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Dumbdumn5

Retired Admins
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Everything posted by Dumbdumn5

  1. 2, for all intents and purposes I count as a player in this thread.
  2. Detective comic reminds me of the government interrogation section in Call of Cthulhu Also, Nar Nar recolor done in like 5 seconds to make him look icy. Found that Nar Nar also looks much scarier when given a bit of a saturation boost. Sat boost Normal'sie
  3. Tell me about it! I've lopped my own arm off and slapped it onto somebody else in need countless times!
  4. We'll have more quirks than a Shyamalan flick.
  5. Relax, I'm in the same boat, I got told to sleep on the couch after starting a gambling ring in the basement and using Ian as a bet.
  6. See, the goal is to tell them that they're cloned, show them their body, and then tell them "If you're going to die here I can just clone you again" after they threaten suicide.
  7. Not much to say about this other than, yeah, sounds easy to code and might be pretty damn cool.
  8. It depends mainly on the attitude of the player behind the character. For me, I'm a manual medbay guy, not much for chemistry, but hell on genetics and physical surgery/treatment. I try to spark conversation constantly and make comments on what I see, so instead of looking at a sheet of paper from the scanner and saying mentally "Huh, broken leg, I better fix this up" I'll say IC "GEEZE! How'd you bust this one up?" or if I see somebody walk in almost burnt into crit, instead of slapping them with some burn meds immediately I'll ask how the hell they got fried or lit up like a Christmas tree. I try for humor in every area, anything that could be commented on, I comment on, but mostly because I'm a blabbermouth myself. When things in the shift lull, I go to the bar or library to talk to people, any people, regardless of whether I know them or not beforehand, but I always keep an eye on the monitor and my radio to see if somebody could be busted. If you're typing something already and you get stopped in the middle of it or have to run, try sending what you were going to say in full, but with a "-" at the end. Try to ask people about their story, how they ended up on the station, basic stuff you'd ask somebody you've never met before and have some kind of interest in. They might tell a lot or a little, but if you ask, it's more likely they'll ask you the same question. Be outgoing, go and try to grab somebody's attention through appeal, make them laugh and then drag them in close for a talk session. You don't need to talk for half the shift, sure, but you can do it in between work. Call a conference if you want to have a chat with somebody or hear some ideas as a head of staff, man the desk and chat up others if you're working medical, or if you're in genetics, try blabbing to your partner. Department radios are a lifesaver and conversation maker, be active, talk into it, if not to find people, then to hear yourself talk. Don't force yourself to act as the character just because you're playing the character, use some uncommon sarcasm or wit in your speech at times, or if you find yourself in the middle of a good show, try to roll with it once you get wrapped in it, there was one time before I knew Hawke very well, and he used to call me Satan, because I would spin chairs near him all the time, so we go back and forth about me being some kind of demon or something, and I eventually end up saying something about virgin sacrifices into a volcano, sure that's insane, and there's a lot of ways to respond to that, but Hawke rolls with it and one ups me by saying one of, to date, my favorite lines. "I know a guy who knows a guy who breeds virgins." follow by "I could hook you up.". It's not a common thing to do, but it's a ludicrous example of rolling with something that could be brushed off as just loony or otherwise unremarkable. As a general statement, talk when you're on the job, even if nobody is listening, because sometimes, there's one guy who'll shoot you a reply. Try to type while walking and following people, turn off hotkeys every once in a while and type with the left hand while using your right one to walk, if you don't have a right hand, use the stub, if you don't have a left hand, try your nose, it's pretty precise, or usually is, etc. Make something from the little things even if you feel like you're stale, because I get a laugh every once in a while, and I've been doing the same routine for years now. Good luck, and remember, there's always at least one person who can laugh at your bad jokes, and while it may be yourself, at least it's someone. (PS: For engineering advice or botany, contact Bad Apple for the former and Shellwee for the latter, they can walk AND talk!)
