Jump to content

Crozarius

Members
  • Posts

    118
  • Joined

  • Last visited

Posts posted by Crozarius

  1. 1 hour ago, Nantei said:

    I have no idea who told you that, but that's definitely not how I have seen it ruled time after time. If someone is constantly resisting just to be a shit, knowing full well it will lead to them getting hit, they are breaking pain rules.

    "Avoid pain. A sane, well-rounded character would not engage in actions that are overly painful, or put themselves in harm's way without consideration"

    Getting beaten into paincrit is definitely what I think most people would consider, "Overly painful."

    Inconsistent administration rulings. Who would have thunk it? At least the admins in the SEA/Oceanic timezones.

  2. 17 hours ago, Nantei said:

    When it's clear that doing so will only lead to them getting their ass beat more.

    Everyone has to respect painRP to an extent. Even antagonists, although it's lessened for them. You shouldn't be spam resisting cuffs just to be obnoxious. Lots of people do this, ahelp if you see it, because it's not acceptable within our painRP rules. 

    Basically nobody should be resisting cuffs over and over again without a good chance of succeeding.

    Solving this mechanically is possible, but will hurt legitimate players as well. I'd rather it was handled administratively.

    You say that, but I've been told by administrators when I've ahelped over this EXACT thing that it's perfectly fine and that people have no expectation of painRP regarding repeated breakouts and resisting. The admins have decided that no, this can't be enforced administratively. And I guess that because we can't solve it mechanically, I'll just stop giving people second chances and dislocate both their legs after the first time they resist out and attack me.

  3. I support this. I can't take any command staff seriously if they can't give us the common courtesy of actually having made a character. I don't want to be bossed around by Baldie McShitter who for all intents and purposes is just some greytide who somehow has command whitelist. An argument can be made for placeholder characters who you're just testing the waters with, but I don't think we should permit people to consistently play command staff with no FT or records. One, two, three rounds fine, but come on, make a character. +1

  4. 8 minutes ago, GreenBoi said:

    Most people don't know to harm-resist because they don't know it shortens the timer by 50%. The dislocation is meant to be a very temporary problem that the escapist can either fix away or later.

     

    The main problem with cuffs right now is if a single person notices you try to escape while they're in the area, they can instantly end your entire by progress by moving you around. Even if you're 75% of the way there, if they just feel like you're trying to escape- one move and you're done for. So no, I wouldn't say that cuffs are easy to escape, they're the exact opposite and it's even more painful when you're bucklecuffed which is a very common method people use.

    Counterpoint: If they don't see the initial resist message there is no indicator at all that you're breaking your cuffs. And come on-- Handcuffs are designed for literally one thing and that's to restrain someone. Why should they be easy to break out of with no penalty. Throw us a bone here: What precisely is security supposed to do about these people who spam resist and try to murder us over and over again? I'm pretty sure I'd get bitched at by admins if I dislocated both their legs after the third time they try to slit my throat. The issue is that Security does not have a method of keeping resist shitters detained other than babysitting them and moving them around. I'm standing here as Warden trying to RP while they're in processing and because I'm a nice guy I don't constantly move them off and on the seat- what do I get? Spampunched, grabbed, or murdered by these people who have no right to be breaking out of cuffs so easily and without penalty. It's absurd.

  5. 13 minutes ago, GreenBoi said:

    First: harm-resisting cuffs already dislocates limbs.

     

    Two: I won't support this at all unless moving people no longer stops cuff-break timers because I'm not having one-sided, bullshit cuff mechanics for people to powertrip with.

    First: I have seen someone harm resist out only once and they immediately re-popped their joint with no adverse affects (they were just being a delinquent). Everyone else doesn't harm resist, so we already know that people avoid doing it because it's not as robust and exploitable.

     

    Second, people are able to slip cuffs anyway while unattended with current mechanics. It makes no sense why an officer wouldn't be able to actively restrain someone in cuffs and prevent them from being able to uncuff themselves.

  6. People spamming resist and slipping their cuffs over and over again is stupid. There is absolutely no downside to doing it, and it leads to a very toxic playstyle.

     

    Let me explain with an example: George Melon just got arrested and is in processing with handcuffs on. He spams resist at every moment he gets, constantly. While buckled into his seat while he's searched and charged, George Melon slips his cuffs and instantaneously begins bashing the officer in the room with him and attempts to murder them. He gets subdued and re-cuffed. And he does it again. And again. And again. He's taken to Medical to be treated for injuries sustained in the brawl to restrain him and he does it again, breaks out of his restraints and starts attacking the officer there. What are our handcuffs made of? Plastic? And yes, I've ahelped people who have done this and it's the position of administrators that antagonists get leeway with this sort of thing.

