and other surgery replacing things could do with a movement check which either reduces or nulifies their efficiency, so they stay in the medbay instead of some EMTs belt. Don't get me wrong, the lower OD is already a big step in the right direction and I love the new OD effects on the chems, but I fear that our hardsuit shotgun doctors will care little for the patients flavor text messages All in all amazing work though. Hope it makes it in rather sooner than later. There is a lot of stuff that will not only split the doctor from the intern, but also the intern from the cargo tech
  5. Really really really enjoy your quality of work on this one without enjoying the result. The amount of small stuff we found, like the rattling of an 8Ball being an audible emote, only popping up when not within the cone simply amazed me and many others. That being said I don't like the cones, sounds stupid, but for me it's not working out with active characters that spin and dance through the hallway, comes down to personal preference so can be ignored. What I saw from a mechanical side is that they are very restrictive in open areas like hallways and almost none existant in maint tunnels. Now you may not see if someone is behind you, but you still see a locker or door opening, or something dragged. People who want to meta will do so anyway, so I think we should also ignore those. Server performance did not drop for me, but I may be sitting less than 100 miles away from it so I don't count. For me it even worked fine with the goonchat. Feedback part done and useless, let's head to the suggestion: NBT with smaller hallways + smaller cones. The idea being that you can not see like a line behind your character, if that makes sense, so tunnels can be spoopy and plentiful, while the bar or diner still feel somewhat full. Maybe just my idea, but the map itself often makes for more than the perspective. Some stuff for interested mappers, great environments make or break some games: Thank you Myazaki for providing such amazing work, although I do not like it, I still appreciate great coding I wish I could help more with suggestions, but as you may have noticed by now, I am just not a fan of small details, that we may not even be bothered by it at all ^_^
  6. Buffing the cult sword is one of the worst ideas one can come up with. It's a free weapon, which you can spam, store even in public hallways and does enough damage as it is. If you use it alone you are playing cult wrong. About the recruitment, I fear it's an age restriction. I had some seriously good tries at converting my characters fail just because people forget the basics like: It is painful, it is weird. Get someone drunk, bet with a unathi that they cannot withstand the might of the cicle and so on. The reason nobody joins your cult may have to do with 1:55 of silence followed by "Hail Nar'Sie" The transcribe rune puts other runes on papers, not sure what it is called ingame or code wise, but it did not work recently and may still be broken. Revolutionary idea, but cult may, as malf, profit a lot from not being a lone gamemode, but instead cooperate with wiz / ninja / rev.
  7. That was the last thingy about it, knew I saw it somewhere. During my time as staff we pretty much told mute people outside of civilian and cargo that it's no bueno. After my time as staff I still see a lot of people using looc to tell the few remaining mutes that they are not even allowed to work on station at all. I always used and pointed at the wiki when unsure. Something not in the rules is almost always explained on the wiki. Our wiki has the following: (https://wiki.aurorastation.org/index.php?title=NanoTrasen_Occupation_Qualifications) As such I suggest handling a mute officer, miner, engineer as what it is -> IC issue Thank you for coming to my ted talk. Feel free to ignore my spoiler ?
  8. Just couple it to red, if the threat is severe enough for crew to bunker down, it should be dangerous enough to give security emergency permissions like tunnel access. It would give red a reason to exist ^_^ right now it's the "command has decided we are not leaving yet" button. The code red announcement could add that only ISD is to be in the tunnels, crew are to stay out (or maybe use them to hide?).