  9. I cannot confirm this at all, my experience is way different. After years of playing SS13 i can probably safely say that basically know what i am doing. It's going so far that even other doctors grab people away from me without a single word and run them of to cryo or god knows where. Simply because i stood in front of the patient that approached me and was typing a greeting. This is not on single incident people do that all the time, they see a bar that is not green and grab the person, throw them in a machine and force feed some meds and then drag them out of the medbay without a single word. This is the kind community you foster here. Understandably, our experiences differ, but on the subject of fostering this attitude in the community, we don't do anything to actively encourage powergaming behavior. While the rules do state that it is acceptable in some cases to act in the way that you define powergaming as, we have been recently and are talking about this issue in staff chat, as it is no surprise that this kind of issue came up in the suggestions forum just about the same time some of the staff started talking about the issues themselves. If you can move slowly away from RP why does it not work the other way around? It's not that it's impossible to ween people off of the more action-y side of things rather than the RP aspects of the game, but it's that, personally, I don't see this as a small enough step in the right direction where such a push would need to be. It is not all about speed and efficiency, i can remember some extremely long rounds which were probably some of the best rounds i have ever played. SS13/ Paradise does not come with a ton of actual content out of the box. Research and mining are the only real real jobs that have some sort of built in progression and the end of this progression can also be reached fairly quickly. The actual content of the game is the RP and you don't need to be the best and most robust player in order to RP with other people. This git gud mentality is nothing short but toxic, i mean just read this thread: viewtopic.php?f=12&t=8103. He or she is basically being told, here read the entire wiki until then, we don't really want to have to deal with you. Well, i just saw you comment in it so i guess you read it already and do you see anything wrong with that? I am not supportive of the mentality of "here use this tool" or "here, use the wiki", as it sucks the fun out of the main parts of the game. Sure, you can turn to the wiki in order to find out something you would never figure out, but it should definitely be left in the hands of the player to figure out exactly how to do the more basic or unnecessary components of the shift, such as R&D. That said, I do not deny the existence of this mentality, as I myself have left most science jobs, barring roboticist (Yes, there are only 3 if you count genetics as a medical job), due to the idea that "MAX ASAP OR U SUK AT GAME!" . I myself am a fan of the absolutely despised Vox Trader and Extended roundtypes, and actively enjoyed a particular RP Rev round involving a bunch of Mingles, the CE, and a rebuilt assembly line. I am not sure i can see the difference. What you are saying is that you changed the rules in order tailor them to the people who prefer powergaming. It is not surprising that RPers are a minority, it's like that in every game. Mostly because people are kinda scared of RP or they have been told that RPers are weirdos, many people just don't give it a fair chance. If you give people the freedom to completely ignore RP then they probably won't try, especially if the environment is so toxic to RPers. The balance was shifted to that view a bit more because the staff believed that it would better suit the balance of the server in terms of what is and what isn't our definition of Med RP, Medium RP is a very shifty playing field, as finding the middle between Low RP and High RP is very different for a number of people, as evidenced by the drastically different and sometimes out right opposing viewpoints of multiple people, not only in the community, but also in the staff as well. I'm fine with being considered an oddball for RPing; I don't think that the issue stems from fear, but more an issue of dislike or discomfort. Some of the more LowRP players might dislike RP and think that it sacrifices too much on their part to give them reason to do it as often or even at all as much as people from High or other Med RP servers. While we can attempt to direct the flow of players towards what we want to have in a community, each player is going to act on their own, and while we can place rules in place to eliminate players who are actively disruptive to the game, there's a lot of grey area to cover due to the marginal difference in High and Low RP styles. We encourage roleplay, but I'd hazard a guess that we're not up to enforcing RP due to the attitude of the staff and rulesets prior. There are times where players shift a bit from side to side, going for more action or RP oriented viewpoints, and I enjoy giving people the ability to do that, so long as, again, it doesn't disrupt the usual round. In my opinion, I think we have it pretty good where we are, and that we do need a few tweaks here and there, but not too much one way or the other.
  10. Well it's simple, get arrested more times than Bulma with the inclusion of all non-rulebreaking crimes, about a dozen counts of the minor ones, double for one of your choice, Bulma's was public nudity, a few counts of each moderate crime, and the occasional capital crime if you end up being the big bad of the round. Good luck becoming Queen of cuffs. (Break laws responsibly, rules still apply. Contact 1-800-CHEESE for more information on how you can...)
