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Everything posted by NewOriginalSchwann
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Visegrad Canonization Application
NewOriginalSchwann replied to Kintsugi's topic in Lore Canonization Applications Archive
Accepted. -
EPMC (Golden Fist) Additions/Rewrite
NewOriginalSchwann replied to Lucaken's topic in Lore Canonization Applications Archive
Accepted pending the competition of EPMC additions and rewrites. Thank you for your submission, this is a good first contribution. -
P.H.A.N.T.O.M: The Erdani DarkNet
NewOriginalSchwann replied to Lady Fowl's topic in Lore Canonization Applications Archive
Accepted pending addition to the wiki's social media section with some modifications to its content. Better late than never, I suppose? -
Reverting or Adjusting the Cryo Autodrobe Vendors
NewOriginalSchwann replied to WickedCybs's topic in Archive
I, for what it's worth, support a total revert. Part of the reason I spawn in cryo in the first place is to avoid having to screw around with the autodrobe vendors at arrivals (which often suck your accessories off into the abyss) and this PR -- while I get the idea for it, since it's something for NBT -- defeats the entire purpose of that. Maybe this is due to it being a recent addition but I forget about it half of the time anyways, which means I have to track back to cryo and click the vendor to get my loadout. It's frustrating, and feels more like an annoyance than anything else. It's not fun, it's just busywork. -
SO, about that New Big Thing
NewOriginalSchwann replied to Skull132's topic in General Announcements
My main complaint is that it's both huge and empty. It's smaller than the Aurora's medical wing, sure, but it's massive and still inefficient. There should be a straight shot from the entrance to the surgical theaters (where most of the action of medical takes place, frankly) which isn't present. The ICU and GTR both look like they aren't even finished, considering how empty the ICU is and how randomly-placed the scanners seem. Why not put the surgical theaters above the ICU so access is easier and simpler? That would make a straight, unbroken line from the entrance to the theater. My secondary nitpick is that you still have to go to another level to access medical's lockers if you have the misfortune of joining after the round has already started. Sure it's more efficient now, but you still have to do it. This is made even worse by the presence of a perfectly good potential locker room on the first floor: the main level quarantine room. Medical already has a quarantine room upstairs (with an airlock!) so I don't see why another one on the first level is needed or necessary. -
SO, about that New Big Thing
NewOriginalSchwann replied to Skull132's topic in General Announcements
I don't like the new bar very much. The fact that you have to go up into a walled-off room that breaks your vision to the bar to mix drinks now (your main purpose) isn't very good for talking to people, and is going to lead to a lot of dropped conversations. There's also, bizarrely, no Booze-o-Mat in the mixing room so you'll have to constantly walk back and forth between the two. It would, in my view, be better if the bar's drink machines were in the middle -- where both sides of the bar could easily access them -- rather than in the walled-off room up above. It also looks like the bar's going to be a really crowded space for (presumably) two bartenders, with how small the frontal bar is. -
Boggle08's Synthetic Deputy Application
NewOriginalSchwann replied to Boggle08's topic in Developer Applications Archives
Like those above me, Boggle is my preferred candidate for the position. I very much want to see his ideas brought into the team, and think that he could do a lot of good if given the position. -
Port Character scaling and height/width descriptors from Nebula
NewOriginalSchwann replied to greenjoe's topic in Archive
While I've always been a proponent of a height slider menu this is, in my opinion, not something we should bother porting. Sprites look weird and squished, with short characters looking especially weird. A lot of the sprite accessories/clothes/etc. seem not to change very well with the size slider earlier, and shirt accessories (which most people use, I imagine) end up looking like extra-large shirts on short characters. It's not great. -
Boggle08's Synthetic Developer Application
NewOriginalSchwann replied to Boggle08's topic in Developer Applications Archives
@Boggle08 These responses are excellent, and answer all of my questions quite effectively. Your application has my support, and I hope that I'll be able to work alongside you on the lore team. Best of luck! -
Boggle08's Synthetic Developer Application
NewOriginalSchwann replied to Boggle08's topic in Developer Applications Archives
