
keinto
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BYOND Key: keinto Staff BYOND Key: tomiixstarslasher Game ID: Unknown because I did not find out I was being given a warning until the date of this post. Reason for complaint: So this is the warning issued to me: I was playing as Roy Wyatt, Atmospheric Technician. After having been kidnapped by a ninja earlier in the round who threatened his life and his family's if he didn't do what the ninja asked, Wyatt was pretty on edge. I saw the roboticist in question approach Yuri Daruski in departures as the shuttle was arriving. Daruski was lying down on a stretcher, and I'm not sure he was dead or alive. The roboticist then proceeds to attack Daruski, who again, was defenseless on the stretcher, more than twice if I recall correctly. I then rush over to them and push them away from Daruski, and instead of apologizing for misclicking in looc, or ICly, the roboticist starts fighting back. I then grab a stunbaton dropped by an officer across the room because the ninja was fighting them, and start trying to stun the roboticist since they were not calming down. THEN the other roboticist (we'll call him white-hair), begins to fight me for trying to subdue their partner who again, attacked a defenseless Daruski and did not make any attempts to apologize/clarify it was an accident. White hair begins attacking me with a circular saw even though all the force I had used on the first roboticist at that point was non-lethal with the stunbaton not on harm intent. Seeing as this new attacker is using a weapon that could maim me, I switch to harm intent and beat them over the head a couple times to stop them. They then do something/inject something into me which I am not sure what is was but it ends up knocking me out for the rest of the round. I see someone pulling me into the shuttle, and then one of the roboticist starts attacking me again while I am unconcious on the floor after the situation had been somewhat defused. I'm leaning towards thinking it was the first roboticist who got winded after attacking me, but the logs could indicate it was White-hair if obtained. As I was being dragged into the shuttle, tomiixstarslasher contacted me to ask for an explanation on what happened, which I promptly gave, but the issue is that at no point did they inform me I was being given a warning before or after the round ended. It kind of came out of nowhere and I would like it removed off my record. Evidence/logs/etc: I was not able to gather anything for this complaint because I was not informed this was coming. I only have the warning itself. Additional remarks:
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Don't know if someone has made one yet, but I thought it'd be funny and the place each character takes in the chart isn't meant to be taken seriously. I made it just for fun and I hope other people make more.
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Pretty much like the merchant's shuttle, I think it would be much more practical and simply cool to be able to see at first glance the evidence/confiscated contraband placed on a rack protected by windows and a windoor. The access restrictions could also be disabled to allow easier sneaky antaggery like the lockers already do. Relevant clip:
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10/10
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People absorbed by changelings still keep their flavour texts even after the body is supposed to be unrecognizable. I don't know if it is possible to remove the flavour text from the mob as it also keeps the autopsy data for later use, but it would be nice if all flavour texts and poses were deleted from it to avoid metagaming.
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This is like a hospital director or highest authority in a hospital (I'm not familiar with their structure) working at the in-building cafeteria as a 'hobby'. You're just not going to see that anywhere unless it was a one-time publicity stunt. Even less likely on a research station where captains are given codes to activate a nuclear device. Would they really be left to fend themselves against drunk people with just a shotgun full of bean bags. The things you do ingame as a captain are just a tease of what a real person in such position would have to deal with on and off the station. I doubt anyone who managed to get to that position would waste their precious off-duty time to work all day as a bartender relatively for free. Security/command visitors are another issue. Antagonists already have an uphill battle in the way that the game manages the number of antags versus the number of crewmembers. This being: - The server selects the number of mercenaries/changelings/traitors/cultists/ etc, according to the number of people ready. Let's say the gamemode was mercenary and 20 people are ready when the round begins. 4 mercenaries against 15 crewmembers. But then +20 more people join throughout the rest of the round. Antags get fucked because everyone didn't ready up and the server does not compensate for this in any way. - Crewmembers powergame antags occasionally because victory for the player precedes an engaging round for the rest of the players. - A lot of times antagonists have no idea what the fuck they are doing becaause it's their first time or they go AFK. Now you add into the mix captains/sec officers coming in as visitors and bitching to the HOP/HOS/Captain to arm them up because they actually work security there all the time, circumventing the department limit that tries to balance the round, giving antags an even harder time because players can't let go of their snowflakes who have no life outside the station.
