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Everything posted by Zer0Winds
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[Resolved] Player Complaint - Birdie & Dekser
Zer0Winds replied to goolie's topic in Complaints Boards Archive
I'm the player of Rire Gawgaryn, brought up in the linked post. Was considering posting there, but I'm not really related to the complaint there beyond being mentioned slightly. I talk to Goolies relatively often about my character, and we both know that the other isn't being malicious with their comments to the other's characters (Rire and Ahulku being the prime two, but also just Nalika in general). I personally have no issue with their way of acting ICly, and feel if one does have issues with it, that it should be brought up to the player. I'm not saying whether they did or did not, as obviously, I'm not them. Seeing Dekser's response, I do think there's some misunderstandings here, on the linked post, and on discord. For the most part, the issues all around seemed to be IC. -
Hello, thank you for applying. Just have a few quick questions. Does Broken follow any religion? If not, are they aware of, or have any opinion on the Eternal Church? Does Broken differentiate themselves from the absorbed crew, or see themselves as a continuation of the deceased crew? How did Broken feel about being turned away from the family members who did not appreciate their appearance? Does Broken have any cognitive obstacles relating to their memories they received? Does Broken's conditional pacifism conflict with the memories of the previous crew at all?
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DaTruRiZZoB | Command Application
Zer0Winds replied to DaTruRiZZoB's topic in Whitelist Applications Archives
As I've been learning Engineering, Briar has been an overall enjoyable character to interact and work with. Couldn't recommend this more. -
Caelphon tries to get the final infinity stone
Zer0Winds replied to Caelphon's topic in Whitelist Applications Archives
-1 had a Horizon pun Really though, I completely trust Cael to handle playing AI fine. In fact, I'm more surprised Cael didn't already have the AI whitelist, kinda thought they had it already. -
Now that Xenoarchaeologist is their own job, they should be allowed to have Hard Hats. By extension, I do also think Miners' Overalls and the Aut'akh Mining Drill should be available to them also. But mainly the Hard Hats. The reason being Dionae. Dionae benefit the most from Hard Hats. Industrial IPC's can too. But mainly a Diona.
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[Accepted]Zer0Winds Diona Deputy Application
Zer0Winds replied to Zer0Winds's topic in Developer Applications Archives
Well, if I'm honest, I think that IPC-Dionae lore will likely be easier done with work on Human-Dionae lore, due to the close nature of Humans and IPC's. The Iron Eternal is notably mentioned to be pro-synthetic, but that's about all that is said, so expanding upon it, and in the process, the Iron Eternal as a whole, can help. The Trinary Perfection however, is where a lot of things will inevitably come up, when talking about synthetics. And from what I understand, the Trinary Perfection, while technically possible for other species to fall under its beliefs, is only really Human-IPC. As for ideas, again, I wouldn't mind trying to expand the Iron Eternal, and by extension its relation to Synthetics. If I am honest, it will be a bit tough, as of the species interactions, I think IPC-Dionae is one of the hardest, but not impossible. Once it gets off the ground though, it could become easier. In general, relating to this, I somewhat want the Eternal to play a bit of a larger part, and I think starting with the Iron Eternal will be a good place, to further the Eternal's influence, as well as figure out some more IPC-Dionae lore. At the moment though, all I have are vague... starting locations, if that makes sense, rather than any fully fledged ideas on how to better the lore between the two species. -
[Accepted]Zer0Winds Diona Deputy Application
Zer0Winds replied to Zer0Winds's topic in Developer Applications Archives
For the Vaurca-Diona relations, I find it to be lacking even more than the human-diona relations, if I am honest. I feel like the Pests Cluster can have potential, and is in dire need of some rework. My only problem is I personally am not sure how to go about it just yet, but its something I would be willing to attempt, but it will require some work. Diona-Vaurcae relations can also possibly be expanded upon through the Federation, as they're both prominent within, and provide a decent alternative, where the Pests might have a primarily negative view on Vaurcae, those in the Federation might find the C'thur especially in a much better light. I think this somewhat is just how Vaurcae are though, if I am honest. They are rather alien, just in a different way than the Diona, and they're often segregated to their own locations, that Diona-Vaurca lore does not often get to interact. Of course, giving them more opportunities to interact is a