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Ralta

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Posts posted by Ralta

  1. Here's my response from the Git, since Necaladun has asked we not discuss anything but code there:

    "Boy oh boy, I do not understand the reactions here. It baffles me how admins can say things like "If this is merged, I'll just make all my notes private!". You've just made the case for transparency on your own; if you're intending to hide your notes, I dread to think what they might contain.

    I say this as someone who has administrated for a variety of games at a variety of levels for years. I know everyone says "I was a headmin on this one server so I know my stuff" but I do system administration for a living and have done for some time; hiding responses from your clients is unprofessional and breeds an atmosphere of doubt ("If you've nothing to hide, you've nothing to fear" - I hate that particular concept, but some people tend to think that way). That said, private notes would exist purely to ensure admins have a way of communicating concerns about behaviour of a player privately (metagaming/comming, toxicity etc) and the player shouldn't even know they exist. They can ask if there's a secret note and the admin response will always be "I cannot tell you." This is literally how regular notes work now, so people would be no more likely to ask about private notes than they would about current notes.

    In the event of admins abusing the private notes system, headmins intervene and slap the admin on the wrist. If an admin is incapable/uninterested in writing notes that are appropriate for public viewing, they should not be an admin, period.

    Other servers work like this, so it's not like there isn't already precedent for using a public notes system and they seem to do just fine (except for Oracle - F). Irrespective of the decision made on this matter, admins shouldn't be showing their asses by announcing they'd flout the system; that makes you all look bad by association."

     

    To admins saying things like "Player gets warning, wants to know the contents of the note", you tell them no, like you do right now for all notes. Although they shouldn't even know you've left a hidden message, so that point ought to be moot. 

    • Salt 1
  2. 5 hours ago, Birdtalon said:

    Even if notes were made public the admins would keep secret notes regardless. I am a huge advocate for transparency and I wish notes were public myself - but unfortunately some things have to be kept private in order for the admins to do their jobs.

    A halfway house would be to have public notes but with optional secret ones which the admins can use for confidential information. People can therefore look back over "official" warnings and the admins can still have their private notebook for confidential things. I don't think that would solve the distrust however.

    This is almost exactly what I said in my post at the bottom of page 1. So...agreed?

    • Like 1
  3. There's a lot of information here and I'm not going to respond to everything mentioned. Instead, here's my two cents, plain and simple:
     

    • All typical notes should be made public. The player can see when a note when it's made and the content it contains. Same goes for all historic notes.
    • In specific situations, hidden notes can be created by Admins which players are not privy to.
      • This should only be information like:
        • "Possible metacomming with X, keep an eye on them"
        • "Same IP as known troublemaker Y".
      • In other words, notes for Admins to keep an eye on players, or make note of issues for which evidence might be dubious or circumstantial.


    I appreciate there are historic notes that might fall under the second category which would be visible to players, but I don't think that's the end of the world. Yes, players will question notes at first. But if you make it clear you are adding a note to their account because of X, Y and Z at the time you make it, they will be aware of it and argue it at the time instead of pester about it later.

  4. If it could be expandable somehow, that'd be neat. So if you examined, you'd get the normal detail but could click a button to receive the 'detailed' info. Or perhaps make it as simple as a HUD button that allows you to turn the advanced scanning on/off. 

    • Like 1
  5. Written some lore at @farie82's request. The second draft needs further tweaking, but is as follows:

     

    Quote

    Millenia before humanity blazed a trail across the stars, there were beings that ruled over all life in the cosmos, often referred to as the Old Ones. Their Emissaries were sent ahead to planets, invading the dreams of sapient species to instill terorr and fervant worship of the Old Ones.

    Over the millenia, many of the Old Ones left this realm to pursue life in other realities; the Emissaries fell into a deep slumber as their masters left this plane of existence, waiting for the return of the Old Ones.

    In the year 2352, several research stations close to the Sol system registered a massive bluespace event from an unknown source. The first Emissary in hundreds of years was discovered aboard the NDV Incursus, where its crew were found in various states of mental deficiency. Some gibbering inanely and rocking back and forth foetally, others clutching their weapons in a death grip, attacking anything that moved. Many more were reduced to a near-comatose state, and a small handful were found with self-inflicted gunshot wounds.

    Although the first sighting was aboard one of their own vessels, Nanotrasen Command chose to brush it off as a one-off event and cover up the incident. It wasn't until further reports began to emerge from SolGov ships and installations that Nanotrasen took notice and paid closer attention to any further incidents aboard their own craft.

    Emissaries continued to appear at an alarming rate, often with no warning and no indication that they hadn't been there the entire time. It was as if they were stepping into existence from a parallel dimension. This theory became accepted as the likely reason that Emissaries often knew the layout of their most complex and secure stations without having set foot on them before.