  11. When I get back home, first thing I'm doing is giving that shadowling a rose in its mouth.
  12. The friggin details man, the details. 10/10
  13. Try this: http://monster860.github.io/rndTool.html Bah, that's cheating!
  14. After reading the original post, I can concur with a number of points made. R&D being maxed out while I take it slow only to have somebody rush in and max everything without so much as a "Hi" or even the "You suck at this, get out!", just silence. For me, the only thing roleplay has to be put aside for is rules, but that's because I'm an administrator who has to be some big scary guy with a hammer. For roleplay, I try a combination of "chair RP" and my own blabbermouth style that very rarely gets responded to. I try to talk anywhere I have space to. During surgery, if the patient is awake, I talk to the patient, during sec, I talk to the prisoners or if I'm caught myself, the interrogators, I BS with command and randoms who come into the bar and chat up the people eating the donk pocket I just warmed up, but I only get replies from people I end up already knowing. It's a strange feeling to have somebody just walk off without a word, but you can never really tell if it's intentional or they're just busy and chat is being spaced during travel or work. I'll write more when I have time, but, try to make things interesting by trying to start conversations anywhere, you don't have to a sarcastic jackass like me, but any words can spark a long talk session.
  15. More often than not, the players who do know each job and could do them don't end up doing them until the department they're helping out either has their hands tied down and needs some extra assistance, or everybody in said department is inactive/dead/SSD/etc. and the job needs to get done quickly. I don't often see people running in and taking jobs from people in the field when they are of a different and unrelated job themselves. Placing additional limits on players if the limits haven't been there for an extended amount of time is going to both raise eyebrows and cause major discomfort among some players, some of which might jump ship if they feel the change would be too far against their playstyle. In regards to the second part, while much more moderate than some suggestions of complete and total negation, it still might not work out for the better. Yes, the circumstances for it come up more often than not, but reducing the speed and efficiency at which the job is completed is going to bog down the game and extend the time in which something is not happening in the standard 2 hour round. The more people active in the round and doing something, the better it might end up due to increased player interactions. About the comment of admins joining a more powergamey perspective, it's not that admins are jumping on to that bandwagon, but more that some of the administration, specifically the ones who have commented here already, have seen Paradise with those types of changes already in place and enforced, and they've stated how they didn't work out for the larger participating part of the community. In terms of powergaming itself, we've actually discussed a number of preventative measures in the staff discord channel, and some of them might have been implemented while I've been on vacation from the 21st on to July 8th, 8 days from today.
  16. 1 to start ye off, remember, still count as a player.
  17. Ahelp everything and anything that happens to be or look to be rulebreaking and we'll be able to give you action. Don't do what is constantly repeated in deadchat, that being "I would ahelp, but nothing ever gets done about these guys, so I might as well not ahelp at all." The reason why something is rarely done is usually because we never get reports on things we don't see. People will complain about something not getting done in deadchat, yet they seem to ignore the fact that there are often times a number of mins on listening for bwoinks, or that we actually have an ahelp channel in our discord that shows us anything we could have missed as they are reported. In regards to the rant further, George says it best.
  18. I'm heavily against this, for reasons stated above, but also because I, as an administrator, would in no way shape or form feel comfortable in having to enforce something I myself would disagree with, on somebody else who I normally would have no administrative problems with, and who could be doing nothing else wrong where they would have been just fine before this type of change, and that goes for almost all proposed restrictions of currently allowed knowledge. It's just not right for me, in the moral sense. Past has shown that it doesn't work due to the change from the rules how they were and the rules how they are now. Mechanically they don't work too easily because there are easy tests for every item. Based on player reactions and experiences in the past with how loyalty implants used to be, people weren't very keen on having restrictions in terms of how they handle things placed on them, leading me to believe that this would end up with similar complaints. The ideas for mechanical changes and R&D interaction sound genuinely interesting, and I think you might have a point there if you're looking for something to change regarding the stealth aspects of the items.
