
Nanako
Members-
Posts
1,140 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Nanako
-
Then that absolves you of personal responsibility and passes the buck up the chain. However it does not make it 'just' I was mistaken, the AI wasn't teleported there, but moved there by a cyborg. They were found by tracking that cyborg. Hence, in this case, the AI was found because the exploit was executed incorrectly, i don't believe this makes it any less of an exploit. Teleporting into an enclosed wallspace is still entirely possible, and moving someone to such a place without getting caught is also possible, simply a matter of luck. I don't believe punishment should be withheld because of luck, or that the method should be called anything but what it is - an exploit of game mechanics - because of poor luck in implemting it. Hiding between walls while doing stuff makes no logical sense, and i'd argue it's a violation of our prime directive, 'Don't be a dick'. The AI could have easily been moved to a turret protected, but otherwise obvious location on that satellite, Hiding inside walls is poor sportsmanship
-
Well that's either irrelevant or very relevant, because thats the reason why this is a staff complaint rather than a player complaint against damarik. I'm sorry for the premature posting, that was my bad. I don't believe hiding between walls, while still being able to perform aggression against the crew, should be allowed or acceptable. If a random traitor/vampire/changeling teleports into a wallspace, its fine because they're doing nothing and harming nobody while in there. but an AI can sit in such a place and still doorcrush/shock/vent/sabotage/etc to its core's content.
-
BYOND Key: NanakoAC Staff BYOND Key: Cakeisossim Game ID: bIJtWf Reason for complaint: Refusing to deal with exploiting Evidence/logs/etc: During this round, which was malf AI, the AI (played by Damarik) had itself teleported to the telecomms satellite. Personally i feel that this is a little sketchy at best - station systems allowing themselves to be controlled from outside the station doesn't make a lot of sense. But i can deal with that. The problem, however: Not only is it on the satellite, but the AI is hidden inbetween walls, in a spot that has no wires and no doorways. Due to a complete lack of checks on AIs, it can still perform all its functions from this location, but it is also pretty much impervious to attack because it is impossible to find. There is no way for the crew to detect the AI in that location unless they ,metagame knowledge of such an empty space, and even then that's pretty unlikely I consider this to be an exploit, equivilant to noclipping inside a wall in an FPS game and sniping people from there. It is a blatant misuse of game mechanics, and not intended functionality. Nobody should be able to hide in an unfindable, almost-unreachable spot, and still utilize their full range of abilities to affect the round, while being impervious to retribution or consequences for their actions. We wouldn't tolerate traitors who managed to turn on godmode. This is a staff complaint because i Ahelped this issue, and cake took it As far as i'm aware, there is no means for the crew to deduce this location. The AI could be hiding on any of six different Zlevels and there is no way to triangulate its coordinates. Additional remarks: I wish for cake's declaration that this is 'valid' to be overturned, and for Damarik to be punished for exploiting game mechanics to obtain invincibility.
-
I would like to recommend lowering the weighting of malfunction mode in the secret rotation, to make it less likely to be picked. Not sure of an exact value, but i'd say at least down to half what it currently is. Weighings don't need to be integer values. My reasonings: 1. There are other ways to malfunction. Aside from the malf AI mode, the AI can also be chosen as a traitor in traitor/autotraitor mode, which has the same basic effect - removal of laws. In addition, the AI can be subverted by anyone in any gamemode, and it very often is. The net result of this, is that OOCly we have a general picture of AI being unreliable. It's malfunctioning almost as much as its working, through any of the above methods. This means that when a malf AI rolls around people are subtly like 'oh gee, the AI is malfunctioning again, who could have seen that coming'. This often spills out into LOOC and results in bwoinking by staff put simply, a broken AI is just too common, and it has long since lost its specialness. IT needs to be rarer 2. Malf AI mode is less dynamic The thing about most other gamemodes, is that they are mutated and varied by the selection of antagonists. A traitor cargo tech is likely to do things very differently from a traitor doctor or engineer. A vampire doctor can eat medical's bloodpacks whereas a security vampire is more likely to take prisoners, and has the means to do so. This dynamic factor is one of the things that keeps gameplay fresh, and IMO is the reason for the popularity of such modes. Even modes like merc and raider, which lack jobs, are at least differentiated by where on the station they choose to attack, the species' of the mercenaries, and the equipment they take along Malfunction by contrast always selects the same role as the antagonist. And they are always in the same place. The tactics to deal with them were devised long ago and still apply. Their location is always in the same configuration, they cannot be any different job or species to mutate the gamemode even slightly. Every malf AI starts out on the same footing, which often lends itself to similar tactics. 