Hello, and thank you for applying! You're bringing a lot of good, interesting ideas to the table that I'd like to see integrated into our lore -- particularly your expansion of the Golden Deep, which I feel is one of our best IPC lore bits. You also play quite interesting IPC characters that I've enjoyed interacting with, such as Tankred. I just have a few questions, since you've already answered quite a few so far! Remember: There are no right or wrong answers here. 1). How to you plan to handle the management side of your maintainer position? The IPC whitelist is one of our largest ones and you may find yourself spending as much time working on its maintenance as you will writing lore! How do you intend to handle whitelist issues, up to and including de-whitelisting? 2). Do you have any plans for Konyang? It's a piece of lore that the human and synthetic teams often collaborated on during Nienna's tenure that is still -- at least in my view -- a place that has a lot of potential for IPC lore, particularly now that it is independent. 3). It's no secret that IPCs have a lot of "subspecies" in their frames, and that some are barely played. Do you believe this is an issue that should be addressed, or is it simply the result of having so many choices? If so, do you have any plans for specific frames? -
kyres1 synthdev app 2
NewOriginalSchwann replied to kyres1's topic in Developer Applications Archives
Hello, and thank you for applying for the position of synthetic lore developer! Unfortunately, I cannot support your application due to several concerns I have with your past conduct as deputy loremaster. I won’t deny that you have an immense amount of drive and passion for our lore but you tend to burn yourself out, which can lead to non-ideal results. I’ll echo Nienna here and say that you left a lot of work half-done or abandoned when you resigned, and resigned on pretty short notice. You seemed to have two states during your tenure as deputy loremaster: the first was a state of euphoria, where everybody loved your lore and nothing was wrong, and the second was this fugue state where everybody hated your lore and nothing was right. You spent most of your final two (perhaps three?) months as deputy loremaster in this fugue state and we were much worse off for it. Events like the conspiracy arc were first neglected and then abandoned completely, and the scarcity as a whole fell by the wayside. We completely dropped the momentum of the King of the World and returned to sitting on our hands and being told “wait for the NBT.” Another issue that came up during these final months is your treatment of the lore team. Your fugue led into this state of paranoia where everybody was either out to sabotage what little good was left in our lore or out to get you as a person. You became confrontational -- even outright hostile at times to some people, particularly the diona team -- and began to see enemies everywhere. You also started being extremely negative towards additions to our lore, and particularly towards my additions. Accents became “bloat” that “only got added because I didn’t see it.” Everything I wrote became, to you, grotesquely overlong works that would be read by no one at all. It was both infuriating and demoralizing to deal with this. As a final note I find your responses to Nienna’s post to be unprofessional and, frankly, disappointing. The way in which you have responded to them, combined with my above concerns regarding your conduct as deputy loremaster, has led me to conclude that you are not the ideal candidate for the position. -
Out of our current candidates you are, in my opinion, the person I would most like to work under. I've had no major issues working alongside you and you've proven to be amenable to cooperation between the teams, which is a good sign to me. But despite this I cannot support you if you wish to remain the unathi maintainer/developer while also being the deputy loremaster as it is (in my view) a potentially very frightening conflict of interest. My only question for your application is this: will you relinquish the position of unathi maintainer/developer if you are granted the position of deputy loremaster?
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Hello, and thank you for applying for the position of human lore deputy! For better or for worse there have already been quite a lot of questions asked in this thread. As my colleague, Lain, has already gone over your responses to our questions quite thoroughly I won't be responding to your responses individually. Instead I'll be asking some questions of my own below in bullet point format. Remember that there are no right or wrong responses, and to simply fill out the question to the best of your ability. Please attempt to keep individual responses roughly one to two paragraphs long. A great amount of your writing seems to focus on "technical" aspects of lore such as economics, government structures, and the military with comparatively less space devoted to society and culture. A lot of our planets (for example: Luna, Venus, Silversun, NHP, etc.) tend to devote a large amount to society and culture or weave together society and culture with more technical aspects, such as how Silversun's cultural divide is intrinsically tied to Idris' economic presence. If you are hired as our deputy, how do you intend to balance the technical and cultural aspects of your written lore? You've mentioned that you have an interest in reworking/retouching the Coalition, a part of the lore that you feel is boring, but you don't offer a lot regarding the how of your rework instead if the why. Your response is also a bit too limited in scope -- the Coalition is one of our largest lore entities, and reworking it will be a very big prospect. Could you expand upon which areas of the Coalition you'd like to examine and focus on in order to achieve your goal? Additionally are there any areas outside the Coalition you'd like to focus on? Again, thank you for your interest in applying! I am eagerly looking forward to reading your responses.