good start. As for the Skrell-Diona relations outside the CT-EUM, I think Xrim is a good example of it, with the Shrkh being the antithesis to basically everyone, but especially the Skrell. There are a good amount of Federation Dionae as well, I feel, and they are seemingly well integrated. The other notable cluster being the Conglomerated Choir, which is supposed to be a more-looked highly upon cluster in the Federation, but it does have much less written compared to both Xrim and the CT-EUM, despite this however, it does have a notable amount of history and even some culture that you can tell how a Diona from this cluster might think. I think perhaps just some minor touch-ups and clarifications could be used on this particular page, can help. Things such as just what mind types are considered 'approved' and what the minimum score would be to get blood samples from Skrell (Perhaps its just being a Secondary?), but these are minor wiki updates more than anything. Otherwise, I think its pretty good, and if I am honest, I would prefer focusing on other species, like the Unathi, Vaurca, and Humans, than the Federation. Which, leads to the other question of how I feel working with the other teams, I am all for it. This isn't just a Diona-specific view in my opinion, I think all species can do well with cross-species collaboration. One example being the Free Council, for Tajara, Gakalzal for both Unathi and Tajara, and, as we've seen, the Wasteland, or Xrim for Diona and either Unathi or Skrell respectively. I want to work more on Human integration I think, with the Diona, at the moment, and then Vaurca, and to do that, you of course need to work with both of the respective teams. And even not just integration but how mostly unaffiliated clusters interact with the other species. -
[Accepted]Zer0Winds Diona Deputy Application
Zer0Winds replied to Zer0Winds's topic in Developer Applications Archives
1. Of course. I wanted to expand on the Rueltab system, and I wrote a... rough idea I had. It's not quite something I'd like to see on the wiki, until its actually more fleshed out. Its a starting point, and honestly, even kind of a thought experiment for the system, and it could change entirely before I'd be fully satisfied with making it 'finished.' Most notably, more history, a rough draft of the finished idea, and more importantly, formatting. https://docs.google.com/document/d/1NUKduUkb9DcGBw-OCS7gJpkaUCa-nPswajt0KCa-HJc/edit?usp=sharing On a side note, I also wrote something for the third question which somewhat also fits with this first one, as I couldn't quite decide which I'd prefer to share, but this other one I deemed a bit too little on actual Diona-specific Lore. I also decided to just share both. I do have a few examples for something I'd like to see on EUM. Similar to the previous one, this is a rough idea I have, and its somewhat of a starting point, or a thought experiment. https://docs.google.com/document/d/1mFxCsHSXGqQBafAOqX4BYx9e1vhxD7SxD0xPEZ4o3k8/edit?usp=sharing 2. So, off the top of my head, the Dionae lore is currently in a pretty good spot, and honestly, retcons aren't often good for characters. Luckily, I can't entirely think of many I'd like to see, mainly just maintaining what we have currently, and adding new things. 3. The CT-EUM is pretty good now, but if there's anything I want to see done, it's the addition of a few native fauna, and possibly flora. The early history of EUM mentions protecting against native animals, and a few examples of what those might entail could be nice. I wrote a couple ideas above, but I think a few more, would be a nice addition. Similarly to something I mentioned before, I also think Culture is something that can be touched up on and I somewhat played with the idea with the wildlife above and the Ekane, but it is a hard balance between writing all Diona from the CT-EUM's city states into a corner, and allowing for the overall flexibility that playing a Diona allows. Also to move the environment and seasons section above the history. An ambitious goal I have and would like to see with the CT-EUM is an arc dedicated to them, and their relations with the Federation. The CT-EUM is in an interesting spot, and could do a lot in the future I think. Thank you, for the questions, by the way. -
Ckey/BYOND Username: Zer0Winds Discord Name: Zer0Winds#0173 Position Being Applied For: Diona Lore Deputy Past Experiences/Knowledge: Sadly, I have none to speak of. What do you believe is the strongest aspect of Dionae lore that you’d like to keep pushing forward? The Diona are a very alien species for good and bad. That is their biggest point. Their psychology, their biology, most of them. However, they are also very moldable. Their psyche allows them to pick up more human traits, even at the expense of just being uncanny. I like this about them, they can be almost as alien as you want. Their mind types can allow them to be as alien and unknowable as possible, or they can work and act as simple as possible. Each Diona, as a result, is more of a personal story. They don't often have any connection