
Arrow768
Head Admins / Devs-
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Everything posted by Arrow768
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What would you like to see in a combined bar and kitchen?
Arrow768 replied to MalMalumam's topic in Archive
Additional music is pretty much a no go due to licensing restrictions and the fact that every player would have to download that upon joining via the rsc file. -
Having a unlimited number of bounties can quickly become a balance issue due to the cash influx provided by them
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By incident reports, do you mean the actions applied due to ccia or do you mean the security incidents that are created when someone is charged via the sentencing console In either case that’s a policy suggestion so I’m moving that to the policy suggestion forum.
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I don’t see the need to change that as I don’t see the problem with being unable to fulfill every bount every time.
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AI's Round-start Remote Mech Removal [Feedback]
Arrow768 replied to Doc's topic in Completed Projects
Indeed. You are quite correct as long as they are not constructs, but even in that case the avoid damage law alone would lead to a law conflict, as any engagement with hostile has the potential to damage the mech. We are currently investigating a alternative approach to the AI mech situation. It should be relatively simple to log crawl and find instances where the AI mech has been used to attack other players. -
AI's Round-start Remote Mech Removal [Feedback]
Arrow768 replied to Doc's topic in Completed Projects
I wouldn't say that's correct. The AI above all else should prioritize protecting the nuclear bunker if it's under threat, for instance. If prioritization did not exist, then one could feasibly argue that you best protect NT property in many cases by pure inaction (as say, distributing equipment may pose the risk of damage to said equipment) - something that's rather justifiably likely to get you synthbanned. Prate is correct here. I would recommend to give the wiki (AI page) a read. It explicitly mentions this case: As the default law set does not contain any exceptions that would prioritise one law above another all laws within it are equal. The wiki has that to say regarding law conflicts: -
Added these guidelines:
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I am getting mixed signals here.
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To correct a possible misunderstanding: If someone is banned from the forums, they are not supposed to be able to write staff complaints / ban appeals. However we have that in the forum rules:
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[Resolved] Player Complaint - Marc Price
Arrow768 replied to Lordnesh's topic in Complaints Boards Archive
After a discussion with @CampinKiller I came to the conclusion that I am being not exactly fair here. While imho they should have made the push to lower the alert level a while ago, they were not the only person responsible for it. In addition there is a lack of good documentation regarding the alert levels (There is some documentation in multiple places on the wiki that each contains different information) Given that, I do not think my post in that complaint is worth pursuing. (For the sake of clarity in the original complaint thread, it might be worth to move the posts related to this into a different topic in resolved complaints) -
[Resolved] Player Complaint - Marc Price
Arrow768 replied to Lordnesh's topic in Complaints Boards Archive
To clear something up: The ERT got added after command and security was incapable of ending the round in a reasonable time. (Even after yonnimer contacted one of them.) I should also add that the ERT was discussed between everyone who was present in asay and approved by everyone who was in that discussion, so it was definitely not my sole decision to do that. The antagonist has been talked to by someone else aswell and been told to pick up the pace. Which they did to the best of their abilities. In my opinion it is ridiculous to claim that a single person with a sword, that spent most of their time running around in maint is a "immediate serious threat to the station". Especially since the lowering announcement is: It does not imply that there is no threat. There can still be a serious threat to the station. It´s just no longer a immediate threat. I made a drawing to further explain that a bit: When you have reliable information that there is something going on at the station, you elevate to code blue. (Position 1) As the situation progresses, it might escalate into a immediate and serious threat to the station. That is when you elevate to code red. (Position 2) At some point the threat is no longer a immediate threat, whoever it can still be a serious threat. Once it is no longer a immediate threat, you lower to code blue again (Position 3). And once all the issues have been resolved, you can lower to code green (Position 4). This is further reinforced by the announcements for raising/lowering the alert levels. (I intentionally left out yellow as that is the special carp case which is not relevant here) -
[Resolved] Player Complaint - Marc Price
Arrow768 replied to Lordnesh's topic in Complaints Boards Archive
Marc Price seems to have a "I must collect them all"-attitude when it comes to antagonists. The most recent example of that would be a cult round (b83-cWfL) where he kept the station on code red for a extended period of time (for more than 1 hour; The total round time was 03:48) after only a single cultist was still at large. (The security department at the time was fully staffed) The code red announcement contains the following: A single cultist with a sword that can teleport is not such a threat if there is a fully staffed security department (with a total of 8 people) available. Even after centcom questioned weather a single person is such a threat, the HoS still maintained the code red. The situation was only resolved when a ERT Team has been sent at the 3h mark, which managed to apprehend the individual in 15 minutes. (without the advanced pinpointer). By maintaining code red and refusing to lower it to blue (even after a centcom message questioning the extended code red), they forced every player on the server to sit around while security tries to find and apprehend a single person, when they could have lowered it to blue and given the playerbase the choice if they want to continue this round or not. (Which imho highlights their "I must collect them all" attitude) Such an attitude might be alright with pokemons, but its imho not a quality we should look for in head of staff players. I made the post in this topic since there is already a complaint regarding the playstyle of marc price, but I can also make a separate complaint if thats desired by whoever is going to handle it. -
This suggestion is by itself not very helpful. If you want someone to improve it, you need to explain what you mean by “really cool shit” that should replace the current events. I am also against outright removing the events as they add a factor of unpredictability to the to rounds (which is why they got added in the first place). That said, a lot of the mentioned issues can be solved by increasing the chance of the “nothing” event.
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I concur with that statement and vote for dismissal. We already have a mechanic in place that deals a constant amount of damage during resisted conversion attempts. Its therefore already possible to kill someone who is repeatedly resisting the conversion.
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I concur with alberyk and second the vote for dismissal. "Trust the community to do x / not to do x" is a flawed concept as demonstrated repeatedly. All it takes is a few people to ruin the fun for everyone. (See the requirement for species whitelists, The large number of "bad" books in the library, ...)
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Add a low-level infraction for littering.
Arrow768 replied to Valkrae's topic in Accepted/Implemented Policy
Moved to accepted policy -
straightjackets are available already. The monowheel has been added. nano paste has been added. random plushies have been added. water balloons have been added. electronic blink toy game has been added. gravitational singularity toy has been added. foam dart crossbow and form darts have been added. replica katana has been added. snap pops have been added. therapy doll has been added. The figures have not been added, as they are available in various locations throughout the stations to find.
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The PR in question has been closed as not wanted after a discussion between the maintainers. The main concerns are the removal of the nuke and the addition of a combat mech "for free".
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Could you please provide the relevant item names / paths.
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Has been added.
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If you think something is missing from cargo, please post it in this topic. Please do not post any other comments. Please post the item names as they show up in the game, so it is easier to locate what exactly you mean. (If you happen to know and post the item paths, that would also help)
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Moving to policy suggestions.
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Yes, but the way to go should be rather "loud" so it becomes common knowledge that they left. Otherwise we might end up with a situation where the station sits on code red for a extended period of time while security tries to find the, now escaped, antagonist.
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Due to the recent decline in the quality of our security players and by request I am posting my "Guide to Security" here aswell:
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Afaik that has been done due to several people who metagamed the coordinates of the spawned structures as well as the best way to exploit them.