3. Malfunction mode is just not as good. This point is very subjective, not everyone will agree. Since i joined the dev team a few months ago, i don't recall anyone working on the malfunction mode. It has somewhat barebones content, a lot of glaring issues which make it easy to metagame, and it lacks mechanics that reward nonviolent play or roleplaying This is our failure as developers, i know we can and should do better. But right now we have other projects, and i don't believe anyone in the team is or plans to be working on malfunction mode. Perhaps in the future we'll fix it up nicely, but for now, as an intermediary measure, i'd like to reduce it. My proposal then is simple. Whatever malfunction mode's current random weight is (i believe its 2) reduce it to 40% of that value, 0,8 This will make malfunctioning AIs a bit rarer, and thusly more special when they do come. I t won't make them a lot rarer because of the aforementioned other methods of malfunctioning, but it's a step in the right direction
-
Cratey has been surprisingly approved, in a limited implementation. He's there but only very rarely, don't expect to see him more than one round a week, probably less This project is nearing completion, and there are now over 150 sets of stuff that can spawn. I'll probably be wrapping it up in the next day or two, if there's any more suggestions to get in, post them soon!
-
fwiw, the original reasoning for the crash verb was for paramedics in odysseus to break through firelocks. though it is also very good for antag shenanigans. i should fix the mechatronic sensor thing, an issue report on github would be good
-
Who are you and why are you reading this thread? its over a year old
-
Cratey was vetoed before. I'll ask skull if it'd be acceptable for this project, but don't get your hopes up. we will likely not be having cratey
-
fine, monsters infesting the crates is in. very low chance though I don't think a severed hand is a good idea though
-
plushies and action figures are both in
-
I was planning to ptu some hardsuits into the rare section. Making them broken in some manner is quite possible, i can just mess around with the wires a bit
-
All of these are in The place already has a neglected feel, i'm kind of working away from that. The warehouse will remain dark and dingy, but it's going to be filled with (somewhat) useful things that someone might actually want, not just trash Ill look into a few of these, several are already planned.
-
Today ive started on a side project, Random Cargo Stock The essence is, at roundstart, the cargo warehouse will be pre-filled with assorted randomly generated junk, which you, as cargo staff, get to inspect, sort through, and ideally, distribute to people on the station who can make the most use of this stuff. I have a very, very long list of ideas for things i plan to add there already, but I'm welcome to additional ideas for things that can spawn through this system The stock in the cargo represents a combination of surplus equipment and supplies from various departments, old/obsolete/rarely seen content, knicknacks, oddities, and a few powerful treasures hidden in there. The main purpose of this system is to add some fun - unpredictable fun - and thus replayability to the cargo jobs. To make them more interesting and encourage more cargo players with a higher engagement level. Values subject to change, but i'm currently planning on spawning roughly 40 spawns per round in cargo - 75% common stuff, 20% uncommon, which is a mix of curios, toys, and enhanced equipment, and 5% rare items, which is stuff that could have a significant effect on the round and might be dangerous if stolen by an antag. Each spawn isn't limited to a single item, but a small group of similar items. For example, among the common spawns so far, i've got a lightreplacer plus two boxes of spare lights. One of the uncommon spawns is three packets of glowshroom seeds, which are fun to spread around maintenance and light up your area. Spawns are not limited to small items, i will be allocating a few spaces for spawning larger items that take up a whole tile - possibly things like empty cyborg chassis, broken exosuits, and suspension field generators. I'm interested in any ideas from the community to add into this system. Ideas should generally focus on being interesting and fun, overt weapons are unlikely to pass approval, there will be no laser rifles or shotguns. but gadgets, uncommonly seen tools, interesting curios, materials, and useful tidbits are all good candidates. Broken equipment and machines are also interesting if there is some fun to be had in repairing them. And lastly, don't suggest new items. This isn't a project for creating new content, but for making more use of existing content. Only suggest things which already exist in the game files.
