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  1. Warning - This is going to get incredibly nerd in places and I apologise. If you want clarifications in places, let me know. Chapter 1 - The warning shots For the past month or so, the server has been slightly unstable. As you can see here, theres server Watch Dog warnings about a server crash. This isn't good, but I chalked it up to BYOND for the longest time as that was the status quo, with everything recovering fine afterwards. Little did I know of the storm that was brewing. Chapter 2 - The first outage As a lot of you probably remember, we had an outage on the 15th of August 2023. Before making this announcement, I assumed it to just be the game VM itself crashing due to windows kicking up the ghost, with the only real indication being that Corn was unable to login to the management VPN. (For context - the management VPN is what gives access to all the Paradise virtual machines, similar to a work-from-home VPN you might have at your company). The fact that Corn couldn't even connect to this is what made me go "oh fuck its bad", especially with the hypervisor just not responding to stop commands, but after 6 hours and a full machine reboot (which it did itself), I assumed it was just a blip, and we moved on. However, this was indeed the calm before the storm. Chapter 3 - The real catastrophe Picture this. Its 10AM on a Monday morning (28th August 2023). You're lay in bed, enjoying a bank holiday (for the non UK people, we have bank holidays on random days in the year, which is basically a government mandated "ok its not a national holiday but you dont have to work" day), when I get the following message. Unbeknownst to Adri, the entire server had just shat itself, hardcore. A bit of background. Paradise is made up of 8 virtual machines running on the hypervisor (the server that runs the VMs). These consist of: A router for managing internal IPs and a management VPN (Own VM because pfsense + stability requirements) The core server with the database, ALICE, and about 10 internal automation tools (Own VM because its everything else) The webserver with the wiki, forums, and all the backend stuff (Own VM because its such a huge vector) The game server itself (Own VM because it needs windows) A server dedicated to Elasticsearch + Kibana for log & metric analysis (own VM so I can give Denghis the keys and leave him to it) An internal GitLab (Own VM to confine the fuck out of it) A PRTG runner for network monitoring (Own VM because it needs windows and its not going on the gameserver) A VM for Corn to make his stats thing Anyway, I proceed to get out of bed and go to login to the server panel, only to be hit with a page timeout. So my next assumption is "oh its networking", but then I dig further and realise how fucked we are. For those unfamiliar, a segmentation fault is when a program tries to read RAM it isn't allowed to. But thats not all! My next mentality is to try reinstall the Proxmox packages, so we can use the hypervisor again. Thats when I got a kernel error trying to merely run apt update. So as you can see, its already running bad. But wait. It gets worse! I ran the same command (a version check) twice within the same second. One worked, one died instantly. The same also happened with a check script. And trying to list VMs again, it worked half the time. And above all, straight up corruption So at this point, I establish there is something up, and do the logical thing of a memtest. Which it somehow passed. So my next assumption is "Oh the OS is corrupt somehow, lets move the VMs off to get it fixed". This then unearthed a whole other pile of problems. Paradise has ~1.2TB of data, and all that has to go somewhere if you are wiping the disk, and the only backup I had on hand big enough was a storage share in germany, so I started backing up VMs to that. If you do the maths, you can see that this will take a long time. So I then went to provision storage in eastern US, and at this point you can tell I was out of cares to give. I needed fast, dependable storage, so I went to Azure. This helped. Considerably. However, we were now 8 hours in, and the "oh god this is bad" mentality was setting in, especially with the server getting more and more unstable by the second. This dragged on, and we started to run low on time, which is when the "I ain't getting this done in a day" mentality set in, however I had all the VMs backed up, some in Germany, some in the US, and I was ready to reinstall the OS. So I grabbed a fresh copy of debian, the most stable thing I can get, and booted into the hardware console for the server, ready to reinstall. That's when the debian installer segfaulted on me. I rebooted, it got past that, then died in a separate place. The RAM was fine, and neither of these segfaults were at point where a disk write was required, which led to finally point a finger at the CPU being fucked. It would line up with everything else, however at this point it was 1AM, I had work the following day, so I had to throw in the towel and go at it the following day. Chapter 4 - The next day I get home from work, and immediately get shopping for another server. There's another 13900K in stock, and I grab it. OS installs without a hitch, and notice the board is a new revision compared to our outgoing server (not just a different BIOS, a straight up different hardware revision). The main "oh this one is better" point was that I didn't have to blacklist half the motherboard modules this time. For context server motherboards have extra features on them to help with management, such as a virtual monitor+keyboard+mouse so you can control it remote-desktop style remotely without an OS loaded. Its bloody neat. However, to get this board working on the old server, I had to make the OS completely ignore all these modules, otherwise it would hard lock whenever it tried to interface with it, which clearly isn't desirable behaviour. Anyway, I get proxmox installed, setup a basic bit of networking so I have a management VPN again, and then get to deploying the VMs. Which turned out to be a very, very slow restore process. Half of the VMs were stuck in Germany at this point, with a 1 megabyte restore speed, so I then went to move them from Germany to US-E to restore them faster. However: This would take 8 hours. I dont have time for that. However, we have more Azure regions. This helped. Considerably. The final step was to get it moved from EU-W to US-E, which can easily be done with AzCopy, going via Microsoft's backbone instead of my own upload speed. Anyway, enough backup talk, by this point it was restoring onto the new box, and I thought we had the light at the end of the tunnel. I even threw up the gameserver before everything else was ready because people had been patient and not bugged me, not to mention the support thrown my way (bless all of you who pitched in). I launched the server, stability checked it, then went to bed. Chapter 5 - The light? Day 3, I wake up, spin the last VMs up that I had left to restore overnight, did some quick validation, and all looked fine. No pings of downtime overnight, and I think we are finally sorted, so I leave for work and pretend all is fine. I get home, and notice that TD is worse off than before. Like, 15% TD with 80 people, that is not a good amount when we can normally handle 150 people with about 1% TD, so I