  19. I have to agree with the points Twinmold and alex made earlier. I remember the time I first played this game, sure, and there was definitely some form of magic in that, but for all the nostalgia I have for it I'm here, trying to do the same thing I did in the beginning and hitting brick walls where there used to be plenty of people trying the same thing. I've not exactly given up, trying to find ways around a number of blocks here and there, but really, the issue half the time with "balance" and things being "overpowered" half the time aren't even an issue with the mechanics, but more the overuse and abuse of those mechanics. Personally, I'm content with everything going on because I can't get worked up at this game in its entirety, I can't help myself but to enjoy it. Could we all be doing things better? I'm sure there's at least a dozen things we could do each shift, that if done, the "old days" wouldn't be looking very old. The mentality has swapped, nobody is figuring out the game, and most of the time when people are, somebody who isn't doing anything wrong is sweeping the rug out from under them and giving them the right answers. they're not trying to hurt anybody, but it ruins the entire feel of it, the discovery portion of things, that's why I'm excited for modular changes, like the TG space ruins we're getting, or random Z level transition zones, the gateway, or hell, I even grin a bit at the maintenance loot system, because you can't bet on what's going to always be there, sure you know the pool, but where everything goes and how it fits together isn't going to be the same through any maint walk. Administration has gotten better over the years, but there have been a few changes, such as the severity of bans and the amount of warnings given to players. I rarely see a ban under perma, and in turn, I do see a ton of notes all over the place, sometimes on the same person, with nothing but a job ban occasionally, never days or a week to get people to calm down and think about things. During the "old days" or at least when I came into the staff, there was bickering left and right over almost every single mechanic and addition, to the point where it was so much of a shitshow that we had admins ducking out of the admin chat for lengthy amounts of time, till everything calmed down. Now? I barely even hear a word of aggression, it's calmed down, gotten nicer, people disagree, sure, and they disagree strongly on some topics, but the discussion has gotten better, and it's become less of "who's right" and "who's wrong" and more "how can we fit this thing to both sides without the one side killing the other", with very few exceptions. The playerbase has changed a ton, players who seemed to be in their best positions left in scattered waves as time went on, people who we got along with or didn't quite get along with alike. Many of the regulars today are either complicating issues we've already been discussing, or still trying to do what they were doing in the past, and getting less and less people to catch on. There's a lot more silence now where there used to be radio chatter, departmental or common, and when anybody tries to start a conversation with somebody they've never met, it only rarely seems to work. It's a mentality change, something that we all, for the most part, have had. I myself have found myself acting more disinterested and less willing to do what I used to do in terms of actions, swapping those out for just sitting in a room waiting for somebody to talk to rather than giving them something to talk about. You don't hear "What are you working on?" or "WHAT THE HELL ARE YOU DOING IN HERE?" enough anymore, more just "What's going on?" or "How's it going?" followed by the single line phrase I've had to have heard a dozen times by now "Same." replacing countless lines of dialogue of something crazy some baldie or somebody I actually know the name of doing something completely ludicrous. "Hawke has taken the entire poster population of the station hostage in the psych's office", "That guy you may not remember, some kidan named Kaukata Zikar came up to some random baldie and handed him a death alarm", "CC flipped their shit about Bulma trying to start nudist riots and she had to be carried into hiding in the gateway", "Seda decided to attempt dating another guy for the hundreth time.". I don't hear any chatter like that anymore, and sure, it was either the ordinary or the out of the ordinary, but something was always happening, and you knew about it. That's the kind of feeling I'm hoping we could get back if everybody decides to just do something, be it strange or even normal, at least talk it over, give the person you're talking to something to remember, so that they can have those conversations, so they can make it feel like things are moving, not just sitting around, the same thing as last shift, the same people, the same events. There's a plethora of objects in the game intent on making sure that you can project a number of things from yourself to the world around you, the RCD, wires for wire art, the station blueprints, metal and glass construction, the cargo equipment ordering system and console building, moveable machines and a near completely deconstructable station, meaning that you have the freedom, if you wanted to, to redo an entire area given enough effort. I've seen a tesla bar built entirely around the engine, a small trade shop or cafe set up in the vacant office, a command center refurbished from the ruins of the assembly line. It's possible to do plenty of things to make the round more interesting, not only for you, but for anybody who interacts with and sees those happenings underway.It doesn't have to be something hard, even if something hard would be more interesting, it can be simple things like adding lights and floors to maintenance, helping out a department with a job you wouldn't normally be doing, such as an officer assisting a surgeon or brig medic while they do surgery on that leg you just busted in, or maybe with the power of SCIENCE you could start a pet service, handing out pet slimes to other crewmembers in exchange for something or nothing at all. These ideas are not only to reminisce and recount what happened before things were as they are now, but also to give you ideas on what we can do as a community to change these things, however minuscule what we do may be. Have fun, don't think about it too much, and good luck.
  20. Just the morgue? I should really get Garoon's and my spirits near you more often.
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