
Frances
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Everything posted by Frances
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That makes sense, and is a change I'd like to see implemented. However, how exactly would we succeed in playing this out, ICly? I figured most of the time rev-heads are just regular people tasked with starting the IC revolution, so they wouldn't have any believable reason to be immune to loyalty implants. Maybe just have the implants fail for unmentioned reasons?
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I'm waiting for you to message me over pager. After that, I believe I have several things to say concerning this incident (and even your reaction in this thread) that directly relate to validhunting. I'm not out to fight you, and if you believe you actually have a reasonable explanation as to why this case is irrelevant, then you can explain it to me as soon as you want, and should have nothing to fear. Until then, let's not clutter the thread any more.
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I was actually planning on doing a new FNV playthrough sometime soon, so that'd be awesome. My main gripes are with the "feel" of the weapons, though. And it's not something I've seen a mod completely fix. You can get crosshairs for guns, and change sound effects, but truly reworking the combat would mean redoing all animations, animation timers, projectiles (for guns again), stagger animations, etc. It's a massive amount of work and I don't think any modder has undertaken it yet. (And yes, I love to complain about Bethesda games because I love them, to some degree. Even though they're deeply flawed as far as RPGs go.)
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While I am not interested in replying to 1138's post (seriously, I just reported it and am leaving it up to the admins), I would like to highlight that after being shot for trying to resist against my character (in this particular instance), he complained in deadchat and ahelped about being ganked while afk. I don't expect mods to necessarily mention this fact here, but it is something to consider. As I'm being publicly accused of a few things I believe to be completely false, I'm quite partial to defending myself as needed.
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One thing I'd also like to point out, is that validhunting feels extremely difficult to curb atm, because 1. It most often involves antags and people dying, aka no IC incident reports 2. It often happens in ways that are subtle enough that ahelps/direct intervention can be hard to enforce 3. It's not always easy to pin down on a single individual - sometimes groups or entire departments will be responsible over series of decisions It feels to me like it's a lot more of a "current" or mindset than a specific set of actions very specific people engage in. And the question is, how would we even begin to address that?
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And I just ran into another pretty direct incident of validhunting. Tajaran, antag, pissed against humans, basically trying to play the whole spiel of the "coworker who gets fed up and brings a gun to the office one day". I walk into the sec lobby, see a member of sec (who I know to be a good roleplayer) walk in and sit on a chair, and decide to pull out my gun (after a bit of buildup so it doesn't come literally out of nowhere) and take them hostage. I yell at them not to move. The sec officer proceeds to unbuckle, pull out their taser, and run around. They immediately get shot down by reaction fire. Ten minutes later, I get ahelped because admins received information I killed this person while they were afk. I'm not saying this to rant, I feel quite emotionally neutral over the whole thing. But I'm sort of baffled, and terribly terribly disappointed, that I see veteran players engage in this kind of behavior. And it's a good sign that the community as a whole could benefit from a good discussion on what kind of interactions with antags (as well as what kind of antag plans) make the round fun or not, because a lot of people seem not to know this (or simply don't care).
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I wonder if I'm alone in this aspect, but I've seen a fair bit of validhunting on the server as of late. I was wondering if we could open a discussion about it. Basically, try to understand what validhunting is, who's doing it (if anyone), and why they're doing it. First, as a refresher, "validhunting" as a term attempts to designate players who go out of their way excessively to hunt/disable/kill antagonists. Basically, "valids" are valid "kill targets", such as anyone who you know is an antag, hostile to the station, or just read WGW over comms. I'm not too concerned about the LRP or MRP definitions of validhunts, but on HRP, validhunting could (I believe) be classified as anybody who goes out of their way to defeat antags against common sense. (Not against what makes the round most fun, but against common sense, yes. I can expand on that if anybody asks.) On this server, I don't know if validhunting has always been an issue (I ran into very few cases as an admin), but I am under a strong impression that it has become now, if only from the sheer amount of complaining I see people do. I saw a lot of antag players claim that they don't plan to take hostages anymore or even expose themselves publicly to the crew/threaten them, because a lot of players seem to have no concern for their lives or the lives of others (or for what could actually make the round interesting) and simply opt to rush the antags as well. This also applies to security as well, not only non-sec crew doing sec's job. For the sake of example, here's a list, in no particular order, of a few events I've witnessed in the past week or two: Security trying to rush a man holding another at swordpoint by burning through the walls of the room with thermite, resulting in the hostage instantly being killed A detective trying to inject a nonviolent, hardsuited wizard with a syringe of sleeptox while the wizard was in the middle of negotiations with the crew Security ignoring an antag's demands, resulting in a person being blown up via explosive implant, then ignoring further demands from the now-murderer, resulting in the entire station being blown up Security/the station as a whole consistently ignoring nuke operatives, no matter what (I've never seen the demands of nuke ops actually being met, to the point that ops themselves quickly give up on their demands and simply resort to blowing things up) A lot of the crew downplaying or completely ignoring any sort of threats on the assumption they might be a bluff (rather than on the assumption they might be true) Why do these things happen? I frankly don't know. It seems to me that they only end up with antags (or crew) dying pointlessly, no RP being made, and lots of people being upset. Anyway. I don't want to make this post too long, so I'll end it here. But basically: -What are your thoughts on validhunting? -Have you seen it? -Have you engaged in it yourself? -Why do you think certain actions that could be considered validhunting are acceptable or not? -Why do you think people engage in these actions? -Do you think validhunting is an issue which needs to be addressed on the server, and if so, how could we address it?
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There's some decent combat mods for both games. But while they can rebalance numbers, little can change the fact that the combat doesn't /feel/ right. Having guns/swords that kill in one hit can remedy that to an extent, but nothing in fallout was able to prevent me from feeling like I was shooting at putty monsters with a broken watergun most of the time.