go to investigate clocks, and notice we are running at 3.4Ghz. Our target is 5.8Ghz, so theres a lot of performance missing here. Fast forward 3 hours of fucking with various power limits both in the OS and the BIOS, and I throw in the towel. I am beat. The server is running, but she isn't running optimally. Shes basically a car in limp mode. Upon investigation, the CPU voltage fluctuates from as high as 1.08V all the way down to 0.72V, which for a 13900KF is very low. With little time to figure this out since I cant change BIOS settings without taking the server down, I bit the bullet and decided we can run on gimped performance now. Chapter 6 - What now? So we are running, but far from optimally. We are missing out on performance, but it runs, and I am in 2 minds of whether to investigate it. Intel 14th gen is rumoured to come out in September/October time, which lines up well with out upgrade schedule given its only a month or two away. There's also the option of RYZEN on the table still, with a 7950X not only being affordable on a better config for us ($200 instead of $300, and with more storage), so I guess we wait for what the tide brings us. People have also mentioned that on kernel 6.2, the intel power state governer was modified, which may be the cause for this, since we were on 5.10 before. I also want to take this to handle some points of criticism that came up during this "Why is it down for 24 hours why arent you fixing it?" Contrary to the stereotype, some of us have jobs, including me. Given I dont get paid for doing anything regarding hosting on paradise, theres a clear priority here to do actual work over para. Remember, I am a volunteer here, as are the headcoders, the admins, and everyone else. No one is paid here "Why dont you have a team of people doing this?" We dont really have an infrastructure team on this scale because its never really been required. I have Corn as a subordinate to manage stuff on the VMs themselves, and Denghis to handle the log analytics stack, but thats where 99% of it goes. Hypervisor management never really comes into play, nor does the hardware itself, hence why I never rolled out a team for it, and probably never will. "Why dont you have a high availability setup?" Simple - cost. Our server costs $300 a month. We are not doubling our monthly outlay for a box thats going to get maybe a days use over an entire year. "Why dont you use cloud?" This is a point I will actually expand upon. SS13 is not designed for cloud hosting, simple as. Most cloud PaaS offerings are for generic business things (See: Azure Logic Apps), and any PaaS hosting is always for webapps with 80+443 being your only exports. Theres also the issue with performance. No cloud provider will outfit machines with 13900K CPUs, its not viable for a multitude of reasons, and the single-core performance on xeon (which is what BYOND needs remember) is laughable compared to a standard Core-SKU CPU. The other big hitter is bandwidth. We use 5TB of outbound bandwidth a month. On Azure this is $426 a month. On AWS this is $460 a month. And no, that doesn't include the server or any other resources. Cloud makes sense for businesses. We are not a business. Chapter 7 - Closing notes I just want to take a moment to thank everyone for sticking through this with me. This is undoubtedly the worst outage in Paradise history, and I do feel responsible since it rests on me, however you lot have been supportive through the entire thing and that has really helped me mentally wise. Thank you to all of you. - aa07 EDIT - Forgot to mention We've been through three of these boxes now.
    27 points
  2. I pretty much just wanted to make a forum post saying, along with Sirryan and Shadeykins, I am a wiki manager now! You can find me most active on the discord server, but I do check the forums. I am hoping for an active community on the wiki, now that I have the perms to help out even more. The game is constantly growing and changing, and it's difficult for the wiki to reflect that, so if you ever notice something missing or needs changing, and wanna give editing a shot, please do! Give us a shout too if you can't for whatever reason. Here's a guide to editing the wiki: https://paradisestation.org/wiki/index.php?title=Guide_to_Editing_the_Wiki You can also ask any questions on the discord in the #wiki-development channel. What would be even more helpful for your wiki journey is having your own server, so you have easy access to the newest code and sprites or just using the test server! A guide to that is here: https://paradisestation.org/wiki/index.php?title=Guide_to_Contributing#I_am_Completely_New (read from the start to forking paracode) I would love to see more people reading the wiki and helping out! See you around B)
    10 points
  3. Why would this be good for the game? As it stands, the detonate function is an "instant win button." All cyborgs in the round can be very quickly destroyed regardless of their location from the comfort of a single console. This is highly frustrating for the cyborgs involved, and it's a very cheap, thoughtless experience for the person doing the detonating. Detonation can happen to both subverted and non-subverted cyborgs alike, and is capable of permanently removing them from the round by destroying the cyborg's brain. In most cases, the ability to lock cyborgs makes the detonation function completely redundant. Locking a cyborg allows them to be taken to robotics and de-subverted so they can continue a round. Removing the detonation feature increases the quantity of fun that can be had in a round. Scenarios: For a normal, unsubverted cyborg, an antagonist may choose to remove any cyborgs they may see as a problem once they have gained proper access. Brains will be left on the floor, sometimes in out-of-the-way places. If they never received MMI radio upgrades, they may be trapped in this state for a very long period of time. This is not fun. For an emagged cyborg, whoever gets to the console to take care of the cyborg problem simply needs to lock them to remove the threat they pose. However, they may also chose to detonate the cyborg without any repercussions. The latter option permanently removes that cyborg from the round and is unnecessary. Also it leaves a giant hole in the station hull and may harm bystanders. In the case of a malfunctioning AI (the scenario where the detonation feature seems to make the most sense), the AI is both empowered to and extremely incentivised to completely destroy RnD to prevent use of a robotics console, and is essentially a requirement for a successful Malf AI. Unless the AI does not know what they are doing, they will nullify the console's use anyway. A Hypothetical Rhetorical Comparison: Suppose that all members of the crew also had bombs implanted inside them, and a special console allowed these bombs to be detonated at any time without physically seeing the person you are destroying even once. How engaging would it be if all the antagonists in the crew could simply be deleted at the push of a button? How frustrating would it be for an antagonist to do the same to the rest of the crew? How difficult would this be to implement? Conceptually, it is trivial. Code-wise, it would involve stripping out the associated functions of detonation (and ensuring that this didn't break any dependencies), and also altering the UI to reflect the change.
