
JKJudgeX
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Everything posted by JKJudgeX
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Yeah man, I've only played SS13 since like 2012 and I "don't know what I'm doing". Do you think I'm like stripping off my hardsuit and running into vented rooms frequently? Or spacewalking naked? I have no problem with lung ruptures due to being shot or stabbed. I never "sit like a duck". Anyway, I've spoken my piece. The lung damage system is retarded on this codebase, for like 5 clearly stated and logical reasons, period.
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Okay, seems like you guys like the lung damage. I gotta say, it's the most fun I've had in a video game so far, too. I dunno what I was thinking. Trying to breathe out of an empty or low pressure tank should not give you lung damage - factually. There should be no way to get lung damage in a space suit, but, that happens, too. TG and other codebases do not have these issues, it's night and day. And I'll close by saying that if you live in medbay, play an IPC, Borg, or other lungless wonder more often than other stuff, you've got zero business commenting because you don't have much experience with this. I guess I could just play as an IPC for "RP" reasons and play it like most of the IPCs that I see play, which is pretty much exactly like a normal person with a bunch of meta-benefits, but, I prefer playing human, so, I'll deal with fun lung damage, whatever .
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I'll go ahead and throw in that synthetics and some other races don't have to deal with this at all, and I play human all the time, so that's part of why I'm complaining. If you're just a regular crewmember or someone in science or medbay where help is like 2 rooms away, or you always have a hardsuit because you're an engineer, yeah, but that's not the subset of characters that I play... so... that's something to think about while considering. This could even be helped with a map change by throwing in some peridaxon in some of the oxygen deprivation kits. I don't think you should get lung damage if you aren't also getting the kPa pressure warning. But I'm almost sure you do. Your lungs don't collapse from simply trying to breathe when there is no oxygen, and if you are in a depressurized area, you would definitely know.
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1) It's not that lung damage isn't actually deadly, it's that it happens way, way too easily on this codebase. I'm pretty sure it's bugged sometimes and gives you lung damage when it really shouldn't have based on atmosphere. On other codebases, it is not nearly this often, you have to get caught in a vacuum for a good little while, but here it's like "ah, there were 0 atmos for .01 seconds, your lung's popped". I got my lung popped a couple of days ago by putting on an oxygen tank set to 0 output pressure (which set ITSELF to 0 after I refilled it for reasons unbeknownst). If you're making a realism argument then both the .45 and the .357 would need to be about 10 times more lethal, and getting stabbed in the face with a kitchen knife should kill you in 3 or 4 stabs instead of the 20 that it takes. It's just not fun, and it contributes to overloading medbay when medbay already has a low pop most of the time. Further, this didn't used to be such a big problem. 2) There actually usually is *not* peridaxon available because there's only a chemist half the time, and even then, good luck. 3) There's also quite frequently not a surgeon. 4) I'm usually an antagonist, so, getting peridaxon/surgery are especially unlikely, and once you have the lung damage it's pretty much a lingering death sentence. Can't it just take a little while longer to burst a lung, or do less damage per tick? We had a really good Merc round going last night, with hostages and lots of action, and I ended up dying because I got disconnected with lung damage (I had stolen all of the medkits on the science outpost and was keeping myself alive with the meds, but passed out after a disconnection and couldn't get back up even long enough to inject myself or take another dexalin pill). Lung damage just jumps in and sucks the fun out of most situations and didn't really help any RP happen.
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Whether from being shot or depressurized, or equipping an O2 tank with the pressure set low, I would like to see lung damage not such a shift-ending nightmare. I'd honestly be fine if it were removed completely from the game, but I know that will never happen. It's just too easy to get and too serious of a problem that takes way too long to fix. Please reduce it greatly or make it much, much less likely to happen.
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I would like to request at least a few more all crew-accessible camera blindspots to aid in antagging...
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I asked for a custom item that was just a lot of money. I dunno if it should just be able to be selected by everyone or what because it can get a bit crazy, but, I wanted to make a rich visitor character who takes no role beyond visitor and I think it would be kinda fun to have a large amount of money for use in various RP situations. Also, staring with a camera would be kinda cool, as a visitor.