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This is my main argument for Command people taking roles outside command. Players should want to keep a reputation for their characters. A captain and head of security are extremely important positions on a new research station such as the Aurora. I think suddenly appearing as anything else because "reasons" and because "loyalty implant is disabled" and because players can't bother to play another character lowers the standard of roleplay and of the lived-in universe we are trying to build. There are way more believable ways to justify having just one job than justifying having multiple ones for positions with great pay. The only person I have seen that has transitioned from one department to another in a believable manner was Phoebe Essel from Surgeon to Xenobiologist and she did this with exemplary roleplay through months of playing as a Lab Assistant first and many ingame conversations updating her progress after she was part of the discovery of the Vaurca when they were first introduced. Though I still think she should not be coming as a cook. I understand people can't have their own event to jumpstart their career in another field like Essel did, nor the time/imagination to invent a thorough path through which their character can believably do something else that requires great skill and dedication, but you can certainly try harder. On the topic of loyalty-implated staff taking other positions within security, not only is there a huge pay gap and completely different responsibilities, there would be so much controversy when a loyalty implanted person takes on the role of say, detective or security officer because of the negative stigma that implants have. Being investigated, questioned by a person you know is completely loyal to Nanotrasen on a regular basis would be like being pulled over by a patrol car that has two police officers married to each other. It just wouldn't happen due to the compromise in bias. But people just ignore the fact that the implant never goes away, even if somehow turned off. tl;dr Make your character more iconic and well-rounded at what they do by sticking to one job.
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As a human, you are more likely to be able to breed with a banana than a skrell from another system. No.
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Thank you both for your time.
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Again, I have just shown you evidence that the merchant I confronted in person was the same one I had heard on the radio. The other merchant had nothing to do with the incident. Unless you can provide logs indicating otherwise, why do you keep bringing them up?
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I have spoken to Azande on discord about their actions and I've received permission to quote: I fail to see what else needs investigating when I myself had heard them encouraging the crew to buy weapons for anything else other than collecting or self-defense. There was never this confusion about the other merchant that you keep bringing up. It was the same person. Also, rushing a third-party shuttle after they have done something like this is nothing compared to other things I have seen loyalist HoS's and Captains do, usually resulting in bloodbaths because they side with the company over anything or anyone else. Violating a newly added directive with loopholes while only seeking to arrest isn't the same as publicly executing someone in the holodeck or mass-cyborgifying people for amber level infractions. Those people are not given warnings for this kind of behavior as far as I know. I simply acted swiftly against someone who isn't even part of the company and was going to get lethal equipment to the crew who had already started to be violent.
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I'm pretty sure Azande's merchant was both the one who advertised armed revolution and the one I confronted in the shuttle, so I ask them to correct me if I am wrong. I admit I violated the station directive regarding the merchant, but I would like to know why I wasn't given any leeway whatsoever when I am an antagonist and the person I am confronting is directly assisting the party opposite to me in a way that will result in lethal conflicts.
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BYOND Key: keinto Staff BYOND Key: alberyk Game ID: It was over a week ago so I cannot find it Reason for complaint: I apologize to all the involved parties for making this thread so late. But since I don't know when this warning will expire, and the fact that I still disagree with alberyk's ruling, I am making it about a week and a half later. I joined as HoS during a revolution round and was instantly turned into a loyalist head by the gamemode. At this time I cannot even recall what the premise of the announcements were. At some point, however, the merchant (played by @Azande IIRC) begins advertising GUNS to the CREW to arm themselves for REVOLUTION. I quickly gathered a few officers with laserifles and the like on the surface level and conflict begins between the responding officers a crewmember inside the ship with the merchant. I arrive and gunfire is exchanged briefly until the merchant retreats into their cockpit. Only they, one security officer, and myself end up inside the ship after the fight deescalates. The merchant sends the ship back to their warehouse and refuses to return the ship until I apologize for attempting to stop them from selling weapons to the crew without weapon permits. We argue some more and reach a compromise. @Alberyk had begun PMing me about my actions around the time I entered the ship so I dealt with his chat and the chaos IC at the same time. The fact that I am one of the main antagonists of a revolution round where the merchant was inciting violent REVOLUTION didn't seem to matter to him and then he issues me a warning: "ordering the arrest of a merchant with little investigation, because they were selling contraband to the crew, and then having security assault the ship, take in mind that the merchant is allowed to have 'contraband' and sell it, and you are supossed to get in contact with central command in case anything, only try to interfere if it is really needed" While I think the steps he tells me to take are good during a standard round, I think I had enough reasons to take swift action in the manner I did during a round that was less than standard. Evidence/logs/etc: N/A Additional remarks: N/A
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[Resolved] Alberyk Metagame Ruling
keinto replied to SodaPopBob's topic in Complaints Boards Archive
Basically this. I cannot recall a single public area where a hidden wall leads to a room that everyone knows about. If the only way in was locked, Security should have contacted Engineering for help instead of spamming clicks on walls they had no knowledge of being tampered with. -
The victim has to be dead/in critical no matter what, but unless they have added a loud sound effect for the blood drain rune, you can quietly get them to these states by using said rune. You can even spam it if you need to do it quickly, and I think it'd be somewhat OP if you could shard a cultist instantly, so I'm against adding a feature like that.
