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Girdio

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Everything posted by Girdio

  1. Lore Impact: Small Team Purview: Human (Potentially Synthetic, for one section.) Short Description: This is adding four new entries to the entertainment section. How will this be reflected on-station?: This provides more opportunities to talk about shows and games people both like and don't like. By having things canonical on the wiki, players can also add it their character's list of knowledge - and headcanon their own additions as well. Does this addition do anything not achieved by what already exists?: No, it simply provides more options and helps flesh things out. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team? Yes Long Description: Blood and Ash Putting players into the shoes of a Mendell City Police Department homicide detective, Blood and Ash is a popular combat-light, puzzle-heavy game. The main character is set loose in a linear story to uncover a sinister plot tied across all of Mendell’s districts. For many players, the story is the largest draw, with a small cast (though impressive) of characters, with the different races of the Spur having at least some presence in the game, even if very minor. Although the gameplay has been criticized for being unremarkable. Blood and Ash has also been noted for both looking at the idealized image of Mendell, where so many can come together and prosper under the guiding hand of Biesel’s government and the SCC, and also where Mendell has failed its people. District 14 and District 9 get a substantial section in the game as the character and their partner discover more clues rooted in these areas, with effort going to portray these districts in a bleak and neglected experience. Love in a Vacuum While many reality shows out there exist from Venus, Love in a Vacuum has managed to churn through the years where others have failed. Contestants are flown off to an undisclosed Ferry-class ship, where they are locked out from all outside contact for the filming period. The goal of the show is for characters to form romantic relationships with limited privacy on the ship, along with trying to overcome challenges for prizes (in the form of additional resources on the ship, more alone time with another contestant, or, in rare cases, actual credits). While all the challenges are faked by the crew and designed to foster the budding relationships, they are intended to replicate real emergencies out in space - low resources, electronic malfunctions, and gravity difficulty. Elimination from the show means a contestant is shot out of an “escape pod”, which is simply a redecorated shuttle. The show has a huge fanbase that will commonly pair contestants together during a season and will follow them even after the season’s finale. It has obtained some feedback that the representation of life out in space is not representative of reality, although the show runners have attested that they're "not going for realistic, and going for entertaining." Neon Dreams A recent visual novel coming from Konyang, Neon Dreams, tackles the subject of the Rampancy Virus from the eyes of a shell affected by it. Taking place a year after the Rampancy Virus, it features a rebuilding Konyang climbing from the ashes of a disaster. Throughout the story, Ember finds themself attempting to integrate back into their daily life, and spends much of the visual novel trying their best to pretend that everything is the same as always. Players go through most of the game as Ember, having fun, hanging out with their friends. While there are occasional indications of one of Ember’s friends being missing, most everything seems normal. Until the halfway point. At this point, one of the friends asks if they are “not going to acknowledge what happened”, at which point the art direction, text style, and mood drastically shift. The remainder of the visual novel is set through flashbacks that Ember is noted to not entirely remember, with the gist being that Ember was affected by the Rampancy Virus and killed one of their friends during this period. The game’s ending is something heavily discussed, as it has been left open for interpretation. Some view it as Ember shutting out what happened and pretending nothing has changed, while others view it as Ember dying in either a symbolic or literal manner. Interestingly, it’s been noted that small elements in the game have been included that IPC players (and those willing to really dig into the visual novel’s files) are able to pick up that a non-synthetic would be unable to. The Quiet Deep One of the more controversial video games to come out of Sol, is a horror game set on Europa. The player starts out with the knowledge that they’re a long-time Zeng-Hu employee who has been on countless expeditions into the depths of Europa. Given the character’s experience and skill, they (along with a few other characters) are sent down one of the megacorp’s most advanced submarines, with the goal of reaching a depth nobody had yet, and returning with as much information as possible. As players soon find out, though, all of the supposed comforts offered is just there to lure them into a false sense of security. It doesn’t take long for things to go wrong in the game, and the character and their crew begin suffering from hearing noises, to swearing they saw one of Europa’s many cryptids. The vast majority of the game is trying to manage both the crew’s sanity and reach the goal that Zeng-Hu wanted, and getting out alive. Due to the dark nature of the game, its difficulty is notorious, and getting through it with the entire crew alive is unlikely on a first playthrough. That said, the game does have multiple endings depending on how many (if any) return and what findings they have brought with them. The game has received scathing feedback, claiming that it takes the matter of High-Depth Antisocial Personality Syndrome too lightly, while also presenting sufferers as cartoonish and exaggerated. On the other hand, though, players have noted that the game is very terrifying, and the multiple endings result in a high level of replay value.
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  2. Girdio

    Girdio's Character Art

    After deciding to bring Fikra back (finally), I decided to move her art that's on Imgur to the forums instead. Might end up being a spot for other characters too!
  3. Girdio

    Another Shot of Fikra

    From the album: Girdio's Character Art

    A shot of the Fikra's good side, so you can see the gnarly scarring.

