
Kaed
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Everything posted by Kaed
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This... already exists. It's called the DNA Extract sting. People just hardly use it because generally speaking, it's pointless to try and pretend to be someone else while they are still alive. There are way too many ways to gotcha someone and metagame unsubtly for it to matter. Few people are actually WILLING to feign ignorance of changeling mechanics, either. Also, the extract sting telegraphs that you stung them now for some reason (that reason being because Alberyk wanted it to) so you can't even do it secretly like you used to be able to.
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While a logical idea, the last server I was in that had stairs had a mountain of problems with them. Weird things like being unable to push or move objects both ways, inability to drag cuffed prisoners down stairs with you (you had to throw them down the staircase then hurry after them before they ran), mechs not being able to climb back down stairs after they went up, It's possible that stairs, an object you don't interact with other than to walk into it, are a huge hassle to code for. Or maybe that server just had bad coders. But it's possible ladders are here because stairs are awful.
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Don't derail the topic, Scheveningen. There are currently no rules in place that require a certain level of import to create a suggestion discussion. You aren't even a developer, you have almost no input on what is or isn't an acceptable or reasonable thing to expect a Dev to do. In fact, here is a developer right now, telling you this isn't an issue. Your complaint also seems to assumes that every mouse encountered in the round is populated by a player that is capable of offering roleplay. In fact, there are a far larger amount of mice that are simply mindless mobs that periodically squeak and serve as nothing more than accessories for a number of people who decide that their character has a pet mouse. They offer no resistance or roleplay, because because they aren't players. This is, in my eyes, somewhat of a minor abuse of game mechanics to try and make your character seem more special and unique, and in my experience, has caused people to have to be dragged kicking and screaming into stopping. I don't like having to deal with that any more than when I had to deal with people bringing bootknives to work because they were in the loadout options. And hey, wow. Those are gone now, actually! And, counterpoint to your long rant about the having to defend mice in game, that's also off topic and missing the purpose of this thread. Mice are fine existing. They can keep existing and I won't particularly care. I just want to stop having everyone able to grab them and put them on their shoulders.
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I care. Clearly, some other people care. Just because you don't care about something doesn't make the issue become utterly irrelevant to everyone else. If I point out what I feel is a nonsensical game mechanic and suggest it be removed preserve a sense of immersion, your vocal distaste in 'mice threads' and apparent lack of interest in pursuing minor mechanics revisions does not particularly contribute to the thread topic. First of all, you haven't even really given an argument against removing shoulder mice, you've just expressed that you don't care and to deal with it IC. So let me provide a one for you, just as examples of constructive commentary. -Some antagonists can have mouse pets, like wizards. There is potentially valid reason for them to have shoulder mice. (Counterpoint: Special mice like that could be coded differently from regular mice to allow this as an exception. Perhaps there is a 'tame' variable that can be toggled by admins.) Second, the 'pass the buck to IC' mentality is also not constructive. If someone is wearing a shoulder mouse IC, chances are they will throw a huge tantrum if you try to take it away from them, because people who wear shoulder mice are usually predisposed already to feel entitled to having them, because the game lets them do it. I don't want to have to deal with that. I don't want to have to deal with writing an IR over something so trivial, that could easily have not happened by changing the game mechanics slightly.
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While disease bearing isn't a bad idea, uh. I'm just imagining people becoming mice to go around infecting players with Mouse Plague. Nuzzling you into a sickbed. I can understand if ears are just a stand-in for shoulders, but why are we walking around with mice on our shoulders, exactly? This is not a Disney movie, we are not a spunky princess with a small animal sidekick.
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This is a simple thread about a single thing. You can pick up mice, you can put them in you backpack. You can put them in your pocket. You can probably put them in a jacket or a webbing. Fine, sure. But for SOME reason, which I am 100% certain is due to the previous influence of certain mouse-obsessed developers who will remain nameless, you can also put them on your ear slot. How do you fit a mouse on your ear, exactly? Usually, people put pens or headsets there, small things that can slot over the top of their earlobe (or inexplicably stick over their lack of an ear). A mouse is neither long and thin nor stationary and inanimate. There's no logical reason why anyone should be able to 'store' a mouse in their ear. Are they taping it to the side of their head? Please remove this feature. I am seeing a few too many people wearing mice on their ears. If they can wear them on their head, maybe remove that too. Mice are small, undomesticated vermin and should not logically sit in place on someone's body to be used as an accessory.