    5 points
  4. I know these suggested changes are fairly fundamental to the way Paradise Station works, and I’m not an expert on game balance or anything, so I wanted to make a thread here before starting any coding work on this idea. The classic Green - Blue - Red alert scale has been in the game for a long time, at least as long as I’ve been playing, and it’s been perfectly sufficient. However, after playing on Skyrat for a good handful of rounds, there was one idea that really caught my eye as an engineering main: Orange Alert. Orange Alert is used during engineering emergencies (asteroids, SM delam) and gives engineers expanded access to fix the issues. No sitting at the door begging science to let you into toxins to patch the hole Bald McGrey made, no standing at the doors to the brig spamming them until security finally acknowledges your existence and lets you in to filter the N2O leak. It’s pretty convenient, and something I thought we could use here on Para. Then, like the ADHD bastard that I am, my mind began to wander and think about what other changes could be made to the alert system. The next obvious addition was bringing over the idea of Violet Alert - which is for medical emergencies. From there, I started to ask why security still needs to ask to be let into places on Gamma alert of all things. After a few days of thinking, here’s the full package of changes I thought up that I think would be beneficial to the server, allowing for a more dynamic and informative system of alerts, separated into sections based on how radical I think the changes are, with Section 1 being the least radical. Section 1: Engineering, Medical, and Security Emergencies. This section is fairly straightforward. Adding two new alerts, independent from the others so as not to override them. Engineering alert would grant expanded access to the engineering team, and the medical alert would turn on EA in medbay and grant expanded access to paramedics. For security, red alert would remain unchanged, with gamma alert giving security expanded access, since it is meant to be essentially martial law. Here is a color coded breakdown for how this system would work, and what each alert level would enable: Green - Situation Nominal - Unchanged Blue - Generic Unconfirmed Threat - Unchanged Red - Confirmed Security Emergency- Unchanged Gamma - Martial Law - Security Access and Authority Expanded Orange - Engineering Emergency - Overrides Green - Concurrent with Blue/Red/Gamma - Engineering Access Expanded Violet - Medical Emergency - Overrides Green - Concurrent with Blue/Red/Gamma - Medical Authority Expanded/Paramedic Access Expanded Delta - Big Boom - Unchanged Epsilon - Overrides all. You don’t exist. Unchanged. Along with this change would be a respite of our god-awful fire alarms, and some tweaks to door lights to indicate expanded access. Section 2: Who can call what? This section focuses on changing who is allowed to call these alerts. Right now, alerts are called by the Captain alone, unless red needs to be called. And gamma is completely outside the players hands, relying on admin intervention. Here is how I would change that: The Captain will still be given universal control over alerts. He can unilaterally, at will, call Green, Blue, Orange, Violet, and perhaps controversially, Red. This is to ensure that at least someone will be able to change the alert level in the event the others are incapacitated. The others being… The Head of Security will now be able to unilaterally call Green, Blue, and Red alert. This makes sense, as it is the Head of Security’s job to oversee the security of the station. Regardless of the state of the rest of command, he should be able to raise the appropriate alarms for threats to the station. The Chief Engineer will be able to unilaterally call for Orange Alert. Self-explanatory. The Chief Medical Officer will be able to unilaterally call for Violet Alert. Self-explanatory. ANY alert, barring Gamma, Delta, or Epsilon will be able to be called by three simultaneous swipes from command-level personnel. This includes Captain, HOP, HOS, RD, CE, CMO, Magistrate, and NTR. Gamma Alert can be called by two simultaneous swipes by either the Captain, HOS, or NTR. This is the change I’m least confident about, as it will likely turn Gamma into Red+, but from a roleplay perspective it makes sense to me. ERTs, Epsilon, Gamma armory, and medical ships will still be under CC’s control. Section 3: The Headless Chicken (sorta unrelated to alert levels) It’s rare, but there are times on the station where the Captain, HOP, and the spare ID are ALL missing. Following chain of command, the HOS steps into the bridge. But without a captain-level ID, the HOS is powerless to communicate with CC or call the shuttle. This is where my last idea comes in: the Command Override Code. This code would be randomly generated each round and given to the NTR, Magistrate, and Blueshield in their IC notes. It would allow Captain-level access to the user who inputs the code into the comms console, allowing for shuttle calls and CC communication. This code would only be used as an absolute last resort, and allows the extraneous NT delegates to uphold the chain of command in times of crisis. Closing Statement: I haven’t yet done the code-diving necessary to figure out just how large of an undertaking these projects would be, and I understand that these suggestions (especially in Section 2) would require a huge rework to the current SOP. The system also has more room for abuse (I can already see an antag CE calling Orange to break into armory) but I think it’s worth it to somewhat decentralize the “narrative” of the round away from the Captain and the HOS, and to give more utility to the crew. Being a naive TA, I still trust our players to use these systems responsibly MOST of the time. That being said, I don’t trust myself to make changes like this alone, so please discuss below. Criticism and suggestions are welcome.
    5 points
  5. Recently, I heard a lot of ideas thrown around. Ideas about giving so-called "RP Jobs" (bartender, librarian, chaplain, psych, barber) more content. You know, make them more needed in the round. One argument I heard, is that "they are boring, they have nothing to do". I agree with that. So I would like to present my plan to make them more fun! 1. Turn off VSC and Git, you won't need them here. 2. Join a round of Para. 3. Go to, for example, library. 4. Ask the librarian to lend you a book. There, librarian content. Let's try another one! 1. Join a round of Para. 2. Schedule a meeting with the psychologist. 3. Go to them, have a long and deep talk about your character's problems. And there, one happy psychologist player! The REAL problem with "RP Jobs" is that people ignore them. You want them to be more fun? Then stop doing that. Go and interact with them. The two minutes you spend having your hair cut is the BEST thing you can do to make these jobs actually fun. They do not need any stupid features (magic healing stick for psych, really?), they need attention in-game. Problem of course goes both ways. People playing jobs for bullshit gamer bonuses, like chaplain for le funny sword, or psych for meth. That kind of people certainly do not care about RP with you. This post is also a call to them - there is more in this game than le funny. Go and try talking with people, even if THEY may not want to. I get that it is boring to get ignored for two hours straight, but if this post gets any attention, people just might make your round more fun! After all, ss13 is an RP game. It makes sense for RP jobs to exist, and for people to interact with them. There are more ways to change something than only with code. We just need to try.
