Kyet

Host & Head of Staff
  • Content Count

    1725
  • Joined

  • Last visited

  • Days Won

    26

Kyet last won the day on March 3

Kyet had the most liked content!

Community Reputation

532 Excellent

About Kyet

  • Other groups Head of Staff,
    InGame Verified,
    Github Contributors
  • Rank
    Nerd

Personal Information

  • Byond Account
    kyet

Recent Profile Visitors

2784 profile views
  1. Apr 4: SkyPing has returned to staff as a Game Admin.
  2. Thoughts: What is this ranking based on? How much fun you have playing as them? Or something else? Does each tier have a specific meaning or is it just "more fun" v "less fun"? I have to say I consider blob to be the most fun antag, because of how clearly strategic its gameplay is. I'm also surprised you put changeling in D tier, when its more powerful and arguably more flexible than traitor. The ability to revive from death alone is incredible. I'm surprised you include super-rare antags like devils, revs, nations, etc but leave out some common ones like borers.
  3. Existing Patrons will not be charged for the month of April, but will still get their perks. (New Patrons that sign up now will be charged as normal) If you would normally be donating to us during the month of April, please consider donating instead to a charity aimed at helping Coronavirus victims.
  4. A few thoughts: How does the chef leave the kitchen without having to go through the bar windoor which they may not have access to? If this was to be a permanent map change, why not move the bar backroom east a bit so it can be connected to the north end of the area behind the bar counter? Are the slot machines placed the way they are because that's what you really want? Or just because you can't move them? A bit of a tangent, but it would be really nice if slot machines could be deconstructed, or at least moved, without the need for adminbus. The positioning of vents and scrubbers is pretty suboptimal. If this was to be a permanent map change they should be positioned in a dice-like pattern to make best use of their range. The light switch next to the slot machines needs to be moved. Possibly the fire alarm as well. Is the ATM on the bottom right usable in that position? I feel like it would be a good idea to place a one-tile wall north of the bar stools so as to discourage people from running through the line of bar stools and position-swapping with bar patrons.
  5. Mar 30: PurpleGenie56 has retired from the staff team (was a Head of Staff) DumbDumb5 has been elected by the staff to serve as a new Head of Staff (was previously Game Admin)
  6. The brig doc was originally meant to be a combination medical/sec role that existed for the benefit of prisoners. It turned out to be used exclusively for the benefit of security - almost never to help prisoners. The same would happen here if the psych was made into a combined med/sec role. So no, that's not a good idea. If you want to give him extra stuff, give him something that directly relates to his specialty. Like a mind scanner that detects mindslaves, thralls, etc. Something with a long cooldown, which ONLY he can use. That would help him effectively ensure the mental health and integrity of the crew.
  7. If you are mindshielded, and caught by cult/shadowlings/etc, you are more likely to be killed, than converted to their side, because its harder for them to convert you.
  8. This would make fewer people willing to play command roles, which is a problem because we already frequently have shifts where command jobs go unfilled. It would also negatively impact other station jobs, like IAA/NTR, who would have less problems to uncover (ie: less of a job to do). It would also negatively impact the antags themselves, since if everyone trusts heads for OOC reasons... you'd probably end up seeing the heads get armed every shift, and function as de-facto security within their departments. All of this seems like a formula for a less fun game. Yes, head jobs are powerful, both as antags, and normally. That's one of the benefits they get for taking on the stress of management responsibilities.
  9. Being realistic, xenos are not going to be fixed. Why? Because their mechanics are so well established from the films, that changing how their mechanics work to make them more fun to play as/against would arguably make them un-xeno-like. Because there's already a server that focuses on xenos, CM, and we're never going to want to compete with CM in their niche. Because xenos are copyrighted and we don't want to sink development time into further developing something with IP issues regarding its use. Because we already have better alternative antags (e.g: terrors). Because xenos have been done to death and if we're going to put in the amount of work required to truly fix xenos, I'd rather we just create something entirely new/original instead.
  10. I coded terror spiders partly because I was frustrated with how poor/unfun xeno mechanics were. I challenged myself to make something that was better designed, something more fun to play as and to fight against, and terror spiders were the result.
  11. 1. One of the most common issues with BS is them acting like sec. Giving them a sec hud might encourage this. 2. Seems reasonable, but bear in mind that more than the BS might use it. 3. The issue with this is that death alarms are very powerful, and an entire second box of them would be too much. Maybe ONE more implant, at most, could be added.