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[Accepted] Sytic's I.P.C. Application
Kaed replied to Sytic's topic in Whitelist Applications Archives
You're right, I don't know your age. I just have a vague memory of you once getting into an OOC argument with someone and claiming you were 12. It's possible you were not telling the truth then, or it was someone else. I'll also take you at your word that you never received any bans, since it's been a long time since I saw you and I can barely remember the unbound days. And there were was more worse synths than you back then? Remember SPARKLES? I do. Anyway, I'm getting off topic. It's true that ODIN annoys me, but unfortunately, I don't really think I can offer you pointers. I think there is a fundamental difference in how we approach this game. When you play, I get the definite sense that ODIN exists as a release for you to act like a goofball and run around having shenanigans and fun. You say he can be serious, but I've never seen that, and I'm not really sure it matters for the point of this discussion right now. He's usually not serious. I, on the other hand, enter the game to immerse myself in the role of a character and a setting. The goofiest you will generally see my characters acting is when they deadpan snark someone. When people start doing silly things in the spirit of 'it's just a game', it pulls me out of that sense of immersion and irritates me, like someone trying to have a business deal in a restaurant while there is a kid nearby loudly playing a video game on his 3DS. I can't really say that means one of us is doing it wrong. Obviously, I'd prefer if more people played the same way I do, but I guess in the end of the day, it's still a game. However, I'll tell you one thing you CAN do that might improve your roleplay - experience more. You've created ODIN and treat him as some sort of totem personality that you focus on with and continually try to refine. But that's giving you tunnel vision. Try something new, create a synthetic personality that is entirely different and try to roleplay them. For example, something that entirely juxtaposes ODIN, takes everything very literally, and doesn't understand metaphor or hyperbole. You can still create comedic situations to have fun in without being a goofball all the time. It's really up to you, though. If you do get the IPC whitelist, at least try not be completely horrible. For instance, by getting a pet mouse every round and put on a set of kitty ears like some kind of cringy weeabo robot, then acting like a sulking manchild for the rest of the round because someone ate your fucking mouse. Not that I'm naming any names. -
That's not really the point of this thread. I'm not asking for a buff to MM, I'm asking for it to stop being a debuff to other wizards/apprentices in addition to enemies.
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The spell has already been nerfed to the point where anyone with half a brain can outrun or outmaneuver the missiles. Can we also make it so panicky apprentices stop knocking out their adjacent master and follow students? Please.
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I don't know if it's possible, but if there is a way to let the suit change other variables of your character, such as fur/scale/skin color, while still preserving your original colors, that would be useful. That way xeno races won't be at a tremendous disadvantage on account of their coloration being the same no matter how they change their horns or kitty ears.
