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Posts posted by Kyet
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@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. -
- 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.
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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.
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Mar 5:
- rb303 (Game Admin) is now retired.
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This is a guide to how to, and how NOT to, play Research Director (RD).
Starting off from the lowest (worst) tier, and working our way up towards the best, we have:
F Tier: The Mad Scientist
- These are the RDs that are self-antagging, or otherwise taking actions which obviously violate server rules. They don't care about anything, they just do whatever they want, consequences be damned.
- Examples include: adding custom laws to the AI without clearing it with anyone, chasing antags through maint in their own personal combat mech, leaving genetic disability syringes laying around labeled 'XRAY', provoking an extensive standoff with sec over hoarding high-tier weapons in science, declaring the independent nation of 'scientopia' outside of an event round, giving toxin bombs to anyone other than miners, releasing the slime hordes 'to see what would happen', using certain extremely destructive reactions in scichem, or combining two bags of holding.
- This sort of RD is actively harmful to the station. They give all RDs a bad name, even though they likely only got to play RD once before being banned.
E Tier: The Checked-Out Scientist- These are the RDs that are neglecting their jobs to the point that their department suffers greatly, and the damage may spread to the rest of the station.
- They're not necessarily breaking the rules, they're just utterly failing to do their job to the point you could call it negligence.
- They're not actively trying to make the station worse, but either they have absolutely no clue what they should be doing, or they genuinely don't care.
- One example is RDs who spend the entire shift messing around in scichem, never leaving, not even to deal with other science matters that require their attention, such as rogue AI.
- Another example is RDs who simply never respond to comms in a timely fashion.
- A third is RDs who act like petty kings of science, throwing Security out, just because they can, even though security is trying to apprehend a criminal who is in science and for all the RD knows, may be quite dangerous to their department.
- RDs who completely fail at interacting with the rest of their department, such as wordlessly stepping in and taking over their job just because they can, also fall into this category. This type of RD makes other players hate them, and avoid signing up to play in a department "led" by them.
- They are the sort of RD who completely ignores even major station-wide crises that are clearly their job to deal with, such as rogue AI/borgs, or who ignore their department entirely, acting more like an assistant than even a member of Science.
D Tier: The Under-Prepared Nerd
- This is the type of RD who understands that the job of the RD is to manage science, but is totally under-prepared for the task, often not even understanding the basic mechanics of science.
- They'll respond to command radio, though often only after you call them several times. They'll report clear hostile activity in their department, but otherwise do nothing about it. They'll understand the basics of their items, but use them inappropriately, and often in SOP-violating ways, like wearing their tele armor from shift start on green, or getting themselves spaced by trying to combine a bag of holding with the hand tele. They might maybe have a go at R&D, only to frustrate their scientists with their slow progress, eventually giving way to a scientist who finishes it much faster.
- They'll check in on robotics, but have no clue it is full of traitors, because they don't know how to recognize an emagged borg, or never even bother to check the borgs. They'll verify nobody was murdered recently in xenobio, but fail to realize that slimes being out of their pens is a bad thing. They'll report over the radio that scichem blew up, but make no effort to figure out which scientist was to blame, or have them demoted for blowing a hole in their department. They'll beat a rogue borg with their baton, possibly without even extending it, because they don't know you need to flash the borg first, or even better, lock them down on their console.
- This type of RD is at least trying to do their job, but they still fail miserably because they just don't have the basic game knowledge required. There is hope, though. Their attitude is good, they just need to get more experience and knowledge under their belt, and they might be a good RD someday.
- In the meantime, though, this type of RD is a blueshield's worst nightmare. They're constantly poking their nose into things, but super-ineptly, and frequently die horribly as a result. They're the type of RD that needs to be cloned multiple times per shift because they were always in the room when the X went off, never seeming to get out of the way, or be able to prevent it happening. They also frequently end up as a loot pinata for antags.
C Tier: The Super Scientist
- Like the D-tier, this type of RD understands that the primary job of the RD is to manage Science. Unlike the D-tier, they actually do know the basic mechanics of the science department. Unfortunately, they often struggle with the mechanical knowledge and skills required to play command. They make mistakes, but those mistakes tend to be command mistakes, rather than simple science mechanic mistakes.