  12. This is a guide to how to, and how NOT to, roleplay on Paradise. This guide is NOT official server policy. Parts of it (like the definition of A tier) are purely my opinion. Parts of it (examples in F tier) are drawn from admin experience. Parts of it (like the examples in A tier) are mostly suggestions from other members of staff. F Tier: Banhammer-Worthy "RP" Covers stuff you're explicitly forbidden from doing by server rules, especially attempts to use "RP" as a justification for breaking server rules. Example 1: murdering as a non-antagonist, then claiming your character is "insane". ERP of any kind also counts. Example 2: choosing character quirks which are utterly incompatible with your game role, e.g. a deaf Captain, pacifist HoS, suicidal department head, doctor who likes to butcher their patients, a civilian who acts as if they're a caveman from pre-history, etc. If an admin messages you to ask why you did something, and your reply is that your character has some trait that means NT would probably never be willing to hire them, then that's probably F-tier. E Tier: Epic Fail "RP" Covers stuff that, while it isn't instant ban territory, is still considered objectively bad from an OOC point of view, and may get you in trouble with admins if you keep doing it. Example 1: job abandonment - IE signing up to play a job then not doing anything job related the whole shift. You can always resign from a job, or get a job transfer, at the HoP. Keeping the job, but failing to do any of it, hurts the other players who depend on that job, and prevents anyone else who wants that job from taking it. This includes taking a job, then simply standing in front of the bridge for the whole shift. It also includes disappearing into maintenance to make your own personal maint fort (unless you are a civilian). Example 2: giving your meta-friend a job as "bridge assistant" when you're the Captain, even though there's no IC reason for you to do this. Example 3: completely inappropriate use of flavor text, e.g: including things like "used to be a shaft miner on Luna", which is not permitted, as flavor text is reserved for how your character LOOKS. You can't include things people can't see from looking at them. Example 4: incredibly snowflakey characters, like 23-year-olds who claim to be a decorated former ERT sergeant, a rich socialite whose father is on the NT board of directors, a civilian who claims to come from a long line of SWF wizards, etc. Essentially, people who would never be allowed to work on the Cyberiad in the first place, because if their backstory is true, they'd be too important to risk on a deathtrap like the Cyberiad. D Tier: Annoying "RP" Covers stuff that is widely regarded as poor quality RP, and annoying, but won't get you in OOC trouble with the admins. Example 1: Non-command characters that only speak one language (other than galactic common), and therefore cannot talk with the rest of the crew. Example 2: Actions/speech that is utterly implausible to the point it breaks immersion of everyone who witnesses it, e.g. you asking to have surgery without anesthetic. Example 3: Characters with names inappropriate for their species, e.g. "Dave" with no last name as human, or a human-like name as Vox. Example 4: Any use of suicide or self-harm without an incredibly good reason. "I'm about to get captured by a xeno and facehugged" is a good reason. "I got a 60 minute brig sentence" is NOT. Suiciding over a 5-minute brig sentence is just insane, and terrible. Example 5: Acting as if your character knows things they couldn't possibly know. E.g. searching maint at roundstart for antags before you have any reason to think there are antags. Example 6: Taking on opponents you could never hope to defeat, or otherwise acting with no sense of self-preservation or fear, e.g. running into maint unarmed to attack shadowlings. Example 7: Willingly giving a vampire blood. They're a blood sucking bluespace parasite. Knowing their character OOCly is even less reason. ICly, it is not your character's friend who is asking - it is the parasite who now inhabits their body. ICly, you should recoil in horror, not act like it is still your friend asking. Example 8: Acting like you're playing a team deathmatch game where your goal is to kill the other side, rather than a job simulator where your goal is to do your job and survive. Example 9: Disproportionate retribution: spending your entire round trying to get revenge on someone for doing something that only minorly inconvenienced you. E.g. harassing sec all shift over a 5 minute brig sentence. Example 10: Using IC racism as a member of command in a way that undermines your ability to play your job role. E.g. a Captain who hates IPCs and won't talk to them - when they have IPC CE and CMO. Their IC racism undermines their ability to be effective at their command job, which is a large part of their game role, which makes IC racism in this context D-tier. Example 11: characters that make our playerbase cringe. Examples include characters with cringey anime references/language, half-breed interspecies hybrids, female characters with accentuated "sexy" traits such as large breasts, characters whose flavor text makes a point about how beautiful they are, slimepeople wearing clip-on cat ears, etc. Example 12: Use of vox-speak as a non-vox. C Tier: Bland RP Covers stuff regarded as bland and unexceptional. Example 1: Doing your job but without really interacting with anyone. Example 2: Doing what you do without any deeper sense of why beyond "that might be fun". No character definition or depth. Example 3: Doing the basics of what your species is expected to do (e.g: occasionally say "yaya" as a vox) without any understanding of the whys and hows of that convention. Example 4: Acting as a competent crew member - but without your character having any flavor text, employment records, character backstory, etc. B Tier: Good RP Covers