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[Accepted] Sytic's I.P.C. Application
Kaed replied to Sytic's topic in Whitelist Applications Archives
Sytic may be new to this server, but he is not new to me. ODIN has been a synth character I have seen on other servers, and almost universally, I find their personality to be incredibly irritating. I do not enjoy synths who act childish and goofy. It has not improved since the last time I saw them hanging around on my old favorite server(s). If memory serves, they have a history of petty and childish behavior, that I seem to recall earned them some synth/server bans. Though to be fair, considering if my admittedly poor memory serves me right, I last heard they were in their early tween years. It's entirely possible that they have matured somewhat in the period since I last saw them on SS13, However, I recently saw them reusing the same COOL DRINK joke I remember from a previous server, so I have some reservations on that account. If they're going to continue old trends, they will transpose ODIN in name and personality into every synth role they play, and the only thing different will they will be an unlawed synth that I can't tell to go away or stop when they're getting on my nerves. I would really like them to try something different before they expand to IPCs, instead of just reusing the same tired ODIN personality that they have been using since Pheonix station. Explore new ground, try making a synth that has one of those 'alien mindsets' he mentions in his application. -
It would be nice if ninjas had more stealth and espionage related abilities. But Kaed, I hear Disagreement Strawman saying, they can turn invisible already, that's pretty stealthy! Yeah no. Being able to vanish from sight is indeed really useful, but it's not actually much of a stealth element. In the first place, it's heavily tied to a battery in their suit, so can only be used for short periods before you have to decloak and spend several minutes molesting an APC or wire. So, it's more of a tool to avoid being seen for a short period than a 'stealth' mechanic. What I'm talking about is the concept of not being noticed by the crew. Right now, ninjas are probably the most overt antag in the game. Even wizards have some setups available for them where they can try and blend in with the crew. But the ninja? They pretty much wear a 'I am an antagonist' sign over their head from the moment they spawn. Anyone who sees them immediately knows they are a ninja. What I propose is adding more subtle mechanics to the ninja hardsuit. For instance, every portion of the suit, including the actual rig on your back, should be able to change its appearance like a chameleon set, allowing you to impersonate any role on the station. Combined with your traitor ID and voice synthesizer, you could easily make up an identity for yourself. There might need to be a feature of some sort of 'identity screen'/'holomask' that you can toggle that effectively works as an invisible helmet concealing your identity, to prevent people from metagaming when your fake ID and voice doesn't match your facename. Off: Crimson Fury (as Bob Sagan) says, "Hello I am an ordinary human and not a spy." Urist McMetagame says, "Security! We have an intruder! They stole Bob Sagan's ID!" On: Bob Sagan says, "Hello I am an ordinary human and not a spy." Urist McMetagame says "Hello Bob, I remember from orientation because I like to pretend I know people on the crew's faces even if I've never met them." This could also allow situations where you conceal your identity while being somewhere you shouldn't be, so people see you and you just show up as 'Unknown'. Then you escape and change your clothes and hair and ID, and they can't even track you by description. It would also be nice if they had a hacking tool for doors and certain electronics, that utilized both Hard and Soft hacking settings. On Soft, it acts like a door hacking tool, letting you open a door after about 30 seconds, and saving the last ten or so doors you hacked. On hard, it consumes some of your battery, and emags the thing you are hacking. Yes, you COULD just go rush the captain's ID at round start and scan it or steal it, but: -That's getting real tired. You're supposed to have an advanced rigsuit, why do you have to steal access from the spare you technically shouldn't know is around to go for to get anywhere on the station? -Increasingly more these days, ninjas appear in rounds with wizards. Wizards have far better movement tools and can reach the captain's ID more quickly than you, so once they get to it first, you're SoL for the rest of the round as far as access to places you shouldn't be, with the current setup. -When you are caught doing this, it undermines the entire 'stealth' mechanic you might be going for and puts everyone on high alert. People don't like it when strangers show up in the captain's office unannounced, for SOME reason. Also, the ability to place actual spying gear would be incredibly useful for them. As it is now, traitors have a rarely used item called a 'Bug Kit' that lets you place a small object that acts as a camera and microphone. It's got amazing potential, but usually falls flat due to traitors rarely being able to get into vital places where they could put bugs for useful strategic purposes. Giving ninjas, who would have, with this update, far more general access to the station, a similar mechanic would allow them to gather information on what a lot of the heads and security are doing. I think it should be based on power usage to manufacture the bug objects rather than a limited supply, but there should probably be some kind of cap on the number of active bugs allowed. Maybe 10? I can't see anyone reliably keeping track of more than that, and that's only if they are really good. Unwanted bugs can be quietly self-destructed, destroying the bug object but not creating any kind of explosion or sign that it just disabled itself to people around. You know what else would be kind of cool, though maybe unfeasible? If the bugs could just do a sort of pAI thing and project an innocuous holodisguise while allowing you to remote control them. Hey, maybe you could even insert a pAI into one of these. Wouldn't that be a kind of cool use for the currently underused pAI system? Then you could create a mobile spy drone, though in that case, there is a risk of discovery if someone tries to kill or eat the 'mouse'.