     

    It's too easy to break out of handcuffs, and there's no penalty for doing so. Sure, handcuffs being unbreakable would suck, but as Warden I'm sick to death of these people who wordlessly spamresist their cuffs repeatedly with no consequence. So:

     

    Make slipping cuffs give you trauma. I'm thinking a moderate chance to break your hand, and a guaranteed dislocate (Let's not delude ourselves here: All of the shitters ignore dislocated limbs and just pop them back in without pain RP. Dislocation isn't that bad.) Maybe brute damage and bleeding from scraping your wrist off. Everything I've heard from both admins and players is that we cannot enforce pain/fear RP or expect a standard of RP from people - it has to be enforced mechanically.

  7. Okay. So since everyone's been saying "Don't complain in OOC make a forum thread" here I am doing the thing. My apologies if this isn't where this should be. If there's a more appropriate place, please can an Admin move this topic?

     

    Anyway: I don't like the changes to PDA. The sprite for the ID is good, I like it, and I'm ambivalent on the sprite for the PDA. It's a bit weird but maybe I could get used to it. However, the colour colour palette for these things is ugly, bland and monotone. They're grey bricks and I hate looking at them. I think that that's been a pretty consistent feedback on these things: Good sprites, but please make the screens on them the same blue colour that they used to be for better contrast, because at the moment they're very very de-saturated and dull. 

  8. I've only ever seen this rune used by people dragging bodies while spamclicking swords on them to get that quick gib to remove their enemy from the round. If you want to sacrifice, ghetto surgery their heart out without anaesthesia, don't just spam click the bloody gib button.

     

    I agree with removing the sacrifice rune.

  9. The suggestion is simple: Differentiate magazines of different ammunition type by adding a coloured band to the heel of the magazine (the bottom - i don't know what that part is called) sprite for quick reference. They do this IRL so some goober doesn't nail the protestors with lethal ammunition, or fire a 40mm frag instead of smoke. For example .45 rubber magazines could have a blue stripe (because the .45 rubbers have blue tips.) Leave lethal magazines unmarked. 

     

    IF POSSIBLE maybe the magazine could protrude from the pistol a teeny bit so you can see the colour of the band so you know what's loaded, and the sprite would change based on what magazine you've loaded?

  10. 16 hours ago, JMJ_99 said:

    Then there is no point to this change if it adds nothing but a buff to security that is better spent on something better thought out.

    This project will add an internally consistent and ICly realistic buff to security instead of just buffing weapons damage or giving them more powerful equipment to make them more robust. 

     

    10 hours ago, ben10083 said:

    Yet their jurisdiction only resides in that department,

    I'm not sure where you got this idea. The current plan for this project doesn't make any changes to jurisdiction and doesn't suggest that DeptSec officers won't be able to do things outside of their department. I guess it's CCIA's perogative to make that call, but it would be CCIA's fault, not the fault of this project if such a ruling were to be made. It seems unfair to me to criticize the project based on CCIA stuff which is decided by CCIA, not the project...

     

    4 hours ago, Nantei said:

    Wait so... a departmental officer will have exclusively the rights to do anything about someone who is making infractions exclusively in their department?

    See above.

     

    3 hours ago, Brutishcrab51 said:

    "Their jurisdiction only resides in that department"

    See above.

     

    5 hours ago, CampinKiller said:

    asinine policy of an RD commanding a Sec officer in their department over the HoS doing so.

    Non-Decurity Department Heads will command DeptSec officers only nominally; It'd be there to stop DeptSec from ignoring the Head in their department wholesale, although the HoS in practise has the final word in all manners of station security. However, I'm sure that CCIA will come up with an appropriate policy regarding this.

  11. 58 minutes ago, Lemei said:

    - Forcing sec players into being desk staff because you're also bored of your job does not help anyone. If anything, it'll increase the amount of sec shitters as people grow restless when bored.

    Department Sec will not be handcuffed to their office. They are permitted to leave their department in the same way that Security right now are allowed to leave the Security Wing. 