stuff that really does add to the RP atmosphere of the server, and makes your character feel more fleshed out. Example 1: using species traits to make you seem more like that species, e.g. as a vox, making a point of hiding in lockers and otherwise displaying knowledge of, and willingness to use, their skittishness. Example 2: pulling species lore into your chit-chat, e.g: as a vox, talking about life on the arkship before you were exiled, or as a unathi, referring to other unathi by their last name. Example 3: using job history, e.g. a CE tutoring a new engineer by explaining what they learned "Back on the old NSS Legoslov, before it was decommissioned". Example 4: persistent character traits that always apply for a certain character, e.g: favorite food, favorite color, and that influence their actions in small ways that give them some personality. These can be tied to knowledge that character has, e.g. favorite drink at the bar, or past experience, e.g. weaknesses/fears. Example 5: ability to make friends with your co-workers without causing conflicts. Example 6: doing things that disadvantage your character for the sake of RP, without breaking role in any other way, e.g. as a civilian, not fighting back because you're a pacifist, even if it leads to your death. Note: as a sec officer, the exact same behavior would be considered breaking role, and D-tier, since sec are expected to fight. As a civilian, though, being a pacifist is a way to add meaningful flavor without breaking role, and thus B-tier. Example 7: claiming to not know things ICly because your role logically wouldn't. E.g. as a doctor, claiming to not know how to hack an airlock because even though you OOCly as a player do know, your character as a doctor doesn't have engineering experience. Note: you can only qualify for this if it is logical your character in their current job would not know. Pretending not to know how to hack an airlock as an actual engineer is D or E tier. A Tier: Inspiring RP Covers stuff that helps build an interesting and flavorful RP situation for much of the playerbase, without being implausible, over-the-top, breaking the rules, or causing other elements of the server's RP to suffer. This is specifically for things that have widespread impact on the round. No matter how good your RP is, if it only affects you and a few people you interact with directly, it is, at best, B tier. A tier is reserved for stuff with large, positive impact on the RP of the whole round. Getting to this tier is HARD. It requires serious thought and effort. Even the best RPers won't make it to A-tier most shifts. B-tier is what you should be aiming for if you want to be "good" at RP. A-tier is for those legendary rounds you and others remember for a long time. Example 1: As Captain, playing a former pirate captain who was hired by NT due to crew shortages. Explains unconventional uniform, allows for creative RP in chat, and provides plenty of scope for admins to launch pirate-themed events, without undermining the Captain's ability to do their job. Easy for other players to build off of, e.g. by starting to use nautical terms around the station. Example 2: As IPC, having downloaded memories from another person/character, thus causing tension between your natural inclinations and those of the implanted memories, leading to a situation where the crew as a whole start to question whether all IPCs have implanted memories, IPCs demanding "memory integrity", etc. The key thing is the positive impact it has on the round as a whole, making the crew question whether they really understand how IPC minds work, and making them think about the species more deeply than they would normally. If your RP only affects you and the people you directly interact with, it is not A-tier. Example 3: As Bartender, having a combination of medical training and a desire to experiment with flavors, that lead you to opening a bar that serves only non-alcoholic drinks - but the most exotic and interesting non-alcoholic drinks imaginable. Has huge scope for creating interesting situations, whether that is patrons demanding alcohol, or just enjoying trying drinks they never did before. Gives you the ability to roam the station interacting with all sorts of crew, acquiring exotic drink ingredients, sharing your story, spreading the legend of the "flavor bar", etc. Example 4: As AI, during a round where changelings are killing crew in maint, acting like the changelings are a biohazard. Theming your announcements, including text, voice, and radio, towards "biohazard containment" of the hostile changelings, thus inspiring a climate of (appropriate) IC fear in the crew, and shifting the atmosphere of the whole station towards distrust, paranoia, worry, etc. You're still on the crew's side, and visibly so, but you're setting atmosphere for the whole station in a way that drives the roleplay of the shift. Example 5: As Chaplain, hold a well-attended wedding event with lots of roleplay, interaction, possibly a dance afterwards, etc. Alternatively, actually preach a religion to the same standard that a real-life chaplain would - IE no joke religions, make a really serious effort, hold services, don't do sacrifices, don't rely on prayers, etc. Example 6: As Chef, make enough incredible food to serve a full three-course meal to ten people. Make it a first-come, first-served event with a waiter. Limit attendees to make it exclusive, inspire jealously in those not able to come, recruit the journalist to serve as a food critic and do a writeup for the newscaster, etc. Example 7: As Engineer, create a unique and interesting structure, with a story around it, that people want to spend time in. E.g: a temple