  9. It seems to go against the RP concept to have low to no knockout and a high chance of a quick death. I would also prefer to have a ton more slow down or stun and be able to interact and RP with others instead. Going for the other direction of making the bleedout almost impossible but just having you collapse on the floor and requirering aid would be a good solution imho. The bleeding out of multiple body parts is the current meta if you want to quickly get rid of someone yeah. Death should be a little easier to control for antags, since it can otherwhise happen that you simply run out of officers to fight. The other side of this is happened just this round. The antag died before having any interaction with crew, which made a shit ton of pointless bombings lack any reasoning or story. The chance to RP with antags after capturing them was a ton better in the past and I hope we can return to that. My biggest issue with this is however that weapons feel really random. Your revolver can one shot someone or they take multiple rounds to the face and survive it. A bit more consistency and "punch" would do wonders for most weapons we have. A laser rifle for example does not need to kill anyone quickly, if the pain would just make you scream out in agony, maybe drop items etc. The chance to take more hits before dying, but also requirering aid from teammates could move us towards more fun rounds of heist or mercs. We used to have a ton more engagements and interactions per round simply on the basis that not everyone died after a couple of bullets. Lately I have not seen anyone get brigged or freed from the brig, since the usual route for both sides seems to end in the morgue now.
  10. Only saw your HoP a couple of times now, but I am fully convinced that you deserve this whitelist. If you play a dominian without making a synth main cringe you are doing it right. If you help a hopeless new employee (which I tend to RP from time to time huehuehue) you are doing it so very right. Someone already pointed it out, but yeah you do remind me of some older command folks that we are all painfully missing. Keep up the great work and the good fight! +1 without any criticism
  11. Let's look at why rev fails: 1. Lack of starting numbers. 2. Lack of gimmik. 3. Lack of people joining sides. How I'd fix it from a player perspective: 1. Ahelp for another antag type like traitor (either for yourself or to be added ontop). 2. Go with the classics. Pay cuts, fire a department, send people to the mines. This is make or break, work with the other antags to figure something out or just go along with whatever they suggest. 3. Meeeeeeeeeeeeeeee no want no revolution. You don't have to recruit for your side if the other side does enough antagonistic action. Good examples are racism and pay cuts. If one side picks up arms and radicalizes, the other side can chill and just let unrecruited crew sort it out. If you are asked for the free "kill your coworker or boss today" token, just go with it. Gimmik can change up mid round, this mode has the most antag gear and freedom of gimmik possible. How I'd fix it from a staff position: 1. Add more, add other antags, drop free gear like it's candy, have an event that influences the station anyway, like a power failure or CCIA going full on "fire all xenos" in the form of a supervisor send by central. Honestly, if the two bald antags have no clue what to do, this is the chance to abuse all the admin verbs and create a memorable round. 2. Supply the classics, help the AooC guessing game, you are staff, you probably got more experience than the antags combined. This is the part in your mod app that went along the lines of "helping people". 3. Make it nations if you have to. Send in the drop pod, have central radicalize one side. Escalation can come from external stuff. As the round becomes louder, more people sign up for sides. How I'd fix it from a developer position: 1. It needs a three - three or four - four start for higher pop. Teams should start strong, adding forced conversion for the shits and giggles ontop of it. 2. Randomized objectives would only limit the antags. Maybe, big maybe, add side goals like "first side to grab captains spare getting 10 more TC" to give folks some pointers to work towards. Antag bounties anyone? 