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I like cult but both of the rounds I've played this week where I was a cultist someone IMMEDIATELY spawned a cult sword and showed it off to the crew by attacking people, thus starting aggressive validhunting and making doing ANYTHING pretty much impossible. Also, on one of those runs, someone gave us a fake word - none of the runes would work, and in both cases also at least one cultist didn't supply their word at all... So, my problem with cult is just that people hunt down cultists pretty hard, and I don't really know a fix for it, but I wish there was something. I really feel like the bruises all over the body from doing rune research are SUPER OBVIOUS TELLS, and those could be done away with as they don't really add anything... Another thing is that SO MANY TIMES I've RP'ed trying to convert someone on the down low and they've outright refused, and even sometimes immediately narced, so, I feel like I need to really force-convert people, but then they cry about it after the game and that always sucks... Three things come to mind: More camera-blind hiding spots to do rune research available to all access would be good. A little more pushback against people "randomly" roaming into the few somewhat hidden areas that exist would be nice... like, why is the RD randomly walking to the back of the library every 30 seconds, and more than once I've seen people just randomly stroll into the empty chapel and open the confession booth while I was in there... I don't want to say "whitelist cult" because we'd never have enough to play, but, can individual antag type bans be given out? I don't understand the logic of "instantly grab paper and spawn weapons"... if you don't make an effort to share your words, and you blow the roundtype intentionally, you should probably be banned from that type of antagonist. Otherwise, when it goes well, I love cult. Most of what I said kinda applies to Rev, too.
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BYOND Key: JKJudgeX Character name: Seth Dagon Item name: Money Why is your character carrying said item to work? Seth is from a very wealthy family that is associated with Nanotrasen, and uses his status to travel and visit stations and outposts on a regular basis. He has a few amateur skills in simple stuff, but is almost always either just a visitor or assistant, depending on whether he's trying to learn something to support his eventual rise through education and internship, or just visiting to take advantage of the bar and recreational portions of the station as he is passing through. He carries a large amount of money and uses it to buy extravagant experiences or help out people in need.[/hr]Item function(s): It's just money, I'm okay with it just being added to his account, or spawning in with a suitcase of cash, or just a big stack of cash in his backpack... whichever of those is easiest and makes the most sense in your mind. Item description: A large amount of money. His family is very wealthy and would be very accustomed to saying "money isn't an issue", so, as much as the mods and admins are comfortable allowing a character to have, hopefully that he would be comfortable throwing away several thousand credits just for fun or to help someone. Item appearance: As above. I kinda prefer just having the cash, but credits in account are fine, too.[/hr]How will you use this to better interact with crew and/or stimulate RP? I have quite a few ideas here... it would be interesting on mercenary rounds for trading... I think the crew knowing about it (as I was going to put it in exploitable information) would make him a great target for kidnapping or extortion. He would have no problems buying rounds for everyone at the bar during a celebration, or even bribing someone in cargo to order something questionable for him. Should he be an antagonist he could use it to bribe people to join the revolution (we've had a few rounds where people are very unwilling to join lately), do him favors, etc... and otherwise make people's day. Additional comments: I don't want a "game ruining" amount of money, here, but enough to pay off a ransom as an unexpected benefactor could be fun to RP and lead to cool situations. I know this forum is for custom items, so if this wasn't the right place to ask for this, I'm sorry and I will direct it elsewhere. I am intentionally limiting the roles that the character will play to simulate him being a rich guy who is not interested in "work", so, he would likely never show up as anything more than assistant or one of the trainee roles, or something in the civilian category. Thank you for your consideration.
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I think that the paperwork system in general takes away from the game and I do not enjoy participating in it. I would prefer that everything be moved to the request consoles and/or laptop software. For what it's worth, I oppose all pro-paperwork-with-paper-and-pens rules and lore. There are many other things I'd like to see addressed.
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I'd like to see a few more camera dead spots around the station. I think it would make antag rounds a little more fun.