    4 points
  6. Given that I've dealt with this sort of thing across multiple servers beyond just Paradise, I'll give a proper response to this as opposed to a mere half joke like my previous post in this thread. You don't need to enter the kitchen to suggest an idea to the chef. Do it from just outside or via PDA if you really want to do that. When people barge in to do something, it immediately sets a bad taste in most veteran player's mouths; this applies to damn near every job, in fact. For good reason, too--99% of the time someone struts in, it's to do your job/ some element of your job, steal things, or otherwise mess about with you. When this happens for the umpteenth time across many, many rounds, it begins to get tiresome and players lose patience. Sometimes players have their own ideas set in stone, and want to carry them out without interference--people pick these roles and not assistant primarily because of that. Occasionally, yes, someone might come up with something interesting to try out, and an ideal time/ place/ circumstance to try it with others (and to this, I wholeheartedly give my thumbs up; creativity is what makes this game fun to experience overall, and I would much rather see that from assistant players rather than greytiding or bridge hobo-ing). But expecting everyone to immediately want to drop what they're doing to play along... ehhhhhhh, no. The key phrase here being when the chef is absent. I doubt many here would particularly be bothered with the crew stepping in to account for an unfilled/ entirely neglected position. That's considerably different and far more reasonable as opposed to barging in when someone is already manning the role they chose. There's some vague merit to this. Putting a negative label on everyone with the assistant title is indeed not the best take--but also consider that across the wider ss13 community, "Greytide worldwide" is quite a popular meme. It has been for well more than a decade, and behind the meme there's quite a bit of truth in the stereotypes regarding assistants. I cannot blame anyone for being a little reserved when coming across assistant players (especially after months of potentially dealing with people being little shits towards you in whatever role you play). I play robotics. Not to overly toot my horn, but it's the role I feel quite good at and known for wherever I go--and yes, if someone unwanted walks into my lab without a damned good reason prior, they're going right back outside again. I've had people steal things, break things, waste materials by printing random shit (exosuits and implants usually. On servers with ore silos this can be quite bad if mining hasn't been the most active, since robotics exofabs devour mats if used frivolously), do parts of my job for me because fuck me I guess, or otherwise waste my time and cause chaos because it amuses them to do so. These things happen CONSTANTLY, and naturally I've become quite reserved about random players (regardless of role) strutting into robotics regardless of reason. That said, if someone wants to try something genuinely interesting and fun (lord knows robotics needs more content on just about every damned server) I'm much more willing to indulge them when they don't bust into robotics. Many players operate on similar standards throughout many roles if they don't already have some form of project they're invested in. This is an entirely separate can of worms. If we're going for the realism argument here (which I wouldn't recommend, but hey) consider that having someone not manning a specific position lounge around a work area can have considerable negative impact--ranging from as small as being an obnoxious distraction all the way to a dangerous obstacle, depending on the job. Assistants can indeed be helpful, but their help would theoretically be coordinated as needed, and not merely allowed into restricted station areas to lounge about. That said, I'm not a fan of realism arguments. It makes for poor gameplay in most cases... and this is a dumb goofy game set in a shitty hell hole of a space station. So, looking past that, from a gameplay and/ or roleplay sense--once again, there's a time and place. Occasionally allowing a friend inside your department (DEPENDING ON DEPARTMENT [the brig isn't a hangout zone, for example]) to chill when things are calm is fine, provided the others in your department don't have any oppositions. Occasionally allowing a friend inside your department if you're overworked and need some help is also fine in some circumstances (if I'm running around trying to repair 20 IPCs and another robotics capable player currently as assistant comes along and offers a bit of help, I sometimes say yes, for example). Teaching a friend or an otherwise new random player your job is also fine sometimes, provided tact is used. However, constantly allowing your friends inside your department is indeed problematic. It disrupts gameplay flow (hanging around in big groups makes it hard for many antags to do their thing... or far easier in some cases [conversion antags]), it attracts negative attention from griefers, it instills toxic mindsets and clique behavior which plagues most ss13 servers. That is indeed an issue (one which has also existed for years and has its own memes and stereotypes), but not what this thread pertains towards. Mentioning this doesn't offer much of value to this discussion. I'd hope my text wall here helps you to understand that it isn't quite unjustified. Yes... and no. A cooperative game would imply that everyone is largely on the same side. Halo has a split screen cooperative mode, with both players housing the same goals (eradicating those damned covenant alien bastards) and using the same mechanics and character (more or less) to achieve that end (Arbiter is still based tho) Space station 13 is a multiplayer game with some cooperative elements sprinkled in. You have many players in the same server, but they all have different characters. Different jobs, different mechanics, different motivations. Yes, players should ideally work towards making an interesting experience for those around them--but not at the explicit expense of their own fun. There are limits to what's reasonable to expect and reasonable ways to go about trying unique ideas. Many of the game's elements and surrounding atmosphere also cause paranoia and distrust of other characters by design. This I will somewhat agree with, in closing. Again with robotics, I've dealt with obnoxious assistants, clowns, engis, cargo, security, other scientists, other goddamn roboticists, medical, etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc. Some players have good ideas and want to genuinely do fun things. These players shouldn't be overlooked... but at the same time, there's often an avalanche of others who have less than fun intentions when interacting with any given department. To address the title of this topic more directly; randomly entering a department without permission is indeed poor form from nearly every angle, and continuing onward to do things within that department when others are playing said department as is... well, it's certainly not unreasonable to react to such by tossing them out, and when it happens over and over again it's also not unreasonable to grow tired of it and react quickly to stop it.
    4 points
  7. Yes, even in outer space, mail is a thing to be delivered! I arrive at the station and go to cargo. I don my awesome delivery uniform. A little bit later, the first batch of mail arrives. As I go about delivering mail, sometimes, not everything goes as planned ... ...and sometimes, it's downright hazardous! We definitely have alcoholics on station: Sometimes, the clown pranks security. But sometimes, security pranks back, by giving the clown a nice gift by mail post. ...THE DANGERS I GO THROUGH FOR BUT SOME DAMN MAIL NT, apparently, can be generous to their NT reps: Now ... if you are conversing with a traitor through your PDA .. don't accidently PDA the courier instead.. WHAT DO Y'ALL ORDER?! ...even as we leave the station, I deliver some final mail. Of course, the scene is always hectic. Glory to space mail delivery! I love this update. And the people that roleplay with you when you deliver the mail. Keep it up people. I have been laughing my ass off this entire shift.
    3 points
  8. Bridge hobos are a blessing and a cure for the game.
    3 points
  9. Unfortunately from what I've heard these types of roles play very heavily into elitism.
    3 points
  10. uh uh yeah come on and get it on 'cause it's time for @S34N he gonna knock on ya door drag ya cross the front lawn cause your *squish ain't cool and your slime ain't neat and your RP kinda subpar your ass? get beat gonna adminbus pop a cap in yo ass then crabwalk away with the girlies swoonin' so fast (or boyfies, whatever you're into sean) (it's cool with me either way) ain't got time for your games or for you askin' why leave you kickin' and screamin' in the ACs brudda no lies word
    3 points
  11. Yes, this is a threat.
    3 points
  12. After skimming, I wanted to mention something; Firstly, not sure why the NTR would have power here; Their appearance would mean either HoS or Captain can, unilaterally despite the other opposing, call Gamma through NTR assistance. Secondly, Gamma is currently admin-only for good reason; It is too much power for two players to decide to enforce, as the current SOP of it reads; Reason for this being, Gamma is usually only given, as far as I've seen in my time, for two things: Either an extreme threat (which usually comes with Armory/ERT attatched) or because the crew, antagonist or not, is becoming too rowdy for security to handle, and they require higher permission to act. Both, in this case, lead to security to have heightened permission to lethal. Hearing that Gamma could become "the new red" would be bad - Firstly because its the last level, the 'shit is fucked, if this goes bad its either Delta/Epsilon' already. And secondly, it allows security to have too much room to do what they like. If anyone resists, they can immediately shoot, and Gamma is often one of the few times security can and will absolutely kill anyone who purposedly goes out of their way to get in their way. While I also dislike it when it happens to me, a simple pair of Captain/HoS/NTR being able to waive it at their own desire, in my view, will cause a lot of chaos that's a bit too far Captains already call Red over someone seeing a 'cling' with an 'armblade' (praise extended miner-players that get fake mining armblades) - So I'm pushed to believe they'd call Gamma the moment 2 officers died and had a /suspicion/ the vampire is full power (despite it being a 400 blood umbra)
    3 points
  13. While I like the idea, I am not sure how it would work in practice. I'd be afraid there would be players inclined to raise the command level / keep bugging for higher alert level for elevated access. Basically: The other alert levels? Absolutely. The changes in access? No.