to massive lore, but the characters themselves can have boundless amount of story attached to their own character, allowing free reign to do what you want with them. I want to keep this balance, of a species able to be molded how you see fit for their character. How do you feel about the changes made to the species over the past year or so? Good and bad. The Diona have been improving vastly, in my opinion. The addition of various mind types, the CT-EUM was something I very much think was fantastic. My only real gripe with the species was merely the Coeus, when they first came out. I didn't quite like them at first, and I had thought they were kind of out of nowhere. I'm still more of a Geras player but I don't mind them as much now. I'm used to them. The Eternal is something else I'm fond of. The various branches, and the way it can somewhat synchronize with other religions, it falls in line with the species' own ability to do that with other species. Is there anything you would like to change or specifically work on regarding the species? I want to continue what the CT-EUM started. More Diona-Specific locations for them. Diona with specific cultures, like the Narrows, that do not always have to be completely in line with another species lore. I like where the Diona themselves are, and I think they could benefit from origins. How do you feel about Dionae relations with other species? In lore, I like the overall unknown factor of Diona. Misinformation spreads, people are cautious and quick to judge a Diona based on a small interaction. It allows varied opinions on Diona that you don't quite see often with other species. I like the integration within the Federation and Unathi. Diona limbs for example are one of my favorite things. Outside that, I feel that for both good and bad, the Diona can be seen to rely on knowledge of other aliens as a result. Even the CT-EUM is an autonomous entity basically associated with the Federation. While they aren't bound to the Federation, unless your Gestalt is from Qerr'Nal, the Federation can play a big role in those from there. This creates a sense that to play a Diona, you need to know the lore of other species. While this is isn't necessarily true, it is something that I can see cropping up from the way they're more of a species integrated into others. One thing, however, is I don't feel like their integration with human society is all that well. This could be intentional, but I think integration in places like Sol, Eridani (In particular with the Dregs), and more development of Dominian Diona could be beneficial. Do you have an interest in working on more small scale or larger scale content? Admittedly, I'm not the most sure what constitutes as larger or smaller scale. My main interest right now, is the continued development of the various clusters, and Diona-centric locations. After that, I would love to do more with their Human integration. I suppose I don't have much in mind for massive rewrites, so I think, multiple smaller-scaled content is what I'm interested in? I'm not against anything large however, either. What is your overall availability for writing, proof reading, and general coordination? Overall, I should be available most of the time, but I have a typically messed up sleep schedule. Next month in particular I will be more likely to be not fully around, but after that it should be fine again. I am often on Discord so I should not be too difficult to get ahold of. Do you believe you would be able to work on anything outside of lore regarding the species, sprite work or coding, ect. This, I'm afraid, is where I definitely fall flat. I would love to be able to, but I'm not much of a spriter, or even a coder. However, something I'd love to do is learn mapping, and I would love to work on away sites relating to Diona, like perhaps Wild Ones, or third party ships dedicated to the Voidtamers. Additional Comments: So, I don't actually have any past experience. This would be the first REAL thing I've done of this sort. I understand then, if that would make this a more... risky proposition? I thoroughly enjoy Diona lore though, and I'd like to contribute more to it.
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This isn't really an important thing, by any means. Its mainly just a flavor thing if anything since Chaplain rarely (if ever?) has any relevance with whatever corporation they are with (in this case NT or Idris). However, since that's the case, I feel like it should be fine to have Independent Chaplains, like Freelance Reporters can be.
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I agree with making them canon, but rarer. Not every third party ship needs to be hostile, either. Make the more hostile ones rarer compared to the less hostile ones. By this, it shouldn't be "just another" antag shuttle. I don't know if third party ships should be outright hostile though. Maybe save that for actual antags like merc and raider. That does limit what you can do for unfriendly ships though, perhaps. I'll leave that to someone else to figure out. I'm fine no matter what.