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Technokat's Unathi Application
Frances replied to TechnoKat's topic in Whitelist Applications Archives
I've seen Kaipov show a propensity towards bloodthirst a few times (frequently ordering weapon crates during nuke - though those are fun - and on at least one account rushing alone towards a group of nuke ops), but as a whole, he's not a terrible character. However, if Technokat is trying to overcome his reputation for violent and hostile IC confrontation, isn't trying to do so with the race most ICly (and OOCly) known for violence playing with fire? -
Well, the Fallout3/FNV shooting felt way too much like you were shooting RPG guns that were shoddily ported to some sort of FPS game. The cursor being a single pointer with no cone of fire (when the weapons were terribly inaccurate) was one of the worst things about both games, and practically none of the weapons felt fun to shoot. A lot of the automatic weapons felt like pea shooters for balance reasons, pistols had an unrealistically long firedelay and would sometimes keep shooting after you stopped clicking (again for balance, I guess?), and some weapons such as early-game shotguns felt completely useless because they were so easy to miss with (due to shitty shooting mechanics and airy movement from both the player and enemies). The auto-shotgun from F3, revolvers from FNV, and most bolt-action rifles from both games were actually fun to use, but the rest of the weapons felt like the shooter equivalent of Oblivion/Skyrim foam swords. And yes, completely random happenings were the coolest thing about Fallout. I felt like Skyrim was way too serious in comparison, and its dungeons/locations had a lot more copy and paste. Basically everything is either a bandit fort or a draugr crypt.
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Skyrim uses an upgraded version of the Fallout/Oblivion engine. It is the same engine. Not much of an indication of gameplay, though (besides the fact that the combat is probably gonna be sucky).
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It's realistic, but would it be balanced? One big advantage of hiding in lockers is that you get the effect of surprise on somebody walking up to you (since you can see them approaching). If being hidden in a locker essentially made you blind, then the effect would be completely reversed - you wouldn't know somebody was next to you until they opened the locker themselves.
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If I can give you a really quick pointer, custom items that exist solely (or mostly) as cosmetic modifications aren't allowed. If you want something solely because you think it'd look cool, you're free to suggest it as alternate/new equipment for everybody to use (though I don't think we'd add a new pair of differently-colored gloves, simply because they're an important item for game mechanics and need to be recognizable. Otherwise, your best bet is to come up with a backstory for your items. Sentimental value, some sort of function, anything of the sort. Looking at accepted custom item apps might provide some useful inspiration.
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Custom items were made to give an expanded background and roleplay opportunities for characters. How exactly will these gloves help you roleplay your character better?
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The age cap as a whole could be raised (though I'm not really sure about this "everyone lives for fucking forever" lore since very few people like to play super old characters and we might as well retcon it since it doesn't match with the station's average age at all). There shouldn't be any need to do anything as complicated as giving different species different age caps, as species are all whitelisted and it can be expected if Unathis don't live to be 300, then their players should know not to play a 300-year old Unathi.
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General complaint, McGrath, Blade and Rivette.
Frances replied to Filthyfrankster's topic in Complaints Boards Archive
Keep in mind TechnoKat has been antag-banned following this complaint (which happened after the wall-slamming incident). If you see them still engaging in overly aggressive and disruptive acts then it might count as self-antagging, but consider they have already been punished for their actions up to May 29th. -
Andrewroo's Head of Staff Application
Frances replied to Andrewroo's topic in Whitelist Applications Archives
I played with Coetzee a bit and had no negative experiences with him. Definitely wouldn't mind seeing him as CE. (Plus CEs generally tend to be more competent than other heads) -
Well, there's not much else left past a certain point. It's certainly not for the combat, or the story, or the complex gameplay...
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>gamebryo engine >everything still looks like plastic >terrible animations >rumors of being cross-gen 360/ps3 garbage come on bethesda it's been four games, don't you have any money to do something better the one thing I'm happy with is that they finally seem to have learned the power of color and not everything is hidden behind an ugly green/orange filter, but otherwise this is about what I expected
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If you succeed in coding this, I'd consider it one of the coolest projects I've ever seen anyone undertake on the server 0:
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Care to expand?
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Keep in mind IC and OOC behaviors are separate. The only thing you can really judge at a glance was the call, which might have been bad OOCly. Captain Nox getting pissy about it ICly and going all "I am the law, you must obey me" has little to do with Xander's attitude - Xander is simply roleplaying his character.
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But... that's what regular traitors are about already, and no one is forcing them to be canon? I don't understand the issue. If someone tries to masquerade as part of the crew, I'd just call it clever, not "meta" or "using an advantage". It doesn't make a ton of sense ICly (since nuke ops don't have crew access, and a rogue crewmember would simply come in to work with all of their regular gear), but it's fairly difficult to pull off, and if an op actually succeeds in doing that, power to them.
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That goes a bit against my expectations. I'm surprised, and glad to hear this.
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Well, from the top of the longest hallway to the bottom of the lobby, the wing is roughly 40 tiles long. For comparison: -The walk from the end of arrivals to the beginning of the civilian "box" is 40 tiles long -The walk from the entrance of the medbay lobby to the entrance of virology is 40 tiles long (medbay is actually longer than this brig) -The "box" of boxstation is 30 tiles wide -The medbay is 30 tiles wide Walking to the end of the brig should take roughly 15-20 seconds at default running speed. I believe the most important factor to consider is that this brig is mainly bigger because extra rooms were added, namely the firing range, a break room, an extra isolation room, and an insanity ward. These rooms are all non-essential and exist mostly for roleplay purposes, and were they removed, the brig would be roughly at the same size as the current one/Jamini's. But, why would we want to remove them?