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  4. Girdio

    At the Bar

    From the album: Girdio's Character Art

    The first art that was made for Fikra, a shot of her at the Horizon's bar!

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  5. Girdio

    Mendell at Night

    From the album: Girdio's Character Art

    Fikra, circa 2464 - Mendell City

    • 2.52 MB
    • 759x1080
  6. Girdio

    Fikra Headshot

    From the album: Girdio's Character Art

    A headshot photo of Fikra, intended to be from the current time.

    • 2 MB
    • 1080x1080
  7. Been away for about a year, but had been thinking about Aurora and spied this. On the whole this looks like a really interesting change of pace. The server has for the last decade, and despite lore changes, overall been "megacorp focused". As mentioned elsewhere, I don't think the current setting lines up with the attitude or beliefs I've seen IC regarding the corporations. There has been a significant detachment of "this is a pretty bad setting to live in" from the lore, to how characters interact with the setting. Making the lore and gameplay interwoven hopefully will fix that significantly. The twenty-or-so year time skip seems pretty short for something of this impact, but I understand the necessity to avoid a complete reboot of the setting, and to let people keep their characters if wanted. Personally, I believe that the lack of new players is a difficult-to-fix situation. It's been going on for years. I feel like it was a discussion even back in 2014-2015, with F_Sphere and everyone. The primary (or only) people know about the server is through word of mouth, for example. As much as I love the idea of an Aurora YouTube channel or Tiktok, I also know that's pretty unrealistic, as is paying for ad space without donations (and avoiding attracting TOO many people). That said, I'm hopeful that this will fix a significant portion of the issues of cliques/chair-RP that has established itself again. I can see a more engaging game mode being a good way to have established characters naturally interact with new players. It would incentive for established players to talk to new players as well. My biggest concern is that with everything being persistent, new players won't be getting the same experience as players here for the initial change. While obviously the setting being largely "the same" gets stale, it does prevent players feeling like they've missed crucial points. Like yes, the events are always fun and rewarding but you can survive not seeing them. From what's described here, it seems like everyone is working towards a goal of improving their lot in life. Making the ship look better, their overall situation better or whatever. How long does it take for that to go from the "we're struggling together" aesthetic to "we are comfortable and can relax". I feel like if there's no meaningful change to life on the ship, we're right back here talking about how everything is stale and nothing canon. But then, a new player joins and they've missed out on all this. Sure, they have the goal of "you see what we've done, we can do even more!" and that's fun itself. How long would it be until new players were coming into a setting they couldn't influence anymore though? My overarching question is that, I think. Are there plans to address both letting the ship improve and change with time, but also preventing a situation where new players don't feel like they've missed out for not joining at an arbitrary date? Outside of "oopsie an asteroid crashed into the ship and now everything you worked for is moot, rebuild it, hehe"? Also, I didn't see anything in regards to a timeline. I wasn't active when the server went from the Aurora Station to Horizon, so I don't know if a timeline was presented there. I see mentions of this being a several-years-in-the-making situation. Is there a current rough estimate of when everything would begin shifting over?
  8. For my next magic trick, I will pull your will to live out of my magic hat!

    1. Carver

      Carver

      Oh so that's where I lost it.