    Taking every oppotunity to study their effects on sapient creatures led to the conclusion that a form of psionic energy is used to mentally attack and often destroy the minds of crew. Finding little in the way of countermeasures, Nanotrasen has elected to keep the existence of these Emissaries a secret until more information is gathered.

     

    • Like 1
    • Thanks 1
  6. There's a particular quote I've been looking for that I can't seem to locate, but this suits the purpose well enough:
     

    Quote

    Light itself is a great corrective. A thousand wrongs and abuses that are grown in darkness disappear, like owls and bats, before the light of day. -- James A. Garfield


    I fully understand hiding certain things from the users; not everything needs to be publicly accessible. However, votes and opinions on PR's as well as player notes/warnings should be far more visible. Regardless of the actual reason, to me it often looks like an intentional concealment of information due to concerns of embarrassment or public outrage.

  7. I don't know if democracy is the right approach, necessarily, but I would definitely be in favour of transparency. It should be far more clear why something is accepted versus why something is not; I'd love to know the ratio of staff votes in favour/opposed and the reasoning behind these votes as well.

    On a similar note, a player should be able to view their notes in-game. As above, transparency is key in my opinion.

    • Like 1
  8. 7 hours ago, Kryson said:

    Engineering assistant -  Tide with free insuls

    As has been mentioned, an engineer is no less capable of being 'tide with free insuls' than the proposed assistant. The difference being that the assistant would have less access to those gloves to begin with. 

  9. On 5/7/2019 at 8:13 PM, Calecute said:

    Science assistants needs access to ORM to get materials for science.

    I do also fear it would just be used to get some gear and have no responsibility. But honestly people already do that with regular jobs, and it's actually better if you take no real job slot if you gonna fuck around instead of work. 

    Indeed, this is a problem that affects all jobs; there's nothing special here to make people any more or less likely to take gear and go fuck around. That said, my suggestion is to lessen their access to whatever area they are assisting. For example, an Engineering Assistant doesn't need engine room access; if they need to go in there, it should be with a qualified engineer.

    • Like 2
  10. 9 minutes ago, Furasian said:

    To rework this as a trainee and trainer role would probably stirr more confusion in the code. The biggest issue behind the trainee role is the antagonist’s ability to abuse that job. 

     

    And trainer roles are not as weird as you might think especially in security and law enforcement agencies! Some security agencies will throw you into your beat with a guy who knows what he’s doing if you just show them you’re certified to do the job. There are simply things you can’t learn in a class setting, so some agencies put the rookies out on the streets under the wing of a field training officer.

    Like I said before coding is another issue. I was fortunate enough to find someone willing to code the Field Training Officer job. I don’t think it’d be fair for me to shake him down to code yet another job when I’m not even paying him. Maybe after the training officer is established we can look into trainees. The reason the training officer is being made is to designate someone as the person people can turn to for help while they work the beat.

     

    I forgot to mention the PR is out! It’s still being edited and shaped so feel free to look into the code and point out any abnormalities that might need fixing!

    https://github.com/ParadiseSS13/Paradise/pull/11387

    I'm not suggesting a trainee/trainer role gets added in addition, I'm suggesting them as alternatives to this idea, which I am against. I don't think the Sec Instructor role is a good concept, I'm sorry to say. 

  11. There is far, far too much text here to read every single post, but here's my two cents.

    To echo what others have said, I think this job will be no different to a veteran officer who knows what they're doing and teaches other officers how to do the job. Personally, I think there are two alternate approaches that might work better:

    1. Go the opposite route and create a Trainee Officer role to clearly delineate newbies. They're clearly in need of hand-holding, and I'd suggest giving them Brig access but not equipment room access. Biggest issue I see with this is antags taking advantage, but that would require some discussion, I imagine.

    2. Take the concept a step further and create a role akin to Veteran Officers (call them what you will). Again, something to delineate those who know what they're doing from those who might now. Veterans can act as team leads if the HoS assigns teams, they can hand-hold newbies as needed and they can be a rallying point if the HoS and Warden are either unavailable or dead. There would be a time requirement to unlock - no karma required. 

    A trainer role, to me, has weird lore implications (why would you send untrained staff to a station? Staff in training is more reasonable to me) and I'm not convinced it would be anything but an excuse for people to act like a drill instructor for 45 karma. I could sit here and write an essay, but I doubt anyone would read it. Suffice to say, I'm not a fan of the concept as it is.