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My only problem is when mining straight up declines the xenoarch passage ICly, which so far, they've been fully allowed. And its easy to see... why. Its a small shuttle that's already supposed to only fit the maximum amount of miners there are. Add on a Xenoarch (or two rarely), and there's no room. Tack on potentially dangerous anomalies if an Anomalist wants to bring them. Then, if there's no miners, then that's not an option anyway. Encouraging RP from miners and Xenoarchaeology is good on paper, but in practice, I personally have found it... not doing it at all, actually, I tend to have to use the Intrepid because Mining can't take my Xenoarch, won't take my Xenoarch, or doesn't exist to take my Xenoarch. Maybe it'll get better, or more streamlined. I'm just using my own experience so far, at least. Maybe I've just been unlucky.
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I think that Xenoarcheology could use their own shuttle, maybe? I don't know how much room there is, there looked like there was room in the Hangar, but that room might be for off-ship stuff? Anyway, it would cut down on being reliant on either mining (who may or may not let you accompany them), or a bridge crewmember to use the Intrepid (and then forcing the said crewmember to just kinda wait on the shuttle for the xenoarch to do their long digging process, which can be anywhere from thirty minutes to an hour and a half, depending on how thorough the xenoarch is) The shuttle I would suggest is small. Maybe has like, some crates, floodlights, a small storage area for the large anomalies. This would be something that the Xenoarch can use to go on their own normal excavations without having to rely on a Bridge Crewmember to use the Intrepid, or using the Intrepid themselves. The Intrepid seems a bit more important than simple excavations anyway, even if Xenoarchaeology is one of the uses of the Horizon. I've had interesting RP with it, and I've had rounds where I couldn't do my job at all, which while admittedly gave me different RP avenues, and I've worked with it, it would be preferable I think to be able to let them work independently, and have the Intrepid be only for actual expeditions.
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Quick note about the 'seeing customers at all times' thing, I prefer it like that with the cooking part. Having an area in the back that you can't be seen is good, lets you do sneaky things like custom name your food without people noticing... Or afk without being in view. The only two options obviously. Or maybe that's just me.
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I main both Cook and Bartender, and I like both of the iterations of the kitchen for different reasons. The old kitchen: I liked the more compact nature. I was always able to see people at the counter, while I was cooking.* The wall made it seem more like its own location. The new kitchen: Having a second cook isn't as cramped. I have a bit more room to do things.** I can see the bar, which makes it slightly less lonely if no one comes by.*** *You can do the same with the new layout, as long as you stay one tile to the left of the ovens, which is where most cooking is done. However, I like to stand directly in front of the oven, and I'm suddenly completely gone to anyone at the counter. Its just a nitpick. **You can do the same with the old layout with some reorganizing. No big deal. ***You can only see the patrons, from either side. The bar can only see the kitchen patrons, the kitchen can only see the bar patrons. With this, I say there's not much of a reason to keep it like this, since honestly, that means you only see half of a conversation that wasn't involving you anyway. So, at this point, I honestly wonder what's even the point? I'd rather not have the excess noise. I don't have any strong opinions on merging the kitchen/bar. I don't like the idea of two servers being "effectively" bartenders. Or servers in general. Keep bartenders as their own thing. My actual gripes are with the bar honestly, but this isn't about the bar, this is about the kitchen, and its not major enough to actually complain about, so I leave that there. So in general, I feel like the change should be reverted. I liked the idea, but I do like the older kitchen more. And I'm down for testing ideas, I just don't think this one stuck. However, should the kitchen be reverted, I believe it should have one cook slot. Its too compact for a second cook. That's neither here nor there though.
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NikThaGod Command Whitelist
Zer0Winds replied to NikThaGod's topic in Whitelist Applications Archives
I've been Xenoarch with Kuschnir, and they're pretty good from what I can tell. From being open with his staff, to just working with whatever research comes up with, and in general being a decent character, I feel like he's a good command member. More casual than some, but that's not actually an issue, just an observation. +1 -
Allow for the removal of fingers/ears/eyes in character prefs.