that rivals the Chaplain or offers praise to Lord Singuloth, or a space observatory where people can appreciate the stars with a great view. Example 8: As Scientist, conduct an extensive series of scientific tests in the pursuit of knowledge, and publish the results in the newscaster. Example 9: As Atmos Tech, constructing an elaborate disposals-based roller-coaster throughout the entire station, promoting it, and then maybe even charging admission. Example 10: As HoP, require that anyone requesting a job transfer prove that they can actually do the job they're asking for a transfer to. E.g. give them a test which requires them to prove knowledge of the job. E.g. if someone asks for a transfer to Bartender, ask them to name their three most popular drinks, the recipes for them and why they're popular. Example 11: As IAA, keep a record of every person brigged during a shift, as well as the evidence/proof that got them sentenced. Near the end of the shift, have the Captain publish your results to the whole crew, praising or judging security based on how well they ensured that they brigged people correctly and had solid legal evidence for every person they sentenced. Example 12: As Librarian, become an investigative reporter, alerting the crew to people (especially Command) acting in corrupt fashion, and ultimately ensuring proper oversight is done of people in vital roles, even if NTR/IAA are asleep at the switch. Example 13: The storyteller: hang around in a public area, throughout the shift telling fascinating stories of your prior work on other stations/ships/etc in a way that adds depth and realism to the game world. Example 14: As a Kidan, start a public pressure campaign to have humanity acknowledge the harm done to the Kidans in the war, and pay reparations. Get your petition signed/stamped by all heads of department and the Captain, then transmitted to CentCom. Example 15: As a sentient animal, roleplay ignorance of human/crew conventions, and constantly ask questions of the crew around you to learn things your character doesn't know. Don't give up, even when many ignore you. Example 16: As barber, get an announcement made that a certain style of haircut is now all the rage on Sol, and form a team of volunteers with that haircut. Attempt to get a special lounge / exclusive club constructed for them. Recruit some taj/vulp who, although they cannot enter because they can't have that haircut, can be dyed and act as bouncers.
  13. @McRamon This is the tier guide for Captain. Not the tier guide for RPing. That would be a different guide. You can play Captain pretty well without deliberately setting out to RP, simply by doing your job well, as that counts as playing the role of Captain well. Actions, not just words, are RP. Conversely, you can play Captain badly by setting out to "RP" your own personal gimmick / weird character, at the expense of actually doing your job. In fact this is a pretty common excuse of Captains who neglect their duties. Stereotypical examples include Captains who choose quirks that make communicating with them harder. The relationship between RPing and doing well is more complicated than you'd expect, so I don't want to focus on it in this guide. I'd rather be crystal clear about what the Captain is supposed to do (effectively manage the station overall) and any RP you do on top of that is a bonus. There are plenty of examples of Captains who use RP flavor to make themselves more memorable (e.g: former pirate Captain hired by NT), without neglecting their job. That said, its really hard to teach people how to pick gimmicks which are fun and interesting but don't encourage them to neglect their duties or act in an un-Captain-like way. It is a deep enough topic that it really deserves its own tier guide on RPing.
  14. @Breenland I've removed the reference to "hardass". Originally, I meant "being willing to handle difficult situations", but that wasn't clear, so I've edited it out. I've also added that good Captains are willing to change course when the situation changes. This includes lowering the alert level.
  15. This is a guide to how to, and how NOT to, play Captain. Starting off from the lowest (worst) tier, and working our way up towards the best, we have: F Tier: The Baldie These are the Captains that do so badly, they break server rules and get banned or job banned. Examples include: mutinying against or otherwise defying CentCom, committing murder with their rapier/gun, performing an illegal execution, abandoning the station by going into space/gateway, or acting like a standard security officer and constantly chasing EoCs through maint. Note that higher standards apply to Captain than any other crew role. As such, Captain is the easiest job to earn a job and/or server ban with if you aren't doing your job properly. E Tier: The Clueless These are Captains that fail to do any of the basic IC requirements of the job, such as securing the critical items (disk, spare ID, pinpointer, etc), raising the alert level, or calling the shuttle. These are the sort of Captains openly mocked by CentCom and the crew for being terrible, and usually making the station dramatically worse by their negligence. You can still earn a job ban from Command by repeatedly playing Captain at this level of incompetence, but unlike F-tier, it usually takes a Captain doing this across multiple rounds before admins apply a job ban. D Tier: The "What Does Command Mean?" Captain These Captains have some idea that their job is to command the station, but they don't understand how to command. For example, they might neglect to ensure each department has a head, for the whole shift, because they don't realize that appointing acting