  9. Thanks to Gabby and Hansolo (I realize I've never had to actually address your username, so hopefully that actually works lmao) for feedback. Thanks to CatsinHD for feedback, and for helping expand the concept of Tajara tail's sporadic 'flicking'. Lore Impact (Small/Medium/Large): Small Species: Tajara Short Description: This will expand the body language and non-verbal communication exhibited by Tajara, which all affect their social realm. How will this be reflected on-station?: It will give characters more 'uniform' Tajara actions, that more people will be able to interact with and engage with. To phrase it differently, it will allow players to have quick and easy references as to ways to flavor actions their Tajara is doing, or ways they could respond to actions from others. Does this addition do anything not achieved by what already exists?: I believe so. Currently, (and as far as I know. If I'm wrong, it's going to be really awkward), the only discussion on the wiki of how Tajara may non-verbally express their emotions, affection/trust with each other or anything else is relegated to: "Because of their anatomy, Tajara are capable of using their appendages to express their emotions. Folding one’s ear back usually expresses fear or worry. Ears perked forward to demonstrate interest or attention. Ears also flick involuntarily when exposed to unexpected or loud sounds. Swaying one’s tail continuously is considered a childish way to express satisfaction. Curving down and blistering is a sign of hostility. Bumping muzzles and holding someone’s wrist are common displays of affection." I believe that fleshing this area out lets it fill in a gap not currently achieved by what's on the wiki. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yes. Long Description: I couldn't think of any better way to include everything, so I put it in quotes. Obviously, tried to keep it relatively short. I attempted to avoid any possibility of unwanted consequences from occurring due to the area of "expressing affection", but I feel most players granted a whitelist are wise enough not to make their characters unrealistic/inappropriate when it comes to showing affection to other characters. I also attempted to write things in a way that would not retroactively damage existing characters (e.g, nothing is written to imply every Tajara must do this or adhere to any of it), or players that simply don't want to engage with this particular area.
  10. Not in favor of this. We already have security checkpoints (three, iirc) and they get used a total of never. I can't see this suddenly making them occupied, and it's at the cost of negatively impacting Service/janitors. You could argue that it's because they're in areas only sometimes used, but the fact is that they do exist already, I don't really want to add more to a role/department that has a lot, while taking away from a role that doesn't. There's already not a lot of people who play janitors on the server, why take something they could use away from them? Furthermore, I don't really know if it adds anything to security, that they don't already have. Security already hangs out around the medical hallway, and in the service hallway, so they've had the opportunity for (basically) desk RP in that area for a while. If you REALLY wanted security to have a checkpoint in this spot, I feel like switching the janitorial closet, and the security checkpoint near operations would have to be the move. I could see an argument of "it makes more sense for the bug zappers to in a more central spot".
  11. *bwop* ALERT: THAT ASS HAS MASS. *bwop*

    Captain is comdom

    shitcurity is killing me 4 no raisin!!

    ";graytider with toolbox help"

  12. Don't know if this has been mentioned before, but remove this water cool/table combo in the interrogation room. I get flavor-wise why it's here ("do you want some water?", and it gets swabbed for DNA later) but realistically it's rarely used and kinda just clogs up the room. Firstly, since the 'default' sitting arrangement most people take is the suspect closet to the wall, and the interrogator near the door, any third-person in the room has to awkwardly stand in the corner, near the door as well - like this. I feel like, realistically if someone else wanted to sit in for an interrogation (and not in the hall or in the interrogation booth), it would make more sense for them to be positioned behind the 'suspect', like this, or where the table's at. Obviously, you could argue 'well, if someone else wants to sit in, just flip the seating arrangement and your problem is solved'. Luckily, there's also the additional changes you get by cutting it out mainly? The room will be even and look neater lol.
  13. A missing cheese case, you say? Say no more, I know my first suspect.
  14. I got that Fanta in my system, Fanta in my system.

    1. goolie

      goolie

      reported for spam 

  15. A real monkey business meeting. Go on apes, escape.
  16. Are spirometers already in the medbay to an extent? No idea what all medical actually has.
  17. The good old days. When I was a teenager and posted extremely dorky stuff. I'd like to imagine a lot has changed going from the Voltage to Girdio phases, but introspection is hard isn't it?

    1. Show previous comments  2 more
    2. Carver

      Carver

      Can't tell the difference.

    3. Lly2

      Lly2

      suddenly, all your old posts revealed

    4. Skull132

      Skull132

      Wait, Girdio is Voltage?