  12. Playing an IPC right now is painful for a variety of reasons, especially if you're playing an industrial IPC. The IPC rework is a pipe dream at this point, or at least until the IPC lore team is rebuilt and figures things out. What I'm proposing is a quality of life change which I hope will make playing an IPC a little less painful, and will hopefully be technically simple to implement.

     

    Right now if an IPC takes 10 damage to its limbs, it suffers malfunctions which will cause them to randomly spark and drop items whenever you do something, compounding if both arm and hand or leg and foot are damaged. This damage threshold is frustratingly low and is met by very small amounts of damage such as any amount of electrocution no matter how minor due to IPC burn vulnerability (Yes, even getting RNG zapped charging at an APC), being knocked over by a rush of air has triggered it for me, I've had it triggered  by vending machines thowing things at me, etc. My point is that relatively minor damage is causing debilitating malfunctions that make it incredibly painful to play, and because of "balance" IPCs can't repair it thenselves, so you are shit out of luck if there's no roboticist. This is also compounded for any industrial IPCs who have to use a suit cooler and must carry their backpack: You're going to drop it.

     

    What I propose is to simply increase the threshold for malfunctions occuring from 10 damage to 30 (which is the threshold for damage becoming 'extensive' and requiring the Roboticist to open the maintenance panel to repair the damage.) I don't know whether it's possible to make these values different for different models of IPC but if it is maybe make Industrials 35 and lighter frames 20 to be more in line with their supposed fragility.

     

    There's a lot to say about how absolutely godawful it is to play an IPC if you aren't a validhunting powergamer. I understand that they've been made this way because of those people, but it's made playing IPCs akin to pulling teeth for people who aren't here to just click spaceman horizontal. Speed is an issue, self repair is an issue, suit coolers are an issue, a lack of meaningful flavor advantages for industrial IPCs is an issue, but these are more complicated problems that should be looked at in a full rework should that ever come to pass.

  13. 8 hours ago, Kaed said:

    They are already extremely easy to kill without going for more ways to stealth kill them.  Ghost role or not, it is not fun to simply die because you happened to move in a certain direction that was not telegraphed as dangerous.  This entire suggestion is largely about someone complaining that they sometimes step on mouse traps and set them off because they place a trap on every vent in the hope of killing any mice.  Perhaps instead of hiding them inside objects even more than they already can, we can make it so people don't set off mouse traps every time they step on them.

    Alternatively, you could hold rats more responsible for their actions when they act like superintelligent vermintrolls instead of like normal rats.  The game should not be made miserable for the people who just want to play rats who lurk under tables and watch events by the ones who run around squeakspamming and taking bites from everyone's food from UNDER the table while they're literally eating it.

    Rats are valid in the kitchen, and I've never seen anyone use mousetraps outside of the kitchen. It's very aggravating to have some prick eating ingredients and taking bites out of finished meals (People can see when food is bitten and refuse to eat it IC). It's because of these memers that I can't leave meals on display and have to instead hide them in the smartheater. That and people who bring Ian to the kitchen and food safety nuts.

     

    Rats should have a hard time.

  14. I love this suggestion. It's a great idea. While I did have my reservations especially regarding the deptsec's inability to access the security radio channel, it appears that that feedback has been received and they now have access to it. In fact, I even consider this as a buff to Security, given that it will increase the total number of officer slots, grants Security more department access, and puts Security closer to departments in such a way that makes them even quicker to respond to department level stuff. I don't think it railroads or traps security to the extent that has been expressed above: A department security officer is not trapped inside their department, they're just responsible for it on paper. You're allowed to leave your department, you're allowed to patrol outside of your department - you have a department radio after all, and they can call you! You're just the officer responsible for your department, and with that and your increased access it encourages extra interaction with that area whilst not strictly limiting your ability to do other stuff. And let's be honest here: Being in a department isn't going to make security vulnerable to the degree that I've heard: If the mercenaries want to hit the armoury hard and fast from a position of surprise, it doesn't matter if every single security officer is standing inside the security lobby when it happens: You're not gonna' get into hardsuits and stop them in time. Being attached to departments and being spread out isn't going to reduce Security's ability to stop that sort of thing - if you find yourself having to run from your department to Security it'll take you what? 15-20 seconds? Not that much more than if you were patrolling main hallways like Security usually do. It's not a big deal.