Zer0Winds replied to Shadow7889's topic in Archive
So, my bartender lizard, Rire, is missing an eye, which I did by using the Heterochromia option like greenjoe said, and a few face markings to look like a scar, then I used the eyepatch. Colored right, it allows for the one eye look. In Rire's case, they have red scales, so the body markings were a really pale pinkish color, and the heterochromia option was the exact same color as those markings. You could also use the heterochromia marking to be your skin color if you're not going to use grievous scarring on the face like I did. As for having the other eye missing, you do it mostly the same; heterochromia, but change the actual eyes' color, and keep the heterochromia color to your eye color. Eyepatch only covers the right eye though, so unless there is a way to make it so you can have eyepatches on the left eye, you won't be able to cover it. Likewise with the i-patch, and all the HUDpatches. Considering the eyes act as one organ regardless rather than separate for a left and right eye, that's about the closest you can get I think. Its worked for me, at least, and that's the best I can say with minimal effort. Missing an ear is harder, and I'd like to find a way to do that. Fingers is damn near impossible I believe without just using Flavor Text. I love the idea of basically removing a sleeve or something for characters missing an arm... or for the 'cool' factor that someone will inevitably try. Like a single handed glove, which is another thing I want but is irrelevant right now. More things to do for crippled characters is good in my opinion. Can add diversity, where you have people not quite in perfect condition all the time. -
They aren't supposed to be memeing with it, they're supposed to be doing literally what they are said to do; shield other vaurca. You shouldn't be planting yourself firmly into a door to stop a random guy with a railgun because you can. You should only do it to keep preferably another Vaurca safe. Ra especially are discouraged from dying as it is based solely on the fact they're less than a year old, they are too young to be uploaded to VR when they die. The only time I see a Ra actually doing that realistically is to protect another vaurca, ESPECIALLY a Ta. Yeah they're not made for combat. They're made to literally lift heavy stuff, and defend other Vaurca. They're called Bulwarks for a reason, and this really does not seem all that overpowered. This makes it sound like you're going to have to get like, a bluespace artillery shot to remove the Ra, but that's literally not the suggestion at all. A crowbar, was suggested to be capable of removing the Ra. Literally beating them was suggested. Besides, Vaurca can use hivenet no matter what, even in crit, attacking a vaurca in any capacity is an 'early warning system' as long as there are at least two on the station, or one and any stationbound.
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Some of these could bring use to the Tech Support role, a job I'm quite fond of even if they're rather useless. For example, the Newscaster could be fixed either by doing something with tools (Probably a screwdriver/multitool, since that's what they start with), or using the Tech Support Card, and having the 'hitting the display to fix' be an alternative. I think the photocopier maybe too. If other computer based things could have something like this for the Tech Support especially, I'd be all for this, honestly.
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I believe that's the point. Bulwarks aren't even that common to begin with but they are kinda supposed to be tanks. Yet they're actually rather weak despite the appearance. More intimidating than actually strong. However, they can't move in this proposed state, so the most that you can do is like... block a door or something. And a Bulwark probably wouldn't even do it except to protect another Vaurca, or especially to keep a Ta safe. I like the idea, honestly.
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I will basically always be here to +1 any app White puts up. He has proven multiple times that he is an extremely good RPer, making only the most Based characters. That said, the backstory is somewhat on the shorter end- but it also has an interesting potential. I don't mind that Matvey themselves have quite little experience with the actual wars, might make an interesting experience with someone who only knows what they've been told from a single, probably biased perspective. However, on that note, did Matvey's parents fight in the conflicts?
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unathi [Accepted] jrphoenix303 Unathi Whitelist
Zer0Winds replied to jrphoenix303's topic in Whitelist Applications Archives
Need more Aut'akh hipsters. I do like the idea of an Aut'akh that... almost seems to regret even being Aut'akh? Its interesting. I like the idea they have going. I do enjoy many of their characters, they tend to put an extreme amount of detail in them- hidden from view even that you can dig into and find out more about them. Subtle things they do that you later may realize yet didn't at the moment. Its a wonderful complexity in them. All this, to say +1 -
Louz, now we need klaark Anyway, I like the backstory. As far as I know queenless aren't too common, and Mi'kuetz less so. I like them, and would like to see them on station. As for White, I'm probably biased, don't care. Has tremendous characters, and Kane in particular is probably one of my favorites on the station. Ignatious is another one as of recently that is just a great character. I do not have any doubt that he would do well with the Vaurca. +1
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Alright I'll admit, I have no idea what it actually does, my Aut'akh isn't a miner, so I don't know. Thing is, you might think Scientist doesn't need it, but that's where you're wrong. Xenoarchaeologist is always outside digging and they prefer things like the Drill over the KA. Mainly because the KA risks breaking stuff but that's beside the point. Aut'akh drill I doubt would be a super powerful augment that would be game breaking if given to one extra job. Especially a job that would actually be using it for its intended purpose: IE Digging.