3. Forced conversions via implants. We had this in the light form of loyalty implants. Make something like it or each side, a box for a couple telecrystals. Easy fix, almost lore friendly. Rev is oddly always hit or miss. Either nothing happens, or shit really hits the fan. If you end up being rev and have no clue what to do, staff should hold your hand. On the other hand, if you are an experienced player and fuck this one up, don't sweat it. Not every round will be great or bad. Getting a gang together and heisting the vault is a 100% okay gimmik and will still make for an okay round. Copy some of the announcments you see in Rev rounds and rewrite and reuse them for the time you get rev. Those announcements make or break a public gimmik. If you go through an entire rev round without popping those out you need to hit the drawing board again. With the new names you get a bit more of leeway, but the old rev was basicly "how can I get the crew split, angry and then armed today". These three goals have helped me through a lot of rev rounds and I hope a lot of revs that asked for staff help back while I was stalking the aooc aswell :^)
  12. We could place some of those around the place we explore. However it will be solved I am on the side of Geeves here, the lore team and playerbase will find a way together. Personally like the VR idea a ton. If not, the concept of living on a ship can be quite fascinating either. I'd love to see something akin to Ascension, with different social classes finding different areas of the ship as their home. I wanna mug folks in the tunnels lol.
  13. Amazing roleplayer, one of the best engi-main we got, super chill OOC and has always taken up the mantle of teachin the new and old. You'll do great as command!
  14. You will be missed. Be safe.
  15. That is always an option and done from time to time, I think the official wording was "in case of scheduling issues" or such. That being said, servers provide official logs which are worth a ton more than the screenshot fights of "he said, she said". This would work with honest and quick responses. You usually don't get either. I don't remember who it was, but one CCIA member got told to "go fuck off" because a person involved got banned between liaison check and the agent contacting the player. People are often times "asked" to write an IR by others in round. This is either due to another person just partly involved (but wants stuff to be investigated) or more often than not due to the fact that an affected player has no clue of IRs or the CCIA at all. There are rules in place against abusing IRs to get others in trouble, you can also appeal IR results, staff complaint the agent or player complaint the person who made the IR if you think it was OOC motivated. This however brings me to the big issue I saw with the CCIA during my time. Limited supply of liaisons: You really only get to pick from the admin pool due to having to review logs. This is a very limited resource. Limited supply of agents: Timezone issues mostly, or the fact that frequently half of the CCIA on list doesn't even seem to play the game anymore. The usual fix is for people to take IRs at timezones which are hard to schedule for them, thus taking a lot more time to interview everyone involved. Understanding how CCIA works: It's written down nowhere, this thread shows that even other staff do not know a lot about the process and the "behind the scenes". As far as I see it only admins do get to see all forums involved and possibly the logs / the WI side of things. Understanding what CCIA does ICly: They are HR, they will be used to get others in trouble. This should mean having to explain the big dumb someone did and work as janitor for a weekend or visit a anti racism seminar. If people would focus on the fact that CCIA is there to provide RP and has little to no way of getting you into real trouble that would shift the entire process from everyone lying their asses off to "participating in interesting RP". Punishment: A clearer display of what is done and why would go a long way. Currently the playerbase seems to think you delete characters left and right and there is nothing to be done about it, which is kinda funny because the head of staff forums already show that you do not do that. Maybe a more visible place is needed? Oddly enough your appeal forum is also rarely used, you get little to no staff complaints. Instead we had people "threaten" to quit at the mention of CCIA. Apart from that public image, the rest was pretty much working from my perspective before I left.
  16. A "ready / defensive" stance could solve that. Like being on disharm intend only knocks down the one rushing you for example. Could create some interesting situations. Would be very interested in a test of this idea.
  17. Hewwo! That's me! :3