- For example, where a D-tier RD would not realize the borgs are rogue, or have no idea how to fight them, a C-tier RD would realize, and try to do something about it, but wouldn't use their command abilities effectively. For example, they might fail to inform the robotocists, fail to report suspicions that one of the robos emagged the borgs to the HoS, fail to communicate to the station that the problem has been fixed (leading to unnecessary destruction of borgs/AI), etc.
- The hallmark of a C-tier RD is having a decent grasp of science mechanics, never violating server rules, generally following SOP... but struggling with the finer points of playing command, and being prone to having communication problems. Most commonly, prone to failing to communicate enough.
- This type of RD realizes that R&D needs to be done, and will do it themselves if necessary, but they might not check on genetics, or fail to ask Robotics to make genetics a medibot. They realize that having the clown in scichem is bad, and they'll kick him out, but they might not realize this should probably be reported to the HoS.
- This is the most common type of RD. Experienced enough at science to understand most science mechanics, but not experienced enough at command to be very effective at managing the science department. Their attitude is in the right place, generally, but they may forget things, and are usually not very proactive.
B Tier: The Science Manager
- This type of RD has a good grasp of how to play command. They're competent and effective managers, but they're not super memorable.
- This sort of RD can be identified by how they interact with other roles and departments. They always respond on comms, give orders that make their department more useful, welcome visits from NTR/IAA (who are their natural allies in keeping their department up to snuff), and generally both listen and give direction.
- They're the sort of RD who will quiz people in their department about whether they're doing things correctly, with specific questions. They'll ask Robotics to show their consent paperwork for borging people. They'll check with R&D that the ORM, cloner and robotics have been upgraded. They'll ask xenobio if red/yellow slimes are available, and if they can give the CE a red slime potion, or make yellows for the borgs. They'll make a fuss if they see robotics making combat mechs without permission on green. They'll generally actively work to minimize the number of problems that occur in science.
- When a problem does occur, such as a scientist detonates scichem, they will not only ensure that the problem is fixed, they'll actively try to make sure it does not happen again, e.g. by demoting the relevant scientist, or, if it was a genuine accident, ensuring the responsible partly truly understands what they did wrong, and does not repeat it.
- This type of RD can be identified by their good communication, effective management of the department (which tends to result in the department being problem-free much of the time), effective teamwork, and general helpful nature.
A Tier: The MacGyver
- This type of RD is like the B-tier, except that they have mastered all the mechanics, including the mechanics of playing command, and as such are able to do hugely beneficial things you'd never expect. They're the ones who will surprise you by macgyvering a solution to a problem that was previously thought to be totally unsolvable, or run their own player-led mini-event which is surprisingly creative and rewarding.
- A classic example recently was when there were 20+ rogue borgs on station. The RD's office was unusable due to a ton of AI/borg sabotage, and borgs were going full murderbone all over the station. At least 3 murderous borgs armed with 30 damage/hit energy swords were sweeping science, killing everyone they saw. It was pandemonium. Command and sec were long dead, and the rest of the crew was quickly joining them. All that stood between a new synthetic dawn was one lone RD, who stepped up to handle the situation in dramatic fashion. First, he used an RCD to create some walls, to keep out the murderous borgs. Not just to stop them reaching him, but also to stop them seeing him, or the controls in the room he was in. He also cut the cameras to stop the AI seeing him, and turned off his sensors so they could not track him. He also made sure, via hacking if necessary, that his room had power, and he had breathable air. These things done, he constructed a new robotics console. Since there were so many, many borgs, it was not practical to lock them all down, especially since the AI might be able to undo it. So, he ahelped for permission to blow the borgs. All 25 of them. All over the station. Given the situation, admins said yes, and he blew them. By doing this, he single-handedly saved the lives of every remaining living crew member, and they were able to safely evacuate on the shuttle. It wasn't just that he saved much of the crew single-handedly. It was also that he used quick thinking, science knowledge, and a multitude of tools, including communication, to do it. He correctly recognized that if he did not do this everyone was dead, so he made it happen.
