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Dumbdumn5

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Posts posted by Dumbdumn5

  1. @Jovaniph They look a bit off on some of the possible uniforms, as they were mostly designed around the theme and color scheme of each of the hardsuits. Sci boots and rainbow of boots for @Streaky Haddock will be done when I get back home from school later today.

    Security Magboots:

    Spoiler

    humanoidsecboots.png.eb9d6dadee80f2a204f58407a204425f.png

    Medical Magboots:

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    humanoidmedboots.png.fe9f0e0a90bd4c1f1a24f6500357f9a5.png

    Paramedic's Magboots:

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    humanoidparamedboots.png.18407fc900cf247b0035618dd39ad73c.png

    Engineering Magboots:

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    humanoidengboots.png.2e5aa6d701e666063931e5cd518a2eb2.png

    Advanced Magboots:

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    humanoidadvboots.png.09a623cb96909d301d0f6a0756f7538c.png

    Shaft Miner's Magboots:

    Spoiler

    humanoidminboots.png.fa32932cbb825cdf44ca03a7609ecebb.png

     

    • Thanks 1
  2. 11 minutes ago, bigfatbananacyclops said:

    I like them, will there be a new sprite for the science made magboots?

    I could make one depending on what people have in mind. should I go for a more greyscale look as if they were just shat out with metal or sci's usual purple and white?

  3. People seem to be complaining about the ugliness of magboots in recent threads, mostly complaints about them being bulky and obstructive. The only problem with these is that, with current hardsuit sprites, they won't be visible through the shoes on the suit sprite itself. For the purpose of aesthetics, somebody might want to lop the feet off the current suit sprites if anyone would like to add these in. DM over discord if you'd like the DMIs or want to put up a PR to get them in-game. I've made an engineering, advanced, medical, paramedic, and security boots sprite so-as to compliment each hardsuit's aesthetic.

    Engineering:

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    engboots.png.8cf9388901e4b2237e650badba146819.png

    Advanced:

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    advboots.png.effc086b9158d9a04c6f33940107c8eb.png

    Medical:

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    medboots.png.5f1aa52bdb39c4ee1bfa1a3003b1b5ed.png

    Paramedic:

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    paramedboots.png.4bf35d457da73204acd20b21fc3173db.png

    Security:

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    secboots.png.de7518605990bd5e229cee7ee7955209.png

    Mining:

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    minboots.png.fa80f609f2be755ce076fe2ca66b69ae.png

    (EDIT: Added Mining Boots)

    • Like 1
    • Thanks 1
  4. Personally, what bugs me about it is just getting sucked out a window before you're even aware of a breach. That and the stun is a little bit crazy. At the time of writing, a single breach is able to result in cases like this. Might need a bit more of a tone down to make it fair at least.

    Spoiler

     unknown.png.930aba96bb6394a3f6a11c41c855f10e.png

    Five officers dead after a vampire shrieked once, then shadowstepped away.

     

  5. Hi! Due to fastmos being a pretty major gameplay change, we've created this thread to gauge player opinion on how the system is working out after the past two weeks of testing. 

    This vote is primarily for feedback purposes, write your opinion on fastmos below and try to keep discussion as civil as possible, please!

  6. The way the situation was handled was blunt, but not uncalled for, and many of the responses provided in the log show a bit of irritation on your end, as the recency of death in the round seemed to agitate you and resulted in your PMs coming off as a bit harsh. By the logs, the situation didn't warrant a token, and the only recourse possible really, with no note history and a high potential for actually being an accident, you still seemed very intent on something harsher, leading to a more blunt and straightforward response. 

    It might not have helped the round get fixed up to your liking, but the primary objective of the adminhelp seemed to be getting you to understand how it looks on the logs and understand that it might be best to move on with things, as it seemed to be purely accidental, and when that didn't work, the discussion became more tense, and less understanding and personable. 

    Was there anything else that seemed off in all of this, or just the grey area between accident and intent on this?

  7. I'm some underage shitlord on a space man game dicking around with commands and running minor events pretty frequently while I'm online. Outside of that, I just play a bunch of RPGs, roguelikes, roguelites, and a few other things. I also do spriting nonsense if you end up needing that for fluff or something else. 

    The shitpost must flow.

    Spoiler

     

     

    • Like 2
  8. Asking for the secret phrase in public is more likely to result in a denied appeal because it shows that you've not read the rules over enough to actually get their full contents. The secret phrase is made to stand out specifically so that the line 'you'll know it when you see it' is accurate. Read over the rules and respond to your own appeal accordingly, it may take a few reads to find it.

    • Thanks 1
  9. I apologize for the absence you perceived as willfull ignorance to your inquiries, though I was pulled aside for unprecedented family issues at the time. I understood the importance and severity of your request, but was unable to handle things properly until I had believed that I had been away too long for the conversation to have been carried on, and caught only your last ahelp during that session before getting off shortly after. 

    I didn't intend for you to feel as though you were left without an answer and didn't mean to leave you with the impression that the staff was ignoring you, as I was talking to you shortly before being pulled off, the time between my return likely being filled with consecutive attempts to continue the discussion, as I was the primary admin dealing with your ahelp beforehand.

  10. Considering the depth and personality of the posts on this topic, I really can't go about and find quotes to pick at and still contain the whole message of whoever wrote it, so I'll more or less just be writing a reflection on what's been written so far in some sections of my own.

    Roleplay:

    Spoiler

    Over the course of three and a half years, I've seen us go across the different stages of RP SomeGuy described. These days there is a pretty big gap between people who will mutely walk around and act in a robotic, uncommunicative manner, making interactions with them kind of frustrating or unimpactful at best and people who will spend rounds on character development and have full backgrounds