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So Xenoarchaeologist is my favorite job. My problem with Xenoarchaeologist isn't the effects of Anomalies however, which are subpar and pretty boring, honestly. Its why I don't play Anomalist, but more on that in a second. Its that the crew doesn't care nine times out of ten, when the Xenoarch finds some random artifact even if they do find a way to tie it into lore. Mundane artifacts meant solely for flavor and RP, are ignored, because they aren't some atomizing crystal of death or something. Or- a whispering gas mask. I want to keep mundane artifacts that exist solely for flavor and RP, and I want to keep some "not related to playable species" things that they can have at times. Sometimes you can tie it into a playable species yourself. Ancient urn with depictions of a reptilian humanoid race? That sure as hell sounds like a Unathi artifact to me. Statuettes with depictions of small mamallian humanoids? Sounds like Tajara probably. I want more descriptors though, more on that later. Xenoarchaeologist and Anomalist are two different jobs and I prefer it that way because when I play a Xenoarch I don't even care about anomalous objects half the time, unless I can tie together some story about it with the artifacts. The thing about Xenoarchaeology, with how I try to play it at least, is weaving together a story based on what you find. Coming up with history behind these seemingly boring objects. Trying to make them interesting with random BS a story. The freedom for Xenoarch is amazing. Anomalist on the other hand, is more about the mechanical things, with anomalies. I always like to compare it to SCP. Anomalist doesn't really care for the history behind the object, or anything like that, they want to find out what the anomalous property is, and determine whether they can use it, contain it, or destroy it. History behind it can be beneficial, but not at the forefront of their study. Problems with both of them honestly is the variety absolutely sucks. Artifacts: There's statuettes, bear traps, knives, forks, urns, one metal stick, spoons... And the statuette is sometimes more likely to be classified as an anomaly and is probably the most dangerous item they can ever find outside unearthing an SM Crystal. You can only do so much with "Statuette made of duranium. It is low quality." and "Strange Object. You have no idea what this is" and its just a spoon. It helps to come up with a story behind them, but honestly, again, I think there just needs to be more objects you can find. Not only the types of artifacts, more descriptors. Right now, you'll find... aluminum artifacts with nothing on them sometimes. Okay, whatever, not everything is a grand discovery. But you also find basically the same things over and over. I want more animal depictions for example, not always humanoids either. Blobs exist sometimes as depictions but that's not a common one. Why not small chitinous creatures, or large birds, sea creatures, or vague scaled beasts that could be interpreted various ways. More descriptions helps you come up with a story. Fossils are cool. Found out recently you can sometimes assemble them, but it doesn't always seem to work, so I'm not sure how it actually works. Anomalies suffer from even worse variety. Nine times out of ten it doesn't even do anything but glow menacingly. Sometimes it causes hallucinations, or it just talks... I think the most interesting thing I'd ever found was a crystal that supercooled a room to absolute zero. But it wears off really quickly and you're back to finding glowing balls. In between both of those is finding antag items sometimes, like a cult sword. But those things are... eh? "Its a glowing sword that makes me scared to hold" No one cares. Everyone's seen it a hundred and one times before. If Anomalies get more variety I'd be down for that. Same with artifacts. Hell, if I knew how to code I'd help with coming up with artifact descriptions. Might look into that actually. Now, relating to what you said about destroying the artifacts for research- I'm on board with the idea, but only from an OOC standpoint, as I would absolutely refuse to do so IC, most times, because of the idea of "That belongs in a museum" mentality but that's an IC Conflict and I like that from OOC so good idea.