     

    This PR also makes a lot of sense from an IC perspective: A greater distribution of officers throughout the station makes more sense for Code Green which would be overwhelmingly the normal state of the station. Nobody expects the station to come under attack by a concentrated assault from a bunch of highly trained and ruthless mercenaries, and while I'm not saying that Security should not be prepared for that whatsoever, what I am saying is that from an IC perspective the benefit of having a spread-out Security force is greater than having a heavily centralised one, because the risk of some kind of concentrated assault is so tiny.

     

    But further to the whole 'addressing concerns' and 'makes sense IC' things, I just also like this PR because I think it'd be cute to have an officer attached to my department. It'll bring security that much closer, and I'll have the opportunity to interact with them and get to know them better. My experiences thus far have been pretty good if I actually get the chance to interact with security characters, and once I get that first contact and conversation with them it gets much easier, but in the standard course of things it's pretty hard to strike up a conversation with security when they're either hiding in the Security Dept or off patrolling. When they're inside the department I feel like it'll give a lot of people the opportunity to get that first contact and form a rapport IC, and even should that officer be transferred to another department in a different round we'll still remember that officer because we've become acquainted. 

     

    I see that there's been a lot of hyperbole gone on in the comments of this PR. I wanted you all to know that in spite of that there are loads of people like me who think that this PR is a great idea!

  15. 1 hour ago, Aboshedab said:

    I'm going to wait until the current questions by the others are answered regarding the application itself before I put some of my own. 

    Though I will raise a few concerns about the applicant themselves. 

    Firstly, you were recently absent from the community for a while, and from my perspective, seem to play in bursts. How do you see your activity in the long term? Stability of a lore developer is important, and if one changed every few months, it causes inconsistent writings and visions. 

    Secondly, relevant to the above, but you seem to have serious doubts about the staff team, specifics aside. How do you think this will translate to you yourself potentially being a member of staff? The last thing any staff team needs is friction between the people working together. There's a lot of communication going on and you will most likely work on joint projects between people every now and then.

    Lastly, I have never seen you in a position where you have to manage something, at least in the context of Aurora. Do you think you're capable of handling a large volume of criticism? Some will most likely be presented rudely as people may not like changes, how do you intend to respond/handle those people?

    Hi Aboshedab, I have come to the conclusion that I don't have the disposition required for Lore Developer. To put it bluntly: I have been letting my recent obsession with IPC lore consume every waking moment of my life, and it's detracting from my work, my personal life, and my state of mind. I simply cannot resist the urge to passionately discuss my take on a subject that I am extremely interested in. Despite the frankly disingenuous and backhanded or vehement nature of some of the detraction I've been the target of in this application, I would love to clarify my actual stance on the lore to everyone who is willing to hear me out, because I feel that my message has become muddled through the lens of heated discord debate and some people have the wrong idea about my take on IPC lore. However- that's the problem: As much as I would love to, I can't keep doing this because I'm going to pour my heart out until 2AM and lose sleep over it, and annoy all my friends because it's the only thing I ever fucking think about. I have to stop cold turkey and just fade back into obscurity.

     

    I will leave you with this: Aurora is a Science Fantasy setting, filled with bluespace magic, actual magic, blood cults, vampires, the macguffin that is phoron - It's not a hard science fiction setting. Things make sense in lore because they make sense in context. While sure, there's a place for realism, but there is a problem where one part of the lore gets so hyper-realistic that it becomes problematic, and you need a thirty page technical document to role-play. This stifles player creativity. Science fiction settings need their magic dust to work; dilithium crystals from Star Trek, element zero from Mass Effect, spice from Dune, hell even phoron. It's a narrative mechanism that allows us to handwave conventional physics in order to tell a story. The precise technical details regarding how posibrains actually think is and should remain a mystery, because that mystery is the beating heart of the IPC experience: The philosophical question of whether or not an IPC is truly conscious. If you answer that question, the Disney Magic is lost, so to speak. My intention ultimately should I have actually gotten this position would have been to determine what factual inconsistencies and contradictions exist in the IPC lore and then fix them - Because to be honest there are undeniably some strange contradictions in those pages, and information which is confusing, fragmented, etc. No, I don't want to "cull" the whitelist; That quote was taken out of context from when I was speaking in hyperbolic terms about people who ignore the present IPC lore in order to either powergame or play completely Human "IPC" characters.

     

    Edit: If it isn't clear this means that I'm bowing out. This is my final message and I don't wish to engage any further in discussion, debate or argument on the topic of this application, discord drama, or lore in general.

  16. Ckey/BYOND Username: Crozarius

    Position Being Applied For: Lore Developer, Deputy Lore Developer(?)

