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Alex6511

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  1. Changes and bug reports should be on there. Any form of discussion should not be, as the bulk of the server - and even the forum users don't use/look at the github unless linked to it directly. That would be a massive headache, a lot of the discussions use githubs numbers reference system to make things easier. Not to mention, the coders probably don't want to have to maintain all the discussions, and the odds of anyone else consistently handling it is unlikely. Even I don't check the github often enough to do something like that.
  2. Shadey, managing an open source project without github or a comparable service is pretty much impossible. Here is a static link to all changes currently pending: https://github.com/ParadiseSS13/Paradise/pulls All changes must be on there for 24 hours minimum with thge exception of fixes. Check it once a day and you will be fine.
  3. Might be bugged, out of the office right now so I can't investigate.
  4. Ipcs can be deconverted the same way as anyone else.
  5. I have to agree with having some type of notification on admin revives. Also, sometimes I see someone randomly attacking people and they suddenly to see. In these cases I never know if I should bring them to cryo, leave them there, or bring them to the brig. While u can ahelp and ask if they were banned it might be easier to have an ssd notice like "They have suddenly fallen asleep. They probably won't come back" if they are banned so we know to take them to cryo.
  6. I can't speak for everyone involved in the coding but I can tell you with reasonable confidence that almost every suggestion here gets at least looked at. As for posting stuff to the community as the whole, that is more difficult because a large portion of the community is "transient" meaning that paradise might not necessarily be their primary or only server they play on.
  7. Okay. To be clear github issues are named that for a reason. It is not and never has been intended to only be used for bug reports. You are supposed to post anything that is precieved as a problem there. A look at popular gamintg related githubs will confirm this. https://github.com/acemod/ACE3 This is the github for a popular arma mod. You will notice that there's more than bugs on there, in fact they even use it to track various tasks and other problems not directly related to bugs. If it's not clear by my post, I am extremely against referring to the github issues area as a bug report section, as its named issues for a reason.
  8. Guide to toxins is awfully outdated and poorly written.
  9. I agree with Mark, but I think we need a way to whitelist cameras like ai core, as one of them starting broken (especially during malf) can cause massive problems for the ai.
  10. https://www.youtube.com/watch?v=nuHfVn_cfHU
  11. Theres currently a PR on the /tg/ github that does the following: I think these changes will be sufficient.
  12. Currently its just an alternative title to Medical Doctor, not its own job. I think if it was a "normal" job that was entirely seperate, yeah I'd agree, but this takes an alternative title and fleshes it out into an entire custom job.
  13. We could just give him a box/bag that is capable to holding his tools, (EDIT: Or a Coroner belt, hmm...) similar to the ERT's surgery bag.
  14. Recently, away missions have become somewhat trivial. One of two things will usually happen for gateway explorers, they either rush through the loot fest that was once known as a challenge course and loot super gear, due to the trivial nature of cheesing the gauntlet, or they just ignore it / mess around with xenos / beach party. I really think this is a disservice to the away mission system, and we could do better. I've been brainstorming and I've come up with a concept to try to re-energize interest in away missions and make them more fun, keeping in mind feedback given on github to the proposed removal of away missions, as well as some ideas from Kei. 1. Make gateway explorer a karma job (this, combined with corner, would mean there is now a karma job in every department) 2. Make it so that any "lethal" or otherwise "high value" loot is removed from your inventory upon returning from an away mission. 3. Change away mission fluff to be more about going to off-site locations and "securing" (stealing, in some cases) high value research data to further NT. This research data could be used in RnD to progress research much quicker. 4. Add more away missions overall, some of which would be considerably more deadly, some of which would be more mundane. 5. Missions would in theory, be designed to test different aspects of the players abilities. One might require knowledge of engineering to get power back online, while one might require you to be robust Notes: *Job would probably be around 30 karma mark, maybe more, as it is meant for experienced players. *Should make away missions useful, without them becoming a loot fest Thoughts?
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