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Make cameras glow when in use from security monitor or AI
JKJudgeX replied to JKJudgeX's topic in Discontinued Projects
I like a lot of these alternative ideas... the problem with using the multitool and turning off a camera is that even times that I've disabled cameras without triggering the alarm, within like 10 minutes a detective and engineer show up to "investigate the camera", and from then, we all know that the guy who clipped the camera is a traitor, and the scrutiny just paralyzes the round. A very active AI player will notice deactivated cameras pretty quickly. I view disabling the camera as a technique primarily for directly fighting the AI and preventing it from shocking or bolting doors, using terminals, etc. A "traitor item" is a good solution only for Mercenary or Traitor rounds, vamps, lings, and cultists don't get those... so, I welcome them, but, they aren't really enough. The camera just stopping would be fine, as if it's focusing, that would be fine in place of a glow, I just know there's already a glow effect that gets applied when someone uses magic to disable cameras and thought that would be easy. There just need to be a few more counters to AI. As more players become more and more robust at AI play, the all-seeing all-accessing all-snooping valid-hunting AI is something that we see more often. Many servers encourage the AI to NOT be actively forthcoming with round-spoiling information. Here, it seems as though the AI is just a super-powerful member of security sometimes, even going as far as to switch on intercomms to record secret conversations - just because it knows they were secret conversations, on green alert, with no real reason to suspect people (this listening-in business has spoiled my round twice in the last month, btw). So, I guess what I'm saying is a decently enforced RP IC solution would be cool, too, if there's no one willing to code up cameras stopping when being viewed or other workarounds for avoiding validhunting AI behavior. -
I've been a part of too many antag rounds that get ruined by a snooping AI watching on the camera and reporting every move back to command. There are already enough vectors of detection, and with this change, one would at least be aware that he had been caught or would be caught if he took the action he was about to take. In reality, it seems that if you have cameras that sweep back and forth as the animation does, you might know when they are actively being controlled. I think this would add a lot of fun to each round, because secret spying ruining an antagonist's round is not as fun as the guy getting a good chance. It's just a little too variant. One day I can murder a guy and cut his head off in the hallway and not get caught at all... another day I can be hidden on the research outpost and make a beaker of Polytrinic Acid and immediately security knows. I feel like the cameras should be useful for looking in on things that are already reported and for when you've caught someone red-handed they should have an opportunity to know what's been done. ALTERNATIVELY, there should be a reliable way to cut the cameras without triggering the alarm light. It's way too random as it is. tl;dr: the cameras are highly abused against antags by valid-hunters who are good at hiding their valid-hunting ways, and there should be some kind of counter. Thanks.
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[RESOLVED] Complaint against HunterRS
JKJudgeX replied to ClearThoughts's topic in Complaints Boards Archive
I'll reiterate that I support calling for the CT at the 2 hour mark without even being in the round. It's a vote. There's a timer to stop it from being spammed. Just vote and if you win continue the round, cool. If not, people were done. -
[RESOLVED] Complaint against HunterRS
JKJudgeX replied to ClearThoughts's topic in Complaints Boards Archive
I also frequently call a vote close to 2:00. I feel that 2 hours is a good, fair amount of time for people to have a couple of RP sessions, do some SS13 worker activities, and set into motion any antag actions they want to try out. The vote allows people to chime in if they would like to reset the station, try a different role, or have been eliminated and would like to start over. If they don't want it, they can vote continue the round, it takes no time. I honestly think the CT vote should be available starting at 90 minutes. If more than half of people are done with the round, why not start a new one in 10-15 minutes? It's just courtesy at that point, in my mind. -
Are you sure? As far as I can see this addresses your complaints. Yep, I'm sure. Did YOU read MY posts, though? Since the example that I was giving was relating to a captain playing a NON HEAD ROLE, such as chef. Before you drop those smarmy italics on somebody you really should read more carefully, especially if those italics are asking if they are sure they read the thread.
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I have quietly observed this character in science on a few occasions as RD Vyleon Black and less so as another head character. Interactions have been brief but more than satisfactory in terms of the player's dedication to the science department (which desperately needs more dedicated players in all subdepartments!). I happily +1 this application for what it's worth and look forward to (hopefully) serving under or alongside a new RD from time to time.
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I'm assuming you read the reply Shawdow posted. I think it's a good compromise that you can be a head of staff and a captain. I don't think its a good idea or makes sense that a captain can be a captain one shift, HoP the second, and Chef the third, then back to Captain. I did read the whole thread, yes, and appreciate the perspectives on this topic, but I still hold that the rule does little for improving our time on the server. I know of at least one player who routinely plays Captain and Chief Engineer on the same character and it has never caused a problem. I think a much better rule would be that a character who is captain may not use captain-specific knowledge while playing a non-captain role, the same way that a scientist character who plays R&D, Toxins, and Chemist doesn't necessarily play as a pro-tier Chemist when playing the Toxins role, though it would stand to reason that the character *could*. I view it like this: NT is a big corporation with many, many captains under its employ. Sometimes they work on the Exodus, sometimes they work elsewhere. People work where they are assigned and where positions are open and their skills are matching, even on a shift to shift basis. When a more available captain has the slot for the shift, but another captain still needs to work a shift, he can work under the other captain. The only strange part about this in my mind is the Aurora-only "rule" that the crew doesn't know that there's a nuke in the vault for RP reasons... a "rule" that is fun for RP reasons, but should not be prohibitive for character development and play as it currently is, since we can all easily squint (as we do with 100 other things) and say that a Captain character doesn't know about the nuke when he's a Chef, just as he doesn't remember how the Exodus was destroyed by Malf AI that "doesn't exist" 14 shifts in a row. So, for consistency's sake (since consistency is the measure by which our whitelisted characters are being imo pointlessly neutered by this rule), characters should also know that a malfunctioning AI is a thing (and various other things we know but only when they happen), since we're saying that an antag story element (a loose nuke in the vault) is always known to the Captain, or, we say that both of those things are on a "known when important only" basis, and thus free up Captain characters to play any other role that fits with their skills and bio. Ya know. For fun. It's already been stated that whitelists would be removed from characters who abuse this kind of knowledge, so the penalty is clear.