- Another less dramatic example was an RD who heard that the AI was killed in a raid on the AI sat. He went to EVA, suited up, went to the AI core, carded the AI, took the AI back to his office, then used the integrity restorer to fix the AI. Hacking the APC as necessary to ensure his office was powered. Then he constructed the AI a second core in a very secure room (R&D server room). This enabled the AI to effectively be revived, where it served as a major ally in defeating the attacking nuclear ops team. The RD made clever use of their abilities to provide major help to the crew, help that nobody but the RD was in position to provide. The help that the RD provided was nonviolent, and based in science, but it still turned the entire round around. Prior to the AI being reactivated, the nuke ops were everywhere, and the station was in chaos. After the AI was reactivated, the nuke ops suddenly found every door stealth bolted, every firelock awaiting its chance to crush them, and every room full of crew laying in wait for them to stumble in. The entire nuke ops team was wiped out by co-ordinated tactics by the AI and crew, which was only possible as a direct result of the RD's efforts reviving it and hiding it, to protect it from nuke op counterattack.
- A third example was an RD who arranged weapon demonstrations for Security, walking them through the mechanics of a variety of science-issue weapons, how they work, and how to deal with them. Aside from being fun, and good RP, this was really helpful to, and enjoyed by, the security players who typically had no idea how these rare weapons worked. It gave them something to participate in during downtime, and was really useful knowledge for them. Beyond the round that it happened in, events like this create a better relationship between security and science, which is always good.
- A fourth example was a RD who spent much of his shift teaching newer scientists how to do R&D. It is very easy to just take over, as RD, lacking the patience to teach newer players. It is a lot harder, and more time-consuming, to properly teach other people who to do science right. The people who are willing to devote the time to teach, not only make science a nicer department to play in, but they really enhance the experience for newer players. This story actually comes from years ago, when I myself was new to Paradise, and it was this RD who first taught me how to do R&D. Such is the strength of this that they're the only RD I remember from that period all these years later. Sometimes, the strongest thing you can do, the most epic thing, is to show kindness and help people, even a little bit. It creates the most lasting memories.
- Last story of an A-tier RD: in one shift years ago, a vampire killed all of security and command - except for the RD. The RD had stayed in science all shift, dutifully doing their job of managing science. When the RD realized that no other members of command were responding on comms, the RD realized they had all been murdered, and it was up to the RD to assume acting captaincy, and call the shuttle. So they made an anti-vampire weapon for self-defense, and proceeded to the bridge to call the shuttle. The vampire had deliberately left the RD, and science in general, alone for the whole shift up to this point. The one time the vampire had approached the door of science, their smartest thrall had warned them: this RD is so incredibly dangerous that he would "destroy" the vampire near-instantly if the vampire was foolish enough to attack. Turn back, the thrall said, and the vampire laughed, unsure what threat a mere RD could pose, but decided to take the thrall's advice, just in case. That was much earlier in the round, though. That thrall was long dead now, and now, the vampire happened to walk past the bridge, and saw the RD there, calling the shuttle. Alone. The vampire decided to attack. The vampire had recently taken out the HoS, who was armed to the teeth, and inside of a fully armed durand mech. How much challenge could the RD be, compared to the HoS in a mech? The RD did not know who the vampire was, but upon seeing someone mist in front of the bridge, he figured it out instantly, moved a bit to prevent the vampire coming out of mist form on top of him, and then unloaded a shot or two of his specially designed anti-vampire science weapon into the still-materializing vampire. The vamp died almost before he finished phasing in. The RD had almost effortlessly annihilated the vampire who had slaughtered every member of sec, and every other member of command. Just as the thrall had warned the vampire he would. The RD shrugged and proceeded to calmly evacuate the rest of the crew, leaving the corpse of the vampire, still burning, on the bridge, like no big deal. Ghostchat erupted in laughter. "You were warned!", they said. That round, the RD played at an A-tier level, but NOT because they killed the vampire. That was only one small part of it. They were A-tier that round because they stuck to their job of managing science, but, when the situation required them to step up and call the shuttle, they not only did, but they did not let a small thing like a mech-destroying vampire stop them, for they had SCIENCE on their side. They annihilated the aggressive vampire, then just got on with their job.
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This is a guide to how to, and how NOT to, play Clowns.
Starting off from the lowest (worst) tier, and working our way up towards the best:
F Tier: Self Antag Clowns- These are clowns that do stuff that's worthy of bans/jobbans, thinking it is okay to break the server rules because they're a clown.
- Examples include stealing the nuke or other antag theft objectives, murdering people, detonating bombs, etc.
- It also includes clowns who actively make the life of the crew / survival of the crew more difficult, e.g: by lubing hallways on red alert.