    3 points
  14. There is no longform excerpt, I lied. Hello friends, it's the player of your least favorite assistants; Orlando GT-R and Basil Tamaya. Roleplay is fun, and I'm mostly drawing paradise art and roleplaying at the same time. It's a great vibe. Most people know me on the Discord already, but I figured being on the forums is also nice. There's a lot that I missed out on simply by not being on the forums. Thanks for having me in the last 3 months I started.
    3 points
  15. I personally fear it might lead to elitism. Perhaps make it a role selectable for mentors and admins? I am aware that would perhaps 'feed into' the elitism but on the other hand, I feel that if you are a mentor/admin you should be able to behave yourself properly and are held to a higher standard in any case. Any abuse/misuse of the role would be dealt with.
    2 points
  16. Personally, as command, I just fully ignore bridge hobos, they annoy me endlessly. I want to see people walking up and down the hallway but I sometimes just use the shutters so I don't have to see minibar #39851 being built in the middle of a main corridor. As for the phenomenon itself, I think we have bridge hobos because a lot of people love to see the security vs antagonists gameplay in person (and sometimes try to get involved as well, breaching our validhunting rule), and the best places to experience that are 1) the Bridge that is always a hotspot for both RP drama and mechanical conflict and 2) medbay. I think a solution for bridge hobos would be making the bar/other recreational areas more mechanically interesting. Henri's NT recruitment arcade game, for example, lured a lot of people into the arcade / made them install new machines around the station. Some people know how to use cards well and host blackjack games in the bar. We need more of these, and then, I think, people will be less likely to gawk at command, waiting for the free circus, and instead they'd go and make their own fun.
    2 points
  17. shutters are something that could be used for cool things! they're on the station but not buildable! would be really cool if you could build them! they could have the same building recipe as airlocks. and maybe buttons for using them such as the mass deilver button.
    2 points
  18. Not every god damn thing revolves around antags. Bridge hoboing is weird, it's like... why tf are are you cleaning floors in bridge hallway, when your station is equipped with areas to ACTUALLY spend time in. It's odd to me, I don't like it, it takes content away from service department. Personally, I don't really care if mr. antag man has harder or easier time, as it's a SECONDARY issue. Okay, back to the topic. I would love if you could set the job titles! "Assistant" is extremely simple and shallow title. Having titles like "Retired" and "Off-Duty" would be very fun, and would positively contribute to character arcs. Having an "Intern" job title would also be very cool! However, not sure if Assistant as a title should be department-specific, having an "Engineering Assistant", while cool, would honestly change nothing. People will take it cuz it sounds cool and do nothing with engineering. Leaving it only for HoP to set is probably better. "Tourist" would imply you are not hired by NT. If they had no paychecks, it'd be cool. Doesn't make sense otherwise. "Civilian" is maybe better, tho it's also even less deep than "Assistant". Woouldn't hurt, but also not a fan.
    2 points
  19. Its a non-issue IMO. If people have an issue with Bridge Hobos due to it making antagging around the Bridge hard, ahelp to bomb them. Most Staff love giving permission to bomb the local Station homeless
    2 points
  20. I don't really have an opinion on this other than that I think the whole bridge hobo thing should be prohibited. This is the only server where I've seen that happen and it's weird for a MRP server like Paradise to tolerate people just standing there doing nothing.
    2 points
  21. To avoid going in circles, let's keep it to the question/original suggestion. It had nothing to do with bridge hobo'ing specifically rather it was used as an example of what *some* assistants do. The question is: Should we reduce the paychecks of civilians? If yes, how much? I made a poll on the opening post now, so that it can be voted on to have a bit of a better perspective of where the general preference lies.
    2 points
  22. I like to make a point to try to remember to interact at least once with these types of roles each round if they’re active. I used to be better about it. Anything from chatting the bartender, telling the barber to fuck my shit up, getting therapy for awful HoS round #3,456, or going to confession for obliterating someone as security.
    2 points
  23. RP jobs are only boring if you treat them like they are. Either you aren't playing the job right/with the right mindset or you could be unlucky with people not RP'ing back.
    2 points
  24. While I can't say I fully disagree with you, what exactly does it improve? With how fast a crewmember can go from cloner to key witness, I don't think this change will have the desired effect. Leaving a revivable corpse behind for the good of the community doesn't exactly sound tempting. Murder is murder even if they are revivable and you have a photo.
    2 points
  25. maybe instead of changing how the assassinate objective currently works, add a new objective "teach XX a lesson by killing them, take photo proof"; which would bring some variety into violent objectives and sometimes just wouldn't force you to permakill your objective thoughts? /s shower thought
    2 points
  26. Daut me Daut Werner me I love alot of things but mostly i love banjo, ducks, camels, wait i think i also love station in spaces yeah Since chaplain is the best role i play mostly chaplain because chaplain is cool and yes i love Basically im cool and i also love my hat because its cool and its having protection of 100% to any hits (Daut(Daut Werner apropopproved)_+;' Also my friends are cool because im cool and that makes them also cool
    2 points
  27. Congratulations! :) The wiki is a labour of love, but it's also a community driven project that's constantly evolving and changing. We owe a lot to our contributors and our wiki thrives exclusively because of them. Echoing SynthTee here... If you've ever been interested in editing the wiki, please don't be afraid to lend a hand here and there!