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This is already possible.
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The Nanotrasen Heist was an Inside Job (or a desire for Heist + Traitor)
keinto replied to SeniorScore's topic in Archive
Yes, please. Although I think my suggestion for mercenary+traitor makes more sense since both are affiliated to the Syndicate. -
Certain personalities or quirks in AI's are fine, but this type of AI play is a prelude to someone being synth banned. An AI on a research station would not be talking about how long it'd take it to kill people, defending an unknown visitors who are also accompanied by large animals, even if they are tame, or passive-aggresively condescending crewmembers. The AI serves the entire crew, and insulting them like a 15 year old troll would isn't something the server needs. The player needs to revamp their behavior as AI, or stick to being a harmless pAI if they can't help but to not play like an unbiased computer. I will be watching out for this player's name at the end of rounds if I notice any more of this behavior and they can rest assured I will note it down in this thread if it keeps happening.
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Even though I admit there are cases where it's hard to recall what happened because we're looking at static animations during combat, I think a feature like this would be surely abused to recall even the littlest details of events that you didn't even know about because your sight was focusing elsewhere on the screen. Relying on your own memory is challenging and is what being a witness is all about. -1 from me.
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It doesn't mean security would be able to arrest anyone wandering outside their department. Afterall, only during code red are crewmembers required to stay inside their department. Not being on break and outside your department means that if you are needed for something related to your job, you must go to wherever you are needed and get to work. Being on break means that you are free to do whatever you want for however long the break is. For example: Scenario #1: Miner has been mining for 30 minutes and decides to stay on station after returning with the first batch of materials. The quartermaster or HoP then see them and tells them: "Chemistry still needs more uranium." Miner isn't on break and therefore is required to keep working because a department explicitly needs them to. "Okay, I'll get to it right away." Scenario #2: Miner returns to the station after 55 minutes of mining. They deliver a bigger batch of materials to Cargo and they send it all to R&D and not anyone else for some reason. The miner clocks out and heads to the bar. Suddenly, a roboticist joins the round when before there wasn't any. "Mining, I need materials right the fuck now! R&D took them all!" "Not my problem." Tacticool-wearing Security then swarms the bar for possible neglect of duty and order the miner to get back to the asteroid. Miner holds up the clock-out sheet. "I'm on break, now fuck off." Do those examples clarify when the crew can or can't get in trouble for not doing anything? What makes you think this is the actual amount of time people are on station beside the fact that that's how long we occasionally play rounds for?
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What do you think the problem would be?