- Playing clown this way WILL get you a ban.
E Tier: Civilians in Disguise- These are clowns that make absolutely zero effort to do anything clown related the entire shift, and instead just act like civilians with access to one more room and a mask.
- These clowns are difficult to notice... but equally, they are a complete waste of a clown slot.
D Tier: Slippy Mcgee
- These are clowns that think that occasionally slipping people is all that clowns are expected to do.
- They don't tell any jokes, or attempt to amuse the playerbase in general, they're effectively just assistants that occasionally use a banana peel to slip people for their own amusement. They don't care about entertaining the rest of the playerbase. They act for their own amusement - not the rest of the crew's.
- They're D tier because they're acting like an assistant that found some peels at botany - not a proper clown.
C Tier: Honks McBadJokes
- These are clowns that tell jokes throughout the shift, but none of their jokes are actually funny. They're just groan worthy.
- Sure, they're technically meeting the requirements of the clown job... but they're doing so in a way that brings no actual joy to anyone.
- Example: "What did the cannibal eating a clown say to the other cannibal? ... Does this taste funny to you?"
- You can identify C-tier clowns because their jokes are met with groans, screams, and requests to stop by the crew.
- They're trying to be entertaining, at least... but they are failing. They're "well, at least you tried" clowns.
B Tier: Honks McEntertainer- These are clowns that genuinely amuse the crew at least sometimes, but not in a consistent or super memorable way.
- For example, a clown that have some bad jokes, but also some jokes that generate *clap responses from the crew and laughter from deadchat.
- Or, a clown that constructs a bananium temple to clowning and demonstrates the correct use of *flip, bike horn, etc. People may remember them as decent clowns, but they won't become legends.
- They're harmless, entertaining, but not super memorable.
A Tier: Honks McLegend- These are clowns that everyone remembers for how laugh-out-loud funny they were. Clowns which are appreciated/respected even by the people they prank.
- For example, a clown that tells a joke which comes back around to make people laugh later. E.g: (Detective): "Clown, did you see this civilian kill the mime?" (Clown): "Well, I am not sure, all I can say for sure is that after the civilian was finished with him, he did not say a word." In this joke example, it could lead to funny situations later when sec finally understands the joke. Note: high tier jokes tend NOT to be so obvious that everyone gets them instantly. It is okay for people to take a minute to get it.
- This tier of clown can also be earned by actions, such as a clown who ambushes a nuke ops squad as they come out of maint, slips them, steals some of their weapons and runs off. Non-combat actions that are hilarious for everyone, including the people who are pranked.
- In general, reaching this tier of clowning requires that you have a wicked sense of humor, and really think carefully about how best to deploy it in any given situation. It is very difficult to pull off, and if you fall back to relying on a pre-arranged plan, you probably won't make it to this tier.
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Updated: 2020/Nov/6YES (I would support these PRs)
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Make flagging books require a reason, which is saved to DB. Often, admins have no idea exactly what part of a long book is objectionable. Also, provide some configurable text that allows us to tell people when they should/shouldn't flag a book. And potentially display already-viewed-and-approved books differently to discourage pointless re-flagging of stuff that's already been approved.Temporarily striking this one as I may do it myself. - An incentive (work with me to figure out details) for people to NOT wrench up vents/pipes to screw over antags that use them (terrors, giantspiders, borers, headslugs, etc)
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Nerf the heirophant club so it only works when used on lavaland.https://github.com/ParadiseSS13/Paradise/pull/14018 -
Change the lava staff so it only works on lavaland.https://github.com/ParadiseSS13/Paradise/pull/13971 - Give the HOP the ability to turn the ticket machine OFF, so it cannot be used to print tickets, and the button to increase the ticket number no longer does anything. Some HOPs (like myself) don't use the ticket machine and we're tired of telling every single person who comes up to our window that they don't need a ticket (and throwing away pointless tickets).
MAYBE (please run the details by me):
- Changes to things I've added or majorly reworked, e.g: Terror Spiders, SITs, ERTs, syndi depot, sol traders, admin tools, playtime system, gateway missions, SSD protections, admin/centcom jobs, blob antag, the AI, command staff jobs, major changes to Science department.
- Major feature ports from other servers. Remember, ports require justification beyond "X server has this, we should have it too".