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The chaplain should be able to banish Nar'sie with the Null rod. No, he shouldn't be made immune to being gibbed by Nar'sie's Divine Presence. But if the manages to get in close enough to tap Nar'sie, They should be immediately banished from this world, their works undone. This is a very serious suggestion and not a joke based on a conversation between me and Jackboot.
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This is the kind of solution I can get behind. An actual effect to having them on that serves as a subtle reminder. I would have also accepted them not turning off every time you remove your suit, though.
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Wow, I- okay I'm not going to even respond to this, because it will just turn into another inane fight with you. Moving on. Just know I firmly disagree and leave it there. Given a choice between 'using power' and 'having all your bones break', is there actually a legitimate reason to choose 'having all your bones break', skull? Please explain to me a situation where dying because you fell down a shaft in a hardsuit that definitely could have prevented that death due to it's module you chose to not turn on is a logical decision. Since you're making an argument here for consciously choosing to do that, rather than accidentally, which is the only reason I could fathom anyone would not have it on. You have piqued my interest. Because, see. To me, it doesn't seem like there is any reason for them to be off that makes sense. You leave oxygen supplies off unless you need them, because they are consumed at a regular rate while they are on. You leave magboots off when you don't need them because they slow you down. However, leg actuators only consume power when they are performing their function (i.e. saving you from a fall), and have no movement penalty, so there is no reason to actually leave them off (other than as a possibly unnecessary pratfall for inexperienced/inattentive players). The 'downside' of them being on (losing power on a fall) vastly outweighs the benefits of having them on (not dying from a fall) to a degree where no one would ever turn them off if they were sane.
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So, leg actuators are cool. They let you jump down holes without problems. But like. They have to be turned on every time you want them to be used. Is there actually a reason they should ever be off, other than to troll people who take off the suit and put it back on and forget to check of the actuators are still on? They should just be a thing that is always on for fall damage, and the jump ability is the only thing you need to fiddle with actively.
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Can we actually just remove the frag grenades from the syndicate borg, or only let them fire one at a time with a significant delay. All it's creating is a 0 effort way to murder the entire security team by spamming grenades at them until they are a slurry. You say 'just run away' or take cover, but how are you supposed to know the borgs have frag grenades if you are supposed to not metagame? And then, after you are already knocked down by the first grenade, they can just toss them out until you and everyone else around are dead.
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Alternatively, in the future, people have stopped smoking tobacco leaves for the most part because it's a known dangerous past-time, they've had several centuries to get over the perception that it is fashionable, and the entire existence of tobacco on the station is for the same reason all the PDAs and computers on the station used to look like they were from the late 80's: Because designers of the game were not very creative when they thought up what 'the future' would be like and/or just wanted to put them in as visual gags referencing the time period they existed in. I mean, seriously. One of the brands is called DromedaryCo, a clear Camel brand reference, and it's description includes the phrase 'Wouldn't a slow death be a nice change?'. Cigarettes actually have no mechanical purpose and are 100% a roleplay flavor item. If you really want to get behind they idea that there have been advances in safer smoking, remove tobacco products from the game and replace them with similar items that are more in line with the current time period (i.e. the future), like vapor packs, rather than trying to justify regressive cultural stereotypes like that cigarette holders and cigars are still fashionable 200+ years in the future, when even now in 2017 the implications they largely have are that movie villains and and smug rich people smoke them to show off. As an example, It's been barely over 100 years since the VIctorian era ended, and most people in 2017 would never wear a Victorian era outfit. They're stuffy and uncomfortable, and we haven't invented a way to make them less so, we just stopped using them because our perspectives changed.