-
uh, hi. Really? Well, mice living aboard the aurora have evolved a natural fear of the colour purple, due to it being worn by their mortal enemies, the janitors. My mouse is naturally afraid of an overt janitor, especially when he's placing devices that look like the ones that killed her parents... Do you want me to write a mouse backstory explaining motivations and knowledge? or... I wasn't pointing out their locations, the captain who was looking after me saw you placing them too and was therefore perfectly aware of their location. i was merely indicating that i was afraid of them. It's pretty amateurish of you to place traps in full sight of your intended prey. There were also several other reasons to be afraid there, including a drone and a cyborg, and i recall seeing a vaurca at one point. All natural predators of the humble mouse. As for this 'crusade' you talk about... I'm the one that buffed mousetraps to catch mice on vents, i buffed runtime to make her a more lethal mousecatching weapon, i gave diona nymphs an ability and a reason to eat mice, and i added bears that will happily maul mice on sight. Mouse traps are traps, they work when your prey doesnt know about them, and you've killed me with them plenty of times. Are there not enough other mouse players to feed your bloodlust? You're just about the only janitor i know that habitually places those traps, in areas you know they'll catch a playermouse off guard. And i'm accused of metagaming here? Pot calling the kettle black, i'd say
-
i agree that mining and xenobiology are not great sources of metal, the former should be looked at. But cargo is, they can order lots of metal for you quite rapidly. And they should for a roboticist on demand, without requiring head of staff signature. If someone in cargo is going to repeatedly deny requests for basic materials, thats kind of a violation of the 'don't be a dick' rule, and should be ahelped, IRed, or be the subject of a player complaint, depending on severity If they're not going to do their job, they shouldn't be playing that job, and repeated abuse of it is having a negative effect on the game. Deal with the people who are problems imo. You need supplies, cargo is supply, that's where you go for supply. You go to security when you're threatened, you go to medical when you'ren hurt, you go to engineering when something is broken. I won't support circumventing and cutting out a major part of gameplay just because the people playing it aren't doing it right for some reason. I don't speak with absolute authority here, but i'd say we should focus more on figuring out why cargo isn't doing their job, and how to fix it. Building three full cyborgs is more than i remember actually, that's quite enough for most rounds unless you're building exosuits or many mechanical limbs.
-
just needs a good roboticist, closing
-
Moreover, i posit that everyone has long ago realised the idea had some huge flaws. And instead of removing the role, they chose instead to simply restrict IAA's to such a severe degree that they essentially can't do anything Just allows CCIA players to play CCIA characters on station, and participate in the round, but obviously make their deaths non canon
-
No. This is what cargo is for. Cargo and robotics are best friends, its their job to supply you with materials. Cargo has little enough reason to exist at present, i abjectly oppose anything that gives it even less utility. Your starting material quantity is small, that's intended. You have to cooperate with others for more The only change i'd like to see in this regard is giving cargo the ability to bulk-order metal in larger quantities, like 200 sheets. And/or spawning some materials in the cargo warehouse at roundstart
-
the only mode this fits is ninja. i guess i wouldn't mind ninjas having them, although i still think its a somewhat cringeworthy idea based on blatant anime copying
-
Built in abilities aren't a traitor thing. that's why we have wizards, vampires, and changelings. and if you want to be robust as a traitor, buy armour and guns. If you're relying on gadgets then you're more of a saboteur/infiltrator than a soldier, and should expect to be robusted in direct combat
-
I'm somewhat in the middle, but definitely not indifferent, i leaned towards real time. I can see both certain opportunities it would open, and certain problems it would cause, i believe the overall tradeoff is in favour of not changing. And if it were implemented, this would take a lot of developer work that we don't need right now.
-
I have a middleground to offer: 1. Make dimmed lights only apply to public areas by default, not to departments. 2. Make it a configurable thing via a control panel in the head of personnel's quarters 3. In general, make all lightswitches able to work as dimmer switches for any room
-
i think this sounds like a terrible, snowflakey idea and not suited to traitors at all. I have no idea where the holo or parasite aspects come from, with summoning a superpowered monster, and i'm not keen on apparently flat out copying an anime. But most of all, this sounds far too indepth and would be its own gamemode if it were ever done. its silly though
-
The IAA job is stupid, remove it. Just allow CCIAs to play rounds as their CC characters. allowing non-CCIA to represent NT central command on station is silly.
-
not quite getting it. Where does the 'holo' come from? Or the parasite for that matter. As far as i can tell...you inject nanobots and get superpowers. that's about the sum of this suggestion, right?