    2 points
  28. 10th anniversary artwork
    2 points
  29. Hello there Paradise Station, I'm English; although at this point I'm a lot more comfortable going by the name "Calendar Days" then that old one. I've been playing since about 3 years and 3ish months ago, May of 2020 following the onset of Covid. Back then I played as characters like Rayner Milne ; a all-rounder but janitor human character who I pretty much started my entire journey with. I barely talk about this character despite having played months with them back in 2020 in order to unlock the karma necessary to play Grey and such. A second human character called Reiner Fuchs was played mainly on Scientist and Cargo. The third human character I ever used was Christa Richter, who I played in Medical Bay. Nowadays I mostly play the Grey Scientist Calendar Days, pink-eyed and clad in Hawaiian camouflage. Days is a risk-avoidant Researcher who is below average in physical attributes, which is why they would rather run, hide or work with a threat just long enough in-order to secure a safe passage long enough to fuck off and live forever. The skill they posses with weaponry leaves little to be desired though, and Days often relies on more immediate methods of neutralization like slimification or blue-space transposal, preferring them over more physical means of assassinations'. You can spot me often in the art-channel of the discord, or in the bar on station ordering a Syndicate Bomb! Happy 10 Year Anniversary Paradise Station, lets round off my 3 years with another 7 so I can catch up.
    2 points
  30. Agreed, but then I'd suggest making it a clause that the NTR can only step in such case that either HoS o Cap (or both) are unavailable - Namely because NTR is an easy job to unlock, previously it was like 5 or 15 karma, and nowadays its locked behind a not-too-big time window, so as I want to trust NTRs, that's powers that I'm scared for HoSs and Captains to have. I'd say if Gamma was given to crew it'd need to be changed, specifically the part I cited, or it'd be messy in the sec way. Also we'd probably need another alert level for when admins want to step it up but don't want to go as far as to Epsilon/Delta
    2 points
  31. Honestly I am really for the idea! As @Sadhorizon mentioned this would give players joining mid round more info than just "well it's red again". As for the access I am not sure this is a great idea. - Things like armory, ai sat or Perma should not be accessed even on orange or violet alert without someone who has access there. Same with the personal room of heads of departments - tho tbh imo if the engineers and med staff should only the most basic access if any. I would not grant engineers/med staff any access. But from the RP point of view I really like the idea! @Retrograde115 Imo this if done well could be a really positive thing This would require a clear guidelines of what contributes to an alert. Does one breach contribute to orange? If yes how big? It could always be left for a heads of departments to decide but well This could also play somehow when crew is calling ERT. If captain sends the message "We need ERT we got a guy who makes a lot of Breaches and we cannot catch him". The CC could look if the orange alert is active. - If yes then send some engineers - If not presume breaches are covered by engineering crew present and send just mussles
    2 points
  32. I don't think this will work in practice. Not only is red often kept for nearly the entire shift, the dynamic between getting access to different items vs a blanket access increase is rather different. Every single item in armory is specific. Disablers and batons work better than other equipment against people without stun resistance, this accounts for almost every non antagonist role. Lasers work best against things that cannot be stunned effectively or things that you require permanent damage to effectively deal with. Ablative armor and riot armor do well against what you think they would do well against. Shotguns are excellent for adrenal users or as a sidegrade to the disabler that is higher risk. The best example of how something like this can go wrong are shields. Shields before parrying used to almost always be available for anyone to take as an officer, if they weren't available security would just take a shield from science. This was because the benefits they gave were entirely passive. For giving up one hand slot (minor downside) they gave you a 50% chance to block hits (major upside). Like an access upgrade like you are suggesting, this is entirely passive with ultimately no reason to deny said upgrade beyond "you're not supposed to". Players will generally not listen to empty threats, especially when it is tied to something as uncommonly followed as SOP. Sop works best when it complements the design of a set of features, and is utterly ignored when it works against it.
    2 points
  33. 2 points
  34. my first kidan, Zvikk [...] Zarlan. Oh hey, them again... is that an e20?!? Seven minutes into the round?!? Ain't no way... My robor, Z.I.R.C., up to no good. And, last but very much not least: Two coolest nians on station, in the middle of their concert!
    2 points
  35. Thank you @Warriorstar for the commission!
    2 points
  36. Well, the time has finally come, I’m afraid. Effective September 15th, I will be fully retiring from Paradise. It’s been quite obvious, in the past year, that my involvement has dramatically fallen; it’s been a bit of a challenge to hold on this long. But here we are—I’ve served Paradise for a full 10 years now—an entire decade. It’s been a long journey, and one that I most definitely do not regret—and one in which I’ve managed to earn myself the title of “longest serving Paradise staff member, ever”. I figured it would be fitting to conclude it all with a story of how I got where I am, today, and all the people who touched my life, along the way. It’s a long story, so consider yourself warned! It started in the summer of 2013 with me just being a regular player on a SS13 server known as “BestRP”. It was a quiet little server, mostly focused on roleplay, but it was one of the few places that was generally ok with having someone with my name and my character playing there---that wasn’t just low RP utter chaos with little social engagement. It was there that I met and got to know Necaladun, MKenner, and Kodos MacArthur. They were an interesting bunch and I often found myself assigned curious antagonist task out of the blue by MKenner or Neca with a message of “have fun with this one”, “don’t’ go too wild”, or “let’s see if you can do this one”. I was something of an oddity at BestRP---these were the earlier days of SS13, and very few things about game mechanics were documented anywhere. The basics were, like surgery and setting up the engine, but a lot of other tasks (Botany, R&D, nuanced combat methods, etc.) were not documented, and a great many more just weren’t even discovered yet. As an understatement, I was obsessed with discovering every little mechanic, strategy, or detail within SS13 and was one of the only people playing on BestRP who had a grasp of those mechanics. Neca later confided in me that he and MKenner were “horrified” about my capabilities and worried that if I were a truly rogue player I could “blow up the station and we’d have no idea who was responsible”. It was here that I also met IcedV, Ours, and ABlueFoxNight/AoiKitsune—these were regular players who I formed a fast friendship with and generally hung out a lot doing various shenanigans (Aoi and I became well known for our Virology Xeno hijinks---with one of us turning ourselves into a Xeno to be other’s bartender personal bodyguard. IcedV, Ours, and I became a trio of nerds hanging out in science a lot). Eventually things started breaking down a bit at BestRP. The server owner and founder, Abbey, maintained a stranglehold on the server. She lived in a perpetual state of paranoid fear that one of her admins was going to hijack the server or somehow usurp control of it, through the code. She also developed a fixation on pushing player numbers up---at that time, turning her server into a TG-like server