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A clock in/out console system for crewmembers to officially take breaks throughout the shift. Since I clinch to the idea that ingame time is condensed regardless of what admin staff says - and you are more than welcome to start a debate with me so I can explain to you why it IS condensed - about 10 to 15 minutes of break time for every hour sounds good to me, but since time is the most important issue for this suggestion, this should be discussed heavily. When someone goes on break, the following things happen: - The console prints out a small sheet of paper showing who just went on break, at what time, and maybe when they're expected to clock back in. - A log of the clock-out is created on the head of staff's employment computer, or a wholly new console. - The access to their department and maintenance sections is suspended for the duration of the break (maybe allow 1 minute from the moment they clock out to sort out whatever they need before leaving). Nobody wants to work for free and nobody wants to have someone not working taking space in the department - Bartender can check clock-out sheets to make sure they can be served alcohol, assuming the remaining break time is reasonably lengthy for the effects of alcohol to wear off. - Crewmembers, except security, are expected to permanently clock out for the day before moving to departures. Maybe there can be a wall-mounted console for this in departures as well, although clocking out in your own department is preferred as to not waste money. Rules To help with the ooc issue of understaffed departments, the head of a department can pick how many of their crewmembers can be on break at once. Captain can set the amount of time all crewmembers can go on break and how often depending on the atmosphere of the station. 5-10 minutes as minimum and 1 break every hour as default? Code green: Code blue/yellow: Code red: I think a feature like this would help refine those scenarios where crewmembers stay in the bar for way too long, or when Security asks the HoS if they can go on break to have a few drinks, but seldom dictate for how long, or when crewmembers wander the station not really doing anything (janitor). It also makes more shenanigans available during rev rounds. That's all I can think of for now.
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[Denied] Server Moderator Application - DasFox
keinto replied to TheSleepyCatmom's topic in Moderator Applications Archives
Referencing 400 old movies to your friends in private is acceptable if it has been established that you are both into that era of film. But I challenge you to find a head of staff who makes such references on a much more public setting like the security channel and expect everyone to get it. It is common in the same way unwhitelisted medical players urge people to max their sensors and tell those who say that it's not required to have fun dying in maintenance as if all deaths are canon and it happens all the time on a research station. It's common, but it doesn't mean people should be doing it. You still rushed two hostiles in a room with your telebaton and got rekt because the other officers got locked behind Cargo doors. I don't have a problem with security trying to save people, but not even having the courtesy to wreck a little chaos in favor of the people who just defeated by instantly ghosting you was poor form, which is why I ahleped to take over your wraith construct. Asking the religious authority to look into the behavior of the cult is perfectly fine, but it does not excuse you of the way you had them go up there while you knew the hostiles had not been dealt with and he paid the price. -
[Denied] Server Moderator Application - DasFox
keinto replied to TheSleepyCatmom's topic in Moderator Applications Archives
DasFox seems a decent person in OOC, however, I have a few issues with how you have roleplayed, mainly with your HoS Janette Mccollough. You play her somewhat carelessly. There was this cult round where I, as warden, was ordered by you to hand you laser weaponry. I did so, and when I asked why you weren't requesting backup (meaning ordering all available officers to report to the armory to also be armed) to deal with the situation in the construction level, you replied to me with something among the lines of "Well, what are you waiting for?" as if I was expected to know I was to leave the brig unsecured because you didn't bother to get anyone else. Shortly after as we prepared to board the elevator, we ran into the chaplain. The first thing you did was to ask them "Hey, you'll be useful. There's some occult shit going on." I don't know what you had experienced or known about the cult at that point, but asking a chaplain to come with you and only one other person to "help" against a group of hostiles that just happened to be doing stuff with blood seem something out of a LRP server. You couldn't have had any idea that the chaplain's religion was going to help in any way. Then, for some reason you say you have to return to your office and leave with one of the laser rifles instead of handing it to an officer/cadet that just happened to walk by. The three one us go up to the construction area and die horribly to juggernauts and what not. I also blame myself for not directly going against your order of having the chaplain respond to an active crime scene even though I thought it was incredibly dumb, but I digress. Another round the same day I think, you responded to hostile activity in Cargo, yet again on your own. I do not know how hard you tried to request backup before deciding to barge into an area with 2 hostiles, but in the end you got deservedly killed. One of the cultists put your soul into a shard and turned you into a wraith, but you decided you were done with the round and ghosted out of the construct instead of at least running around as a haunting spirit who was there thanks to cultists outrobusting the head of security. There's also this time you made reference to a +400 year old movie in the security channel by saying "Do you know the second rule of the fight club?" If you had been playing as anything other than a command, I would have let it slide. I wonder what other memey references you have in store for us, but I'm not looking forward to see them coming from a member of whitelisted players.