    1. Pratepresidenten
    2. Decepter

      Decepter

      I thought uwuing was banned :o

    3. Cnaym

      Cnaym

      Schottland: FREEEEEEDOM

      Aurora: UWU!

  18. I am watching the current numbers as rather higher than average due to corona. 1. People decide not to join extendo or secret based on personal pref. Both modes on lowpop would profit from this not being the case. 2. Joining a lowpop extendo round late or early does not reflect upon the willingness to play another extendedo round after it. If you got time for two rounds a day and only play half of one because of the mode, we lost on a player already. See Boryas comment on this one. 3. The vote system shows every round that a lot of players do vote "against" extendo. The typical image I get is a vote of roughly 1-2 more for extendo than secret, resulting in almost half of the active voters not getting their mode at all. If I then see a manifest with only 5 names on it, out of 15 voters, I start to question why another extendo had to happen. 4. This idea does not lower the chance for extendo at all. It lowers the chance for extendo happening in a row. One if them is fine, and has people vote every thirty to see if they want to continue the round. The other is actively driving away players, which has together with point three split the already low community of lowpop. My hopes for this change are that people join both rounds and respect that others want to play a different round type. On the manifest you posted are a couple names I would like to see on secret, while there are a lot missing I would love to have on extendo. Antags do force interaction from time to time, be it with their gimmick, the rest of the crew or just a player you don't see on extendo. This is not something that makes it unable to fly the HRP banner. For that is our community to blame ^_^
  19. For your character. That does not make it more / less meaningful or fun on an OOC level, since that is subjective for everyone. Antags do not mean a round never happened, which is how people misinterpret it recently. Even during raider or merc you usually get 30-50% of a round as antag free. We are missing a lot of good people during lowpop simply because the cannot stand having to interact with the same three people for two-four hours without anything apart from carp and engineering busy work happening. I do like a good extendo, but the massive amount of bad extended we get and the amount of people we lose (and miss out on really) is a too high price imho to keep the back to back votes. Even when implented, extendo -> secret extendo -> extendo can and will still happen. Six hours without antags mean we lose a lot of people towards more interesting games. Don't get me wrong you can make the same arguments for secret, it's probably just that the same six to eight players have been holding the lowpop hostage for long enough that the complaints pilled up ^_^ Maybe put it as test merge or predefine a date for a community vote, to decide whether it is well received or not.
  20. Which is my main issue with extendo itself. We should not need a gamemode devoted to it, there are even rules in place to keep everyone realistic, yet if it's not extended our medical fridge is empty, our warehouse unsorted and our engineers armed. (Please take this as a joke, I know it's not that bad, but there seems to be a different mentality going into antag rounds) Antags do not exclude meaningful roleplay from a round. We as community decide to. Not really sure where to point a finger, but the performance of antags and the reaction of crew to it does make me wonder if the "don't play to win" rule, among others, are still in place.
  21. Hard to manage, since extended would be opposed to ~10 modes, which on lowpop only 1 or 2 work anyway. We could 50/50 between extendo and secret (with vote) but that would crush highpop. I find the argument that someone wants to join a "fresh" round of extendo really poor. So do I find it rather sad that people do not join secret because antags could show up. We'd have almost double the pop if both sides could just join both modes ^^ My gamer solution? Remove normal extendo. It will happen often enough in secret anyway.
  22. At first I thought this to be a stupid idea, extendo voters would just leave lowpop so the playercount argument is not that big of a deal. The idea that people have to decide actively whether they want more extendo or not is an improvement imho. We have those back to back rounds because vote out, then voute in extendo again. If I am not mystaken this should extend the duration of a normal extendo rounds, until the people are done with it and decide that another round is needed, instead of "blob ate a wall just restart" I'd however recommend having solars prewired for extendo then (if that can be a thing) since without it people will leave quickly and not be able to play their wanted gamemode due to an engineering mistake or lack of engineers. Something something better antags and people playing secret like extendo instead of gearing up at roundstart. As a passionate uncaring person I like these changes. Best outcome they improve extendo and secret, worst outcome, secret rounds between extendo Could this also yeet meme tower defense votes? Basicly you cannot revote what has failed in a prior vote? Thank you ❤️
  23. F for the solars indeed, it is added to the list of power generators that no longer function. The idea to yeet z level 2 is good, coolers could be just somewhere else instead.
  24. Well.... They enabled to trade a ton of nutrition for stabilizers or healing chems. From an RP perspective really neat. From a powergaming antag perspective super duper overpowered. It got a bit broken when I noticed that Nar-Sie monster spam could not even keep Aut'akh down because you were able to just eat the monsters. That being said, it was part of what made them unique. Punishing the one antag that abuses Aut'akh seems better than yeeting the entire subspecies. I'd not have trouble with the point cost (or removel / nerf to the ground) of those two implants if they would instead keep their racial modifiers such as cold resistance. They live in polar bunkers, cold should not worry them ingame.
×
×
  • Create New...