NO (I won't support these):
- Anything encouraging clown, mime, janitor, IAA, etc to be more annoying / less useful
- Techwebs / departmental protolathes from TG
- Any sort of skill system
- Any use of save files for important data (all important data should be in the DB, not save files)
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2020/Feb/21:
- Keroman has rejoined the team as a Trial Admin
2020/Feb/26:
- Cazdon has passed their Trial Admin period, and is now a Game Admin
- DaDman234 has returned to the team as a Game Admin
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As part of an effort to address the PR backlog, we are replacing the 'Coder' staff role with a new role: 'PR Reviewer'.
The new PR Reviewers role will:
- be application-based, IE anyone with the 'Github Contributor' tag can apply for it.
- be easier to get, IE we will be looking to appoint a batch of people to this role within the next two months, though it will also have less permissions than staff coders did
- be more tightly focused on helping out the maints by doing code review of PRs, no longer being a general 'staff coder' role
For more information, see here:
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Thoughts:
- Unsure if beach guard is necessary. What if nobody enters the gateway? Those ghost roles are going to get bored.
- What are player controlled skeletons in the sunken ship supposed to do?
- Squid treasure room's loot seems too strong. Wand of ressurection is capable of reviving a bunch of normally unclonable people with a single shot.
- The barricades won't keep people from kiting the squid away (say, behind an obstacle) then circling back to get the loot without fighting it
- Unsure about all the syndi loot. Especially the red hardsuit. Seems like it would generate lots of security alerts if someone wore it back to station.
- There are a fair few syndies in the base. How is your average explorer meant to beat them without relying on normally unavailable gear, or anything that would be OP if brought back from the gateway?
- Poisonous jellyfish are my idea, something I was considering adding anyway for a space australia mission, only add them yourself if you think they'd be useful in this mission.
- While we do have ratvar items in the code, we don't have all of them, and they're not functional, so you'd have to implement any puzzle mechanics yourself.
Pinging @necaladun for feedback as well.
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Admins reserve the right to run events during rounds, regardless of whether they are extended or not.
Neca discussed this event with other admins before doing it - which is all he is required to do. -
We recently had a case where someone could not sign in on the wiki, because their forum account name contained special characters like "_", and our wiki software apparently cannot handle those.
To prevent similar cases happening in future, I've set the forums to require display names to only use standard letters/numbers, IE: no more "_" and similar special characters in displaynames. Anyone signing up to the forums from now on will need to use a name without special characters.
Existing forum accounts with special characters in their name can stay as-is, unless you intend to edit the wiki. If you have such an account and want to edit the wiki, you will need to contact me so I can rename your forum account. -
Here is how Patreon donors can get their perks:
1) Register an account on https://www.paradisestation.org/forum
2) Verify your email address
3) Log into the game, and use the 'Forum' button to link your ingame account to your forum account.
4) Use https://www.paradisestation.org/forum/index.php?app=patreonintegration&module=system&controller=patreonconnect to link your forum account to your patreon account
5) Use https://www.paradisestation.org/forum/discord/invite/general/ to link your forum account to your Discord account
Assuming you have done all of those, you should get your perks in game, forum and discord within one hour or so. If you don't, contact Kyet.
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Rejecting this AC, because:
- You failed to follow the template, which is required.
- You already have an open ban appeal on the same subject. Read the guidelines Abydos posted.
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We are now running Byond 513 (aka: beta branch) in production.
This has been months in the making, and required quite a lot of backend changes.We're doing it because beta branch is about to become the new stable branch, and we need to be ready for that happening.
Please ping me if you notice anything weird after this update, especially anything related to:
- Saving/loading stuff from the database (like player character records, library books, etc)
- Stuff that suddenly and consistently started happening today, never happened before, and now happens all the time
- Anything related to characters (like letters with accents, emoji characters, etc) in the game
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We recently started publishing the public runtime summary log.
That public log:
- Shows basic information about every runtime error that happened on the live server last round.
- Is intended to help PR authors identify and fix runtime errors in our codebase.
Now we are going further, and giving Github Contributors access to the full day server runtime log.This is the same runtime log that previously only staff (e.g: staff coders and admins) had access to.
This new log:- Is much more detailed than the public log, providing a full stack trace for every runtime error.
- Covers a larger window of time, being an almost identical copy of the live server's runtime log for the whole calendar day up to present.