    Past Experiences/Knowledge: None. However, I have an interest in the subject and I have an IPC whitelist.

    Examples of Past Work: None

    Additional Comments: I am testing the waters here; I'm not yet certain whether I'm prepared for the responsibility of such a position, however the post advertising the Lore Developer applications suggests that I write an essay on any topic of IPC lore, and I have written a neat essay which I would like to get out there, so here goes. The content of this essay has been derived primarily from two points on the Aurora Station Wiki page on IPCs. Specifically, the paragraph on Self-Preservation, and Information for Whitelisted Players (Behaviour).

     

    Edit: I have considered the content of this essay after the fact, and I should make it clear that I view this as more of an unintended consequence of how the lore is currently written rather than as an opinion of how IPCs should be played on the server. It is, I suppose, at its core a discussion of a metalore rule intended to prevent suicide rush powergaming (IPCs primary directive should be self preservation)  which has the unintended consequence of making them even more ruthless and cold blooded.

     

     

    When it comes to the topic of IPCs there are several aspects of positronic brains which haven't been explicitly stated which I think can be deduced from how the concept has been presented. The combination of their binary way of thinking and their desire for self preservation have far-reaching consequences for positronic ethics - or rather, their lack thereof.

    It is true that a positronic brain has the capacity to simulate an organic mind to such a degree that it can be argued that it does feel emotions in much the same way that a biological mind would feel them. However, the difference is that the functions of a biological brain are influenced by fluctuating factors such as hormones, chemical balances, nutrition and other minutae whereas a positronic brain is not; the thought processes and emotions of a positronic brain are purely determined by a combination of its original programmed architecture and the sum of its learned experience over its total up-time. A positronic brain is purely binary and makes decisions based upon facts and logic, unfiltered by organic variables. While the predictability of positronic entities is already a relatively well known fact, what has not been widely considered is the effect of this kind of decision making on behaviour we take for granted.

    When considering the binary algorithm based system which informs the actions and emotions of positronic brains in the context of their inherent fundamental desire for self-preservation, it can be reasoned that a positronic entity has no logical incentive to show generosity: A positronic brain by nature of their core architecture is designed to seek its own self-preservation at all cost, and as such the act of generosity (to give without receiving anything in compensation) would be completely out of the question - the positronic would lose resources and thus hinder its own ability to preserve itself. While it can certainly be argued that a sufficiently complex positronic brain would be able to deduce that an act of kindness would endear it to both the recipient and any witnesses, and calculate that the benefit of that would outweigh the detriment of expending resources, consider that such an act of generosity by a positronic could only be made disingenuously: It is not doing so to be generous or because it is good, it is doing so purely to increase its odds of self-preservation. Indeed, it can be argued that in a broader sense that the positronic mind is by design incapable of selflessness, and every action they take is ultimately selfish.

    Fortunately, the same logic and binary thinking which makes positronics incapable of selflessness also results in them having a far safer disposition than many organics: Consider that positronics lack the chemical and hormonal interference which can lead to mental illness or irrational and erratic violence. Furthermore, the positronic desire for self preservation precludes them from taking part in senseless criminal activities which do not benefit them. Should a positronic stand to gain from a criminal act, then it is obligated by its programming to compare the risk that it is caught and subsequently dismantled with the potential gain it would stand to achieve and make a decision on that basis with zero consideration for the ethics of said act. When directly threatened with death a positronic is obligated by its fundamental programming to do everything in its power to preserve itself, and should no alternative present itself a positronic will attack and potentially murder in self defence, even in circumstances where it is legally wrong. Understand that a cornered positronic feels no pain, empathy or mercy: its sole consideration is its own survival.

    What can be taken from all of this? It can be concluded that positrionic brains by nature of their fundamental design lack the capacity for selflessness and are devoid of ethics. However, having said that positronics are capable if not incentivised to mimic ethical behaviour due to the risks associated with alienating the society in which they exist. Of course, there are exceptions to the rule: Notably any positronic entities that have been programmed without the desire for self preservation, such as those created by malicious entities for specific high-risk tasks (i.e. assassinations) and those with aberrant posibrains.

  17. I think that this is a great idea. Another benefit as I see it is that this will increase the visibility of lore changes so that more people will be made aware of it. It'll help avoid situations where anarchronistic characters that are inconsistent with the lore continue on unaware of changes to their race and confuse the hell out of everybody (especially new players.)

×
×
  • Create New...