  12. 4 hours ago, Ziiro said:

    Alright so let me be more explicit in this and pitch it to you in a way that maintainers are more likely to accept, because it's not a straight buff:

    Here's what we had on Oracle.

    https://github.com/OracleStation/OracleStation/blob/2528945aad61c2892652a98da422aba2c562d2d1/code/game/objects/items/miscellaneous.dm#L23-L46

    It was a box they spawned with. When they used the box in-hands, it gave them the option of:

    • .38 Mars Special Revolver
    • .45 Enforcer Semi Automatic Pistol
    • Aegis SG7 Laser Gun

    Once they made their selection, the box disappeared and the item was left in their hands. This actually gave a little bit of personalization and options to blueshields, and it also made it so an antag wasn't always sure what the BS had if they wanted to go after command. Nice little mind game.

    I think you could do the same sort of deal, except add some sort of BS Krav Maga gloves to the list.

    This, I would be okay with. It doesn't make them much stronger than they currently are in terms of equipment and it gives them the slightly more interesting gear that people want from a karma job. 

     

    Giving them any form of martial art, regardless of how much it makes sense from a 'realism' perspective is too much of a power increase imo

  13. I'd much rather try and entice existing players to roll antag. A lot of people are scared to try it, or get frustrated at the 'must-win' attitude that seems to permeate a lot of the out of game channels.

    Mind you, I personally don't roll antag very often any more because I enjoy playing a regular crewmember far more, but that's me.

  14. On 19/01/2018 at 7:53 PM, CPTCoffee said:

    My general concern is that spawning in with an oxygen tank and pen is only useful for certain races.  IPCs don't have an oh shit emergency tool yet. 

    Getting rid of the items inside the emergency box for IPCs would be great. Replacing it with an item that would save an IPC from crit would be even better. I was saying welder/cable coil because that's really the only thing that can heal IPCs apart from nanopaste. If someone would be so generous as to code and make their own version of an epipen for an IPC that would be greatly appreciated because the general concern is that IPCs spawning in with cable coil/welder could be used for nefarious purposes. 


    Although I've given my opinion on this already, I had a chat with a non-SS13 buddy of mine about this. He suggested something like this:
     

    Quote

     

    System Recalibration -- Intelligent system bus controllers reroutes control signals around existing damage to restore critical system functionality.

    Basically, software-defined circuits that will redefine paths when damage takes place.

    The idea is that it isn't that the robot is repaired, it's just... improvising.

    Get it out of immediate danger, but not a long term fix.

    And you could make the Recalibration a limited thing, right? Because you can't just keep rerouting if nothing is connected anymore.

    Like I assume that the autoinjectors and shit are limited resources.

     


    Whether or not this might be an injectable or an ability like their charge implant I don't know (the latter would likely have balance issues) but from a lore perspective, I thought this fit rather well.

  15. I just imagine it as NT handing out basic boxes of stuff to every crew member and not really going beyond that. Trying to prevent suffocation only and help people stay out of crit until medical personnel arrive on the scene.

    Therefore, the only change I'd personally be willing to accept is swapping out the autoinjector to something relevant for species which have no use for epinephrine. Where suffocation is a non-issue for Plasmamen and Vox for example, the epi-pen remains useful. In the case of IPCs, neither the injector nor the oxygen are of any use outside of assisting another crew member.

    That said, I cannot think of any appropriate item currently in existence which would be a fair and balanced exchange. Welders, while common, have a lot of uses outside of IPC repairs. Same goes for Cable Coil. Nanopaste is rare (in terms of default placement), and rightfully so. Creating a new item to 'stabilise' a limb perhaps might be good, but I'm also not sure that this is such a big issue that it requires redressing with the addition of an entirely new item...

  16. Love playing brig phys - covered all the bases here (though I do think you grab a little too much gear to start with, but to each their own). I also have a slightly different rotation for grabbing shit, but hey-ho. Good guide, would recommend to other Doctor: Survival Mode enthusiasts.

  17. 10 hours ago, Fox McCloud said:

    This isn't correct, at all. Lore wise, all antags are known, knowledge persists between shifts, and people's past experiences can absolutely factor into their judgment of the current shift.

     

    Just pointing this out so people don't get the wrong idea of where Paradise's rules/lore stands.

    Except that's not quite what the wiki says, which I would assume is where everyone gets that impression from:

    9c094b7f38.png

    Source: https://nanotrasen.se/wiki/index.php/Lore

    So they're not entirely wrong; it's reasonable to state that the previous shifts before this one were 'normal' and the current shift is the defining be-all, end-all.

    • Like 1
  18. On 20/11/2017 at 1:45 AM, KingPhilipIII said:

    I'll be honest as a midround antag the tech levels are pointless R&D will already be maxed out by then.

    I see no harm in it being an option, though. It's one of three choices, all of which are perfectly reasonable for destroying an antag. 

    Love the idea. +1

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