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I don't like this rule because it means I have to shelf my captain character when someone else is playing Captain, and I wanted him to be able to take a down shift from time to time to work as a Chef or train a different job, in character. So, yeah, please get rid of this rule so I can go back to playing 3 or 4 characters instead of needing to play 5 or 6, with the 5th and 6th ones not being as well-developed characters.
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Oh no, my stupid-head friend is ruining my life.
JKJudgeX replied to JKFawkestrot's topic in Unban Requests Archive
BYOND Key: JKJudgeX Total Ban Length: Unknown Banning staff member's Key: tenenza Reason of Ban: Not sure? It says FaustianRubble...? Explained below... I am also banned because of this, with the same user (FaustianRubble). Somehow since we've tried to play on the same computers and network before, the ban has now locked onto my BYOND Key or machine key or something as well. I haven't done anything wrong, and neither has Fawkestrot, could you guys please lift this ban or change how it's done to not ban everyone who ever uses that network? I think it spread because we use a windows 7 VM to play and that VM was launched from his network once and the ban glued to our accounts, too, so, now I can't play from home, there, on my VM, and now not even on my non-VM workstation that has windows on it... -
I've always viewed it that the Captain is the supreme word, with the authority to bend and break the law where necessary, and it is assumed he will answer to NT directly, NOT the security staff. His authority comes from the fact that on a vessel (seafaring or spacefaring), failure to follow orders can put everyone at risk, questioning orders can put everyone at risk... and especially trying to pull out a book of rules and lawyer against the captain, can put everyone at risk. It is a position of final responsibility. If a rule had to be broken, but lives were saved or missions completed, the captain did his job. He is also there to see to it that the vessel is in good hands, all other heads (including the Head of Security) having their behavior and etiquette checked, double-checked, or questioned as the Captain sees fit. In a real life situation, a captain can relieve anyone of their position with minimal justification, insubordination being clearly plenty. Putting someone on board with the authority to arrest the captain could endanger the crew and mission. In my view, the captain answers to no one but NT, and if the crew needs to overthrow him, we call that a mutiny, even at the head level, and sometimes mutiny is justified... but no, I don't think it should be okay to police the Captain unless he's clearly violating the law with no rationale.
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I don't particularly enjoy the flavor or naming convention of the Vaurca at all, to be honest, but preferences aside, can someone with a good deal of experience playing as Vaurca (or anyone with knowledge actually) list the complete benefits and complete drawbacks of being a Vaurca? I mean, I know there's a ban on head positions, and a pretty damned useful/powerful bite... and a few other things, but, can we get a well thought out pro/con list? For RP/Lore purposes, I have to say Nanotrasen is getting a little bit loose with who it allows to enforce corporate regulations. How would you feel if you got pulled over for speeding tomorrow and the cop was a Russian or Japanese guy with a THICK accent who had been in the country less than a year? It'd be pretty strange, at the very least.
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Complete Garbage's Head of Staff Application
JKJudgeX replied to a topic in Whitelist Applications Archives
Garbage has been here for a while, and this seems like a very legit write-up for a member of command. I'll give my +1. -
JKJudgeX Head Whitelist Application
JKJudgeX replied to JKJudgeX's topic in Whitelist Applications Archives
Sure, I have played Interim Research Director like 4 times here lately and I did the paperwork and everything then. -
JKJudgeX Head Whitelist Application
JKJudgeX replied to JKJudgeX's topic in Whitelist Applications Archives
I don't like paperwork, that doesn't mean I won't do it. I don't recall getting upset or salty with anyone, if it seemed that way I might have been misread. I'm pretty chill. I may have argued with a couple of people who were saying stupidly racist things or being very negative towards others, but it wasn't even serious enough for me to remember anyone's name. I tend to try to calm the OOC down instead of fire it up. I do voice my opinion in OOC from time to time regarding game mechanics or mode preferences, but I can easily quit that.