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Regarding dialogue, one thing particularly useful for characters who don't weigh their words carefully: unless what they're about to say is particularly OOC for them or you need to correct a typo, never backspace. The way people naturally speak includes pauses, filler words, and thoughts that aren't fully concluded before moving onto the next. Sometimes they may forget a word and need to hastily substitute it with something that makes slightly less sense but gets the point across. Authentic conversation will be a little messy and lean on the listener filling in the gaps for themselves (or failing to and creating a misunderstanding).
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That'd also be a lot of instantly searchable lore Q&A to just toss in the garbage.
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How to revive checkpoint mallcops and bully janitor mains
party replied to Lmwevil's topic in Suggestions & Ideas
There's already a deck one janitor's closet that's one door away from that checkpoint. My janitor and Vhim use the deck two closet nearly every round, either for vibing once the round gets too hot or quick access to supplies next to the part of the ship that most frequently needs cleaning. Swapping with the deck two security checkpoint would be alright, I guess, but I'd personally miss having a safe spot in the main hallway to watch ongoing situations from instead of being stuffed away in the corner like the main closet in favor of Security getting a second hangout. -
How to revive checkpoint mallcops and bully janitor mains
party replied to Lmwevil's topic in Suggestions & Ideas
I don't think there really needs to be a checkpoint like 10 feet away from Security and the spot in central ring where they already loiter. -
accepted JeffMomentRed Command App
party replied to JeffMomentRed's topic in Whitelist Applications Archives
Attentive, knowledgeable, communicative, and efficient. From what I've seen and experienced, Armand keeps tabs on everyone in the department as well as he can and does his best to keep people involved when they're looking a bit lost. However he FAILED to defend his job from the usurping synthetic and thus I am forced to give him +1 -
Move cargo orders from the database to the codebase
party replied to greenjoe's topic in Suggestions & Ideas
I can't say how many times I've wanted to make a cargo order suggestion, been uncertain whether it was actually in the list or I'd just missed it, and then forgotten to actually check the only way I can (while ingame) because I'm busy RPing/doing my IC job. From what I can tell there are only upsides to moving the list to the codebase from a player and dev perspective. -
The one that got aboard the Horizon, anyway. (You can tell because they don't fly across the screen and dance around you while they turn you into tartare.) Animal simplemobs displaying different behaviors and having differing movespeeds is something I'm always in support of, though.
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The 'craft shit by using a sheet of <whatever> inhand without any other tools required' thing was always weird on HRP (especially when you relegate most of those crafts to engineers, who are apparently master carpenters and metalworkers on top of all the other systems they need to know). Even as someone who doesn't play engineering, putting most of those crafts into the autolathe instead (and making it spit out a frame you can assemble Ikea-style where you need it instead of an entire damn bed or something) would be an improvement.
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Research seems to be missing from ops's destination tagger altogether!
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Replace the Horizon's Cargo Shuttle with a Cargo Elevator
party replied to Butterrobber202's topic in Suggestions & Ideas
I'm tired so forgive me if I'm misreading: by this, do you mean all bounties would need to be delivered off-ship? -
The stairs in the basement of the hotel leading up couldn't be walked onto until Matt replaced them. Relatedly, vendors can spawn in the absolute darkness of the hotel basement. I couldn't even find the stairs until an admin spawned a flashlight for me. The hotel should probably load with all the lights already turned on? Vendors don't have access to the 24/7 minimart's checkout's glass door by default.
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The Grauwolf, unlike the Longbow, lacks blast doors on its windows and a button to close them with. The Longbow's blast door button, meanwhile, could probably be moved to be less hidden:
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Player characters can run the opposite direction from simplemobs, guns, and vacuum while treating themselves. Simplemobs can't do either of those things and die very quickly once exposed. It's not a tall ask to keep the injector until some distant, unlikely point in the future that someone extends pet AI and medicine. It could probably do with being produced in another manner, however.
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I don't see the benefit in removing the lazarus injector unless the goal is to increase the amount of grief RP and to make the case stronger for removing pets entirely, since then we'd have to justify why the SCC keeps buying identical replacement animals when Ian or Crusher is inevitably ganked by a greimorian. As someone who enjoys the ship pets as RP props during stressful rounds or when placed in charge of one for the shift, I'm willing to suspend my disbelief to avoid dealing with the outcomes of this PR.
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accepted Codename_Bear Command Whitelist Application
party replied to Codename: Bear's topic in Whitelist Applications Archives
+1; Francis is a good manager, communicates effectively with the rest of ops, and is just a chill, chatty, all-around nice dude to play with. -
As someone who wanted a hold to throw, this implementation doesn't quite meet my expectations. I was personally hoping for something like Goon's throw: you hold the button down, and for as long as it's held, you're in throw mode. The way this version works, however, untoggles throw as soon as something is thrown--making it a strange mixture of the old toggle and how you'd expect holding a button to function. I'd personally like the PR to be looked over again, if possible, since this mostly feels like a downgrade to the old behavior.
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Every species' base speeds would need to be increased for this to look and feel good enough to play with on the regular. The slow glide is uncomfortably sluggish at human walking speed and creates issues when trying to determine which tile a player is actually considered to be standing on when they begin movement. I'm not completely against gliding (the LRP server I started on has had it for as long as I can remember), but it doesn't feel great with Aurora's comparatively relaxed pace.
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I appreciate that the floors had their contrast toned down from the last time they were implemented! Right now, the mailing room's outlets are completely enclosed by the railings and the fancy new tops for the airtight plastic flaps; it's gonna be really hard to see if a package or rubbish is stuck on the rightmost outlet when someone inevitably forgets to hit the lever and jams the conveyor.
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It's both the pocketbooks and leather satchels, if you'd check the issue report. Regular satchels have an even worse clasp IMO but at least it doesn't show on the shoulder when the band is hidden. Honestly I don't care about the clasp as much so long as it's being properly hidden, but I do think using the same beige blob for all of them (and bright white on the satchel) is unattractive and clashes with most drip.
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They show up when the strap's hidden, too! That's why I reported it to start with; there was just a random blob on one of my characters that had a hidden strap.
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I literally thought they were a masking error. They don't look like they belong at all.
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I've watched multiple IPCs be revived from having their heads blown off within the past week. If the posi isn't lost or double-tapped and the machinist cares to give them a new body, they are functionally immortal.
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How do you feel traffic will be redirected? The current setup in the central ring routes players past the RnD desk and the machinist workshop if they're moving between the elevator/engineering and security/the stairwell. The new setup requires that players make the choice to visit RnD; traffic doesn't need to pass through there at any point, you can't see inside RnD from the central ring except from a couple tiles next to the windows, and there's nowhere else to go in that hallway if you don't have research access. Engineering lobby doesn't really feel like a good counterpoint. It's very uncommon for anyone to just be hanging out outside their monitoring room unless they've got business there--which isn't usually a problem, at least, since engineering is called on often to handle problems that keep them from being cut off from the events of a round.
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There's definitely something up with the hydro chutes; all of the stuff ops tried to mail to medical went there as well as pretty much all the trash from the kitchen and nearby chutes, it looked like.