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Caelphons Deputy Loremaster Application
NewOriginalSchwann replied to Caelphon's topic in Developer Applications Archives
Much like Nienna and Matt, I don't believe I can support this application. While you are clearly passionate, you're difficult to work with and -- in my experience -- tend to become confrontational in arguments over lore. You additionally have a past riddled with communication issues, particularly with the synthetic team. These negative traits became much more noticeable when you became a full maintainer, and I am concerned that they will be carried over to the position of deputy loremaster. While I respect your capabilities as a writer and maintainer, I cannot see you as a deputy loremaster. -
Cnaym's Deputy Loremaster Application
NewOriginalSchwann replied to Cnaym's topic in Developer Applications Archives
I have no desire to see you as the deputy loremaster. Your attitude is often snarky/passive aggressive and you have absolutely zero experience in the lore team beyond two denied applications, some vague suggestions, and some administrative experience that I do not remember fondly. Out of all of these your lack of experience is, in my eyes, frankly the biggest reason as to why I am not supporting you. This isn't a normal species deputy position that simply writes lore: it is in charge of the lore's direction, and whoever holds it needs to have the experience, and attitude, to properly run it. -
A color will be added in the near future, once I shake the coders enough to make them work. As it stands there is no chance that the verb will be changed back to "growls."
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Feedback thread - a few new gun sprites
NewOriginalSchwann replied to kyres1's topic in Completed Projects
They're massive improvements -- I like these a lot and hope to see them in-game soon! -
Human Social Media in 2462
NewOriginalSchwann replied to WickedCybs's topic in Lore Canonization Applications Archive
Accepted. -
Thank you very much! That addresses all of my concerns, and I'm excited to see the new law set in action.
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First, let me say that I completely support the idea of an AI whitelist. However, the current regulation on sapience seems a bit weird to me. Specifically, the exclusion of IPCs from "sentient" while golems and slime people (do we even have slime people?) are regarded as sentient (there's also vaurca drones, but I'm not familiar with the species so I'm not going to discuss them). It's a really, really weird distinction that just comes as unneeded complexity (also, doesn't this mean I can murder an off-station IPC antagonist with the AI's full approval or am I misreading this?). All player species should be considered as sentient, or as some other equivalent term like "registered employee species" if you want to avoid the "is X really sapient?" debate.
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Feedback thread - a few new gun sprites
NewOriginalSchwann replied to kyres1's topic in Completed Projects
Having seen these sprites in-game, I have to say that I'm reversing my early opinion on some of them being improvements and would, frankly, like to see the old gun sprites back (at least, for security's guns). I'll be leaving my comments in a list below. General: The cartoonish style of the guns, combined with the white colors used, makes them look like toys. They look like they were made to shoot Nerf darts rather than things that kill people. The white color scheme of the guns makes them blend in really, really awkwardly with security's uniforms. I can't tell where my disruptor ends and my arm begins. The bright, bulky design of the guns makes them stick out like a sore thumb when they're on any tile. It's honestly quite jarring. Most of the guns are extremely chunky and bulky as sprites, which makes it feel like you're carrying around a brick rather than a weapon. This does not help them not look like toys. Disruptors: The disruptors have a weird combination where they are both too stubby and too tall, which makes them look like half of the gun has been sawn-off. It is extremely hard to tell where the disruptor's sprite ends and your arm begins on most uniforms, unless you're not wearing white. This means that officers in the default NT uniform, Idris contractors, and EPMCs suffer from this issue. Morphing/changing sprites are cool in theory, but you can barely see the changes on anything short of a magnum (which you will never see in-game). It is extremely hard to tell how many shots you have left, due to how busy and bright the sprite is. There's very little contrast between the blue and the white. Laser Rifle The laser rifle is extremely huge and clunky-looking. It seems like it's too large for your sprite when you're wearing it on your back. Meanwhile, the wielded sprite looks similarly chunky - it's exceedingly wide (vertically) and has so many details that it's hard to tell what is going on with it. The sprite, when placed on the ground, seems to be leaking out onto other tiles near it - it's really weird to see in-game. The white coloration (I know I mentioned this in general) looks really awkward and out of place when it's sticking over your shoulder or on your back. It feels like you've strapped a giant Nerf gun to your sprite. Carbine: The carbine looks like an oversized pistol. Despite this, the sprite on your character model still looks enormous - it's about as big as the old laser rifle was when one-handed. It seems to not have any on-model sprite? Old carbines were previously visible on your legs, which was a nice touch. Ion: I haven't seen it in use yet. Shotgun I haven't seen it in use yet.