- Has a few safeguards to protect certain information (like player IP addresses) but otherwise provides all the information we have on runtimes.
- Is updated at the end of every round, new information being added at the end.
- Is reset at the end of every calendar day (since it only includes information from the current calendar day).
Alongside these changes:- "Github Contributor" is now a role on the website, which means if you are one, that will be listed under your avatar when you post on the forum. Having the role on the website is also necessary to access the new contributor-only runtime log.
- All players who already have the Github Contributor role in Discord, and who have linked forum accounts, have been granted the role on the website as well. If you are one and did not get it, that means you haven't linked your forum/discord accounts. Do that, then message me.
- Similarly if you've got a good record of contributing to the github and don't have the Github Contributors role, then message me.
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Dec 26:
- cazdon has become a Trial Admin
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For the next week or so, the Gateway will always connect to the seasonal 'Santa' away mission.
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Nov 20:
- Drakeven has become a Trial Admin
- eler00 has been promoted from Trial Admin to Game Admin
- Landerlow has been promoted from Trial Admin to Game Admin
- TheSardele has been promoted from Trial Admin to Game Admin
Dec 18:
- Normalyman has retired from Game Admin
- 25charactersorless has retired from Game Admin
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21 hours ago, Christasmurf said:
Here's another example which may be easier to figure out than the sentience one
A man is taken as a Prisoner or War to let's say, uh, Korea. This man is English and such does not understand Korean. This man is provided with a book in his cell. It contains Korean phrases, and Korean responses, with no English. When someone reads a phrase from the book, the man must respond, in Korean, with the appropriate response. Given enough time, the man wouldn't need the book, being able to perfectly respond to any phrase given despite not knowing what he's saying.
Korean people speaking to him would get full Korean responses, and as such believe he is fluent despite him not having any translation of what he's saying and therefore no understanding of the conversation.This is similar to how an AI would function. The AI could figure out the correct responses to prompts through trial and error, and as such, could appear to be sentient. Given enough time any artificial intelligence could perfectly mimic actual sentience and as such pass all tests and be declared as such, without actually ever having been sentient.
If anyone reading this finds it interesting, they might also enjoy reading: Chinese Room.
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Hey folks.
To help keep the wiki updated:
- The menu on the left side of wiki pages now links to the "how to contribute to the wiki" guide, as well as a list of pages needing update. I'll likely be going through the contribution guide, updating it to a shorter and more readable format, as well.
- Each page that needs update is clearly marked as such, and the reason it needs review/update is shown on it.
- Players can add/remove pages from the list, very easily, using the provided instructions. So, if you notice something that needs fixing/update on the wiki, even if you're not an experienced editor, you can still easily flag it as needing update.
- Wiki editors can now volunteer to maintain a wiki page. Details are at: https://www.paradisestation.org/wiki/index.php/Category:MaintainedPages Essentially, editors that do this are volunteering to help keep pages up to date even if the underlying game mechanics / information changes, e.g. due to a PR being merged. I've volunteered to maintain the wiki pages for the various features I've added myself (like terror spiders). I encourage our long-term players with expertise in a specific area of the game to step up and volunteer to help maintain wiki pages about that area.
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Over the last 24h, nobody could register on our forum, due to a captcha issue.
This is now fixed.
Credit to @E.I.G.H.T. for being the only person to mention it to me on Discord, so I could fix it.
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We are moving domain, from nanotrasen.se (bork, bork!) to paradisestation.org.
So:
- Try out our website at the new address: https://www.paradisestation.org
- Update your saved bookmarks.
- Make sure your browser's password manager has your password saved under the new domain (typically, just login once on the new domain, and it will offer to save it)
- If something doesn't work, contact me (via Discord PM)
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Additional updates made today:
- Updated forum software version (maintenance release by Invision software).
- Updated discord integration code again (bug fixes by 3rd party authors).
- Lots of backend maintenance
Kyet's Tier Guide for Roleplay (RP)
in Guides
Posted
This is a guide to how to, and how NOT to, roleplay on Paradise.
This guide is NOT official server policy.
F Tier: Banhammer-Worthy "RP"
E Tier: Epic Fail "RP"
D Tier: Annoying "RP"
C Tier: Bland RP
B Tier: Good RP
A Tier: Inspiring RP