  18. Hey! Noticed nobody had said anything for two days, so I decided to stop by. Have only a passing knowledge of your characters, so I can't weigh in there. I guess the easiest questions are always the repeated ones. I know you mentioned what seems like mixed views on the monarchy itself by Masha. Is she someone who would find herself more in line with the Commoners' party? Also going off that, how do you imagine her beliefs of the DPRA or PRA may be? It's intriguing, and it'd be interesting to hear more, she has views of the PRA having been relatively good to her, but simultaneously is following in the teachings of her parents. While not a necessity, religion is also a pretty big chunk of life for a lot of Tajara, but I didn't see it mentioned anywhere - does she have any particular leanings to/feelings towards the Parivara or the Ma'ta'ke pantheon?
  19. This is probably my biggest concern here as well, and I feel like more details would be helpful in this regard. From the way it reads, without a Storyteller role you're simply going into the Mission with a similar outline as the other times it cycled to this particular mission. I can see this being exciting for the first few dozen times it gets run, but in time it'll lead to the same issue that Adhomai/Konyang had regarding planet-side ghost-roles. After a while, people get tired of the same exact thing, and it feels as if there would be a good chunk of limitations to the average "Actor" player in regards to telling a story, since a heavy emphasis is being placed on the story-teller to create 'mini-events' almost. That said: I do think this will be a good solution for juggling the people who want high-intensity/combat in a round, and those who would prefer not to at the moment or in general without having to play extended. As it stands currently, playing off-duty doesn't make you exempt to getting kidnapped and killed by the mercs, or accidentally getting set on fire by the techno. Surprisingly, people usually don't enjoy this happening. Dividing the ship into two sections feels like it would create an environment where both subsets of players are being seen to. In an ideal world obviously, you wouldn't have people complaining about there being too little or too much action because they chose to stay on the ship or go down. Of course, that's implying this implementation works perfectly. I think my only other comment is similar to the questions about how secret will be changed, but more specifically: what is the rollout in this going to look like? I don't see it mentioned in the Doc anywhere. Will this be something that gets drip-fed to the playerbase with like, a Mission round every weekend to get them used to idea, is it going to be a flooding-like situation where the server is rapidly shifted over to the concept? Perhaps that's outside of the current scope of the basic suggestion, but I'd still like to know how this would be implemented for the average player if it did go through. Is there a current timeline of when these changes would be made to begin with, if they went through? I know the statement is that it's been 'in the works' for six months, as a brainstorm but is there any idea on how long this concept would take to implement? I'm assuming it would be a massive ordeal, so is this something that would be a year? A couple years? As it stands, the concept is unique and a refreshing take that would keep Aurora uniquely different from other servers, while being a positive step forward for RP in general. I just feel like I'd appreciate more details for the finer stuff at some point.
  20. I think these parts really hone in on what I've thought about recently. Maybe I'm missing the mark here, but the fact that we have such intense, Spur defining actions on the one hand, and then fuck all happens with that after makes it kinda feel like "what's the point?" These things happen in the moment, they're cool in the moment - and then it feels like it never mattered.
  21. Personally, there were parts of the ship that I think was better flipped. As I mentioned throughout the day, I feel like some places having stuff closer in the foreground/closer to the viewer made it look more natural. Like the Service wing for example.
  22. I think my biggest piece of feedback, is concerning the events during this arc all falling on the same day of the week. I know it's not always practical for lore-devs to have events alternate between Saturdays or Sundays, but it would have been nice. I know a good chunk of players, myself included mentioned off-handily the fact that they simply weren't able to be involved in really any of the events because they had work on Saturdays, or other pre-existing matters that were set in stone on Saturdays, but not Sundays. Hosting it on Sundays means that some players can't partake still, sure. Players who would have been able to play Saturday but not Sunday are left out - but that's why I feel like the events being switched between Saturdays and Sundays would have helped involve as many players as possible (and, yes I am aware that the events had a sizeable amount of players on). I know one event was hosted on a Sunday, the repeated shore leave to let people explore P.V. from the previous week, but I'm not quite sure why this didn't set up a trend. While I was able to cancel my weekly plans once to attend one of the events, I can see it leaving a bad taste for the players who simply didn't have that luxury and therefore didn't get to be involved with the events during the arc. Furthermore, I agree with Shimmer that P.V. was a little bit TOO detailed. Outside of the two-shore leave events, and the very initial off-duty waves, P.V. felt barren. There were simply TOO MANY things for the crew to interact with, which obviously adds flavor but means a lot of times people are walking around going "there's nothing here, I'm bored!".
  23. Soul wins in the truest fashion.
  24. Would it be possible to just give Konyang their own unique channel, instead of having to remove Common from off-ship roles? I'm not sure if that would be easier or not, but given that off-ship roles already have unique radio channels for themselves, I would assume something similar could be done for Konyang.
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