was the path she chose. This didn’t set well with a moderate portion of BestRP’s playerbase, and especially Neca, MKenner, and Kodos. It was at this point that I started bugging Neca to start his own server. It turns out Neca had already had this thought, and unbeknownst to me, Regens and Ponies had started playing on BestRP to boot. I knew of Ponies from the very first SS13 server I played on, Rocket Station 42. Ponies served as the head coder there, at the time. Unfortunately, Rocket Station died and all its playerbase, including me, were set adrift. In either event, I recalled Ponies time there and encouraged Neca to collaborate with him, due to his past coding experience. I was later informed that Regens and Ponies had spoken to Neca and also hoped to form their own server. After a few weeks we decided to finally do it. Several of us broke away from BestRP, held a meeting, and decided to found our own server. In total, there were initially 6 of us: Necaladun, Mkenner, Regens, Ponies, Kodos, El Diablo Shadow, and myself. These are the original founding fathers of Paradise and the original administrative team. The first time that all of us had logged into Paradise was September 5th, 2013, which is the date I consider to be our founding date (there were a couple individuals, such as Regens and Ponies, who had logged on a week prior, but no agreement about Paradise had been established yet). Paradise initially ran off a paid yet shared server hosting service that was specialized for BYOND. It was exciting, but in retrospect, the service was incredibly basic, lacking, and overpriced. There was no database, redundancy, or anything like that. You uploaded a few files and selected which was the executable. No real tools to reset things, no extensive logging---all basic. Still, it marked that we had struck out on our own. Paradise stayed quite small, originally—we rarely exceeded 20 players. IcedV, ABlueFoxNight/AoiKitunse, Ours, and a few others all migrated over from BestRP. I was even able to convince the person who introduced me to SS13, DaveTheHeadcrab, to join. It was also during this time that we acquired some future admins and coders, such as Heroo12, and Tigercat. Over the course of the next few months Neca asked if I’d be interested in also being Headmin instead of just a regular admin ---I accepted and helped keep an eye on the server and its administration. By December we were growing quite rapidly; we reached 50+ players by that point. That doesn’t sound like much by today’s standards, but that was quite large for SS13 in 2013. It was also around this time I started playing on Goonstation, where I was able to form friendships with Cogwerks, Keelin, and ISaidNo (responsible for chemistry, genetics, and botany respectively). It was through this friendship and working with VG Station’s N3X15 that we were able to bring the very first open-source garbage collector to SS13. As a side note, my time playing on Goonstation eventually led me to being the first and only person to discover Goonstation’s “magnum opus” secret chemical, werewolf serum. A few months later, however, I decided it was time for me to step down and retire; SS13 had become so normalized for me that I felt it wasn’t really filling the initial gap it hit when I first started playing. I didn’t stay retired long though, only a few months; I got the craving to start playing against in late July or August of 2014. When I returned, Paradise was a bit on the decline, but I still met a few more great people---it was at this time that I got to know FullOfSkittles. That downturn at Paradise quickly turned into a crash, sadly. Neca retired again, Ponies’ real life and career became far busier, and he had to step away---there were no other Headmins and no Headcoder. Code contribution tanked, and we lost virtually all our admins, save a few (such as Regens and BoneWhite). To say we were on the verge of utter collapse would be an understatement; at times our population numbers sunk into single digits. Neca returned long enough to offer me the Headmin position again and Ponies also returned for a short period to offer me the keys to the code base in addition to all his authority. After thinking about it hard for two weeks, I decided I didn’t want to see this community I helped found and build die. It was a lot of hard work rebuilding what was lost, and I can’t put all that credit on my own shoulders in rebuilding things. I hired FalseIncarnate as an admin and accepted a lot of help from MarkVA to help get us back on track, code wise. A few senior admins, such as Regens and Kluys bumped up their activity or returned. It was also at this point that I got thrown into the deep end of the pool with respect to coding. I was by no means the most experienced at that time, but there was no one else to drive the codebase forward, so it was a sink or swim moment—again, I couldn’t let this community die. Upon having discussions with both MarkVA and DaveTheHeadcrab, I chose to start focusing on balance and leaning into TG for design cues and coding standards, as they were the highest form at that time. To say the least, this decision was a bit controversial. I definitely made my fair share of mistakes along the way that I take responsibility for, but ultimately, I did try my best and always had a mind for trying to make the server better for a larger portion of the community. This meant standardizing the rules, having less favoritism with certain players, and changing some long-loved balance and design aspects into a healthier mix. I knew it would ruffle feathers, but my motivations were always to try to make Paradise better. By December things were looking up again; our player numbers had recovered to a new peak, new admins were hired, and a few old faces returned. We were also invigorated by a lot of new designs, features, and a more balanced codebase. The foundations laid for the garbage collector allowed us to have improved performance, too. It was also during this time that DZD and Tigercat really started coming into their own as coders, with both starting to make major contributions to Paradise. This takes us up to 2015, when Ponies returned, and a new system was put in place for codebase contribution; instead of me making decisions by myself, there would be a committee of Maintainers; initially this was DZD, Myself, and Ponies. We could reach consensus on what we felt belonged or did not. After the dust settled on this new system, I took interest in designing a canine-like race for SS13. FullofSkittles had put a few of her sprites up on Paradise’s forums; I used her werewolf sprite as a basis and began coding and testing it out—I also mentioned my interest in a canine-like race to Skittles and showed her a few screenshots using the werewolf sprite. Unbeknownst to me, she also had an interest in seeing a canine-like race too and had been working on sprites. We continued collaboration which led to us co-creating the Vulpkanin, which I still consider the height of my SS13 contributions (garbage collector being second). The amount of people who played Vulpkanin, only to discover new aspects, traits, or dimensions of their personal real lives and personality and how it impacted them, has been especially heartwarming over the years. The creation of the Vulpkanin, though…unfortunately led to a dark period for me. You see, SS13 wasn’t nearly as open and accepting back then as it was now. It still carried a lot of baggage from its /VG and Something Awful roots; intolerance was high and furries were especially hated. Needless to say, creating such a race brought a lot of extreme hate directed at me. For the greater part of the rest of 2015 and into 2016, a dedicated group of players made it their sole purpose in life to show up to the server and kill me in game, inconvenience me in medical as much as possible, and trump up fake arrest charges. Eventually this graduated into the formation of the “Furry Freedom Force” who would show up and demand I be removed from Maintainer and Vulpkanin removed or the “bombings would continue” …. then 4-6 tank transfer bombs would blow across the station. When this didn’t work, they then insisted I