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I think smoking is overused as a gimmick on the station already, so I am against this. There's nothing particularly fancy about burning literally poisonous dried leaves that slowy kill you in exchange for a mild sense of relaxation. People smoke because they can't handle stress, or because they were smoking back in a time period when no one knew better, or because their peers pressured them to do it. Since no one on the station is a teenager, I think we can write off the last one, and this is several centuries after people became aware cigarettes kill you. It doesn't need to be further glorified by making fancy boxes a thing. Even now, cigars are difficult to obtain on-station, and that should stay that way. However, I don't super have a problem with them showing up in hydroponics. If you want to grow your own disgusting cancer plant and smoke it in a piece of shitty cheap rolled paper, go ahead. Maybe you can even pretend it's a 'dank ass joint' while you're doing it and achieve meme dream transcendence, further making the quality of the server drop.
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It would help to make it an uncommon color besides red, too. Since Red shows up with a lot of text alert. Maybe purple, like the cultist messages? Or green.
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I had a good laugh from reading this. "It opens a window that cannot be reopened," would have been the normal way to describe it. (Because that's all it does. There is no paper involved.) Anyways, the reason this is done is because people earlier complained that they missed too easily. So I made it impossible to miss unless you're intentionally wanting to. I guess this could be piped to both, but even the text interface scrolls by. Because it's a free form, we also can't use it as an objective. So you'll lose it anyways unless you make a copy of it. I guess I could also shove it into your notes. It was late at night and my brain described it as best as it could, sssh ;n; Anyway, the text box might scroll by, but at least things that show up there stay in existence and can be scrolled up to be read. You say it is impossible to miss unless you try, but I managed to accidentally close it in the middle of a firefight between a vampire and security, forcing me to ask everyone to hold on a moment while I looced the vampire about what he had just dominated me over. Piping it to both would at least give some sort of permanent record that is easy to find again, and I support having both, especially since I tend to be looking more at the text box that random popup windows.
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The way vampire dominate works is that it sends you.. a piece of nonexistent paper(?) that has the demands of the dominate command on it. This 'paper' is not a real object and can be closed by accident in the heat of a battle due to it superseding the in-code 'one paper/book open at a time', but cannot, after that, be reopened. It is possible to therefore completely miss what the dominate command was. I'm not sure why it was done this way, rather than, say, just giving them a message in the actual text box (you know.. like literally every other vampire specific command or emote), where you can easily glance at it, and it doesn't block the game screen in the middle of a crucial time. But this needs to be reworked, because it's really clumsy and distracting. Also, this isn't really a coding thing, but I see a lot of people using horrible grammar/spelling/lack of punctuation and capitalization in their 'dominate commands'. I try to work with it, but generally it comes down to a total lack of imagination with vague, half-assed things like 'free me' or 'attack them', so perhaps some kind of gentle nudge to be a little more specific at some point during writing your dominate, before someone starts trying to act like a bad AI and semantically fuck over the vampires.
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I think if you want the security checkpoint to mean something, you're going to have to remove people spawning in cryogenics. People use it as a way to quickly into the station without having to take a shuttle. I use it for that myself, and its positioned far out of the way of the actual checkpoint area.
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Admins? Playing the game instead of working? This cannot be borne! What are we paying you for?1 >:V Also, uh. Yeah that is a little silly that it gives you the type and location of every rune written.
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I do not understand when people make suggestions like this. This is yet again passing off more work to the administrative staff rather than doing anything to actually fix a mechanical issue. Do you actually understand what doing this would involve? How are you going to police disarm intent? Should we ahelp every time an assistant disarm spams us while we're holding a gun and runs off with the weapon? How many clicks of disarm are 'allowed' for an untrained civilians? And even if for some reason the staff team is willing to deal with all that, they still disarm spammed you and took your weapon. Now the staff has to tell them to turn around, hand your weapon back, or maybe even wind them because they're 'breaking a roleplay rule'. The flow of roleplay grinds to a halt during this whole affair. This isn't an actual fix, it's just passing off responsibility for the issue to the staff team, for something that is accessible to literally everyone in game with absolutely no current mechanical limitations. I personally still support the easier route of putting timer between disarm attempts rather than adding a dozen special modifiers to weapons to make them harder to disarm, of course, but if the coders think doing all that extra work is worth it, that's their prerogative.