heads is up to them. They might carry around their antique laser / chain of command, or wear their hardsuit, on green, thinking that this makes them look like they're in charge, but in reality, it makes them look like an idiot. Another common error at this tier is violating basic practices for hiring and job transfers, like hiring crew into security during a changeling-caused red alert, or hiring people into head jobs from outside that department. This tier of Captain is trying to command the station, they just don't understand how to do it properly, which leads to frequent SOP violations. C Tier: The Bridge Captain These Captains meet all the basic requirements of the job. They follow all points of server rules, space law and SOP, but don't do anything significant beyond this minimum. For example, they'll ensure every department has a head (or acting head) but then never check in on the departments, or verify that their heads are actually leading their departments well. They'll relay emergency information over comms, but they won't dig into things to investigate if what they are being told is true. They'll end up standing around on the bridge a lot, seemingly not doing very much, to the point you could almost mistake them for a piece of bridge furniture. They're the sort of Captain who is taken completely by surprise, and quickly killed, when nuke ops burst into the bridge, because they just weren't paying attention, too overwhelmed with trying to listen to all radio channels at once. All in all this sort of Captain is the hardest to notice, as they don't do anything particularly notable or memorable. B Tier: The Good Captain These Captains do a good job of commanding the station. You can identify them because they go beyond the minimum requirements, and find ways to make life better for other players on the station. For example, they don't just ensure that every department has a head. They also ask their heads to check in every once in awhile, and send the BS to locate any who fail to report in. They don't just secure the spare/disk/etc. They also give the pinpointer to the BS, and the spare to the HoS or BS during emergencies. They don't just relay information on radio. They also make smart use of crew-wide announcements to ensure the whole station knows critical information. E.g: "everyone weld vents now". They'll hand-deliver the Chain of Command to R&D, encourage the CE to take the teleporter's hand tele because they know the CE can use it, and ask the RD if they want a lawset change. They'll react to changes in the situation, like lowering the alert level if the situation warrants it. They don't just sit there passively, they're proactively looking for ways to enchance station productivity (ie: help other roles function better). A Tier: The Awesome Manager Captain These Captains are like B-tier, except that they're truly exceptional managers. They provide broad leadership to all, while knowing exactly when to delegate versus handle something personally. For example, while a B-tier Captain might announce "weld the vents", an A-tier would announce: "We have xenomorphs. Engineering, weld vents. Cargo, order guns. Medical, be ready for surgery and acid injuries. Security, arm up and start sweeping the station in pairs. Science, give people experimental welders." This second announcement makes sure everyone knows what the threat is, and gives every department a specific action plan to help deal with it. It is miles better than the B-tier announcement. While a B-tier Captain might order a rogue HoS to the bridge for questioning, an A-tier Captain would question the HoS in the Captain's office, with the BS present, so if the HoS turned out to be truly rogue or bad, they could be demoted on the spot without risk of the HoS escaping. More generally, an A-tier Captain is a lot more willing to demote AWOL or otherwise incompetent heads of department than a B-tier Captain is. Making the correct call as to when a head of department deserves demotion, then demoting them without a hitch, is the mark of an A-tier Captain. A B-tier Captain might deliver the chain to R&D, but an A-tier Captain would actually check with the RD that ORM/cloner are upgraded, and that disks are being shipped to CentCom. More generally, an A-tier Captain knows how to do every head of department job well enough that they can ask specific, probing questions of their heads, which reveal how well that department is really doing. They can then give department-specific orders based on that knowledge. A-tier Captains actively avoid combat. They know they can fight, but they also know that they shouldn't fight if any other option exists (and it usually does). They'll help out sec during low pop, without putting themselves at risk, but during high pop they avoid doing security work as there are already enough officers, and their mantra is "delegate whenever possible. If not possible, look for a better option than doing it yourself". In the case of insufficient sec officers, that would be ERT or giving the officer role priority in the ID console, or both. A-tier Captains make good use of the PDA system for getting peoples' attention, as well as crew monitors and cameras to watch goings-on remotely. That way they can monitor the station without putting themselves in danger. Captain is perhaps the most serious job on the station. Running a "gimmick" as Captain is probably not a good idea, as it tends to distract you from the job's actual duties. You can do it, but the more weird/gimmicky the gimmick, the more likely it is to reduce your perceived competence, and thus your place on the tier list. When in doubt, this is one job where you should avoid character gimmicks.