was their secret leader and because the server wasn’t a furry oriented server, the “bombing would continue until the demands of our leader, Fox, are met”. Like most trolls though, they grew bored and eventually left. What didn’t improve, however, was Reddit. Here, vile statements were often made about myself and Paradise---which continued well into 2016-2017 and didn’t really conclude until the famous downfall of Feweh, who, it was found out, developed dozens of sock puppet accounts to parrot points of how bad I was and especially how bad Paradise was. I can’t help but think forming a good relationship with Goonstation’s staff (who were primarily responsible for handling Feweh) helped in this department. The next few years were defined by a continued expansion of our original scope. As Paradise shed a lot of the trolls and haters, it became easier to focus on code developments. Tigercat, Krausus, TastyFish, CrazyLemon, AuroraBlade/Fethas, and a few others all were major contributors that helped us grow by leaps and bounds. We were no longer a fly-by-night codebase or server—we had matured and come into our own. After this time, we encountered some unique challenges with hosting, but thanks to Alffd, we were able to get back on our feet and keep the lights on. It was also here that AffectedArc began his redemption arc---from, quite frankly, an annoying pain in the butt to someone who was a lot more thoughtful and considerate----and he showed great promise in his code contributions to boot; he later went on to become one of our best Maintainers and eventually later still our server host. It’s especially been a pleasure working with him over the years. Our code standards tightened further, we established more well documented standards, formalized the decision-making process for PR approval, involved the Headmins, and established more community input, which brings us to the present. To say the least, it’s been a monumental journey and one that I am immensely happy I was a part of. I’m happy to retire, having seen Paradise grow so much, and I truly can’t thank the community and staff enough for having the opportunity to serve Paradise for 10 years. I could go on and on, with all the people who I’ve met over the years, but those stories could fill a hundred pages. Plenty of people had high impacts, too, even if not detailed here, just to name a few: Kasparov, Tully, ChibiTaur, Denghis, Klees & Shina Hoonkins, RB303, Von Bon, Alex Shreds, Archie, Doc/Evie, Jovan, Lowlander, Paranoid Sofa, Pierre, Ryan/Zan, DarkPyroLord/Valthorne, Skyping, StreakyHadock, DragonSlayer932, SteelSlayer, Elysian Prince, ADRKiller, FlattestGuitar, FreeStyla, Fludd12, Ansari, Exa, DumbDumb/Slade, Jayfeather, Normaly, RadiantFlash, Sassnek, Saywat, SkyPing, GuiltyBeans, Rurik, Toodles, Twinmold, UC Guy, Kitsa, Mochi, Ty Omaha, all the individuals mentioned in the body of this post, among dozens upon dozens of other players and staff are to name just a few of the people who have all impacted my life through this journey. I’ll still continue to be active in the Paradise Discord and will likely even pop on the server from time to time, so don’t worry, I’m not going to completely disappear, so feel free to drop me a line on Discord some time. It's been a truly wonderful experience and ride, and I look forward to seeing how Paradise develops and continues to grow over the coming years. It’s been an honor. Goodbye, Farewell, Amen. - Fox
    2 points
  37. I know many people are dissatisfied with the way assassinate objectives currently work; requiring permadeath by default. I'm aware that solutions like leaving a calling card have been brought up, but I realised we already have a working solution in-game. ..and it's the 'steal station blueprints' objective. This objective doesn't require the station blueprints to be physically stolen, so long as a photograph of them is (as it's the information that the Syndicate want, not the paper it's printed on). We could do the same with killing - either the target is dead at round-end (success), or you kill them and bring a photograph of their body with you at round end (success). This would solve the permadeath issue which many have, while still having the killer vulnerable due to carrying the photo with them. That is the end of my shower thought. Goodbye.
    1 point
  38. Violet alert would be cool if level 7 biohazards were more severe. I just don't see where it would be useful otherwise. Paramedics can easily request more access as long as there is a hop or captain around, and I don't think I have declined printing jaws of life for a paramedic ever.
    1 point
  39. Name: Tezotzotl Age: 51 Gender: Female Race: Vox Blood Type: O+ General Occupational Role(s): Scientific Chemist Mechatronic Engineer Station Engineer Biography: Employment Records: Security Records: Medical Records: Personnel Photo (Appearance text):
    1 point
  40. oh lawd she comin with the goat
    1 point
  41. 1 point
  42. I have expressed my issues with Wizard in the past, especially during my office hours where I've talked about the design of the game mode extensively. The biggest key issues with Wizard are as follows: The game is currently designed for players to begin investing heavily in their roundstart job from the get go to start working towards mid-game to end-game tier progression, almost all wizards don't show up for the first 10 minutes and some even take 20-35 minutes before going to the station. This leads to frustration as it completely round-ends any progression people have with non-antag related mechanics basically. Any wizard that is not immediately killed will remove people from the round permanently either directly or indirectly through polymorph or transformation spells which means a meaningful portion of active players now have to observe for the rest of the round or play in a role that is something which they do not want to play whatsoever (think polymorphed into a slime or a difference species) (as to choice 1) Wizard is not balanced to be a major round and the only way to balance it would be to significantly nerf wizard and completely rework most spells Wizards can be incredibly anti-climatic especially if they're not great at wizarding, rounds should not end anti-climatically Wizard is still great content for the game, it should not just be removed So how to solve these issues when you cannot just remove the gamemode? Wizard will need to undergo significant changes pending dynamic gamemodes if we successfully integrate that system into our codebase. Here is what I propose as the "other" option: Wizard can no longer permanently remove any player from the round instantly, brains must be preserved upon death; Furthermore, the wizards spells should aim to injure and disable as opposed to kill (atleast with ease) Polymorph spells are purely temporary Entire round altering spells are completely removed (ghosts, guns, etc) The end goal of the wizard is not just to sow chaos but to complete a few select objectives and then finish their run by completing a "ritual" which will in someway permanently alter the rules of the round. I.e. if the wizard succeeds with the ritual, for the rest of the round portals will randomly appear occasionally which spawn random simple mobs (almost like netherworld portal but slightly less lethal). This not only prevents rounds by being completely derailed by a wizard but also punishes players for failing to contain the wizard in an interesting way that could actually be fun.
    1 point
  43. Uh! Uh! Yo, yo, back up back up, 'cause here it comes! Yo yo, better bring yo' bat! 'Cause up in here comes the great TinnCatt! I don't purr, I just ban. 'Cause I'm the real WOO'MAN! Am I girl? Am I not? Don't have time for that thought! Fo' the ghosts do their roasts As the traitor makes his posts. Is he mad, 'cause he's bad? Sure made Sec really glad. Typed a word, we've all heard. Another appeal? It's his third. So now we wait Fo' his fate 'Cause of that word of such hate So Tetra dear, can't you hear? Do you quake in such fear? You can't rhyme worth a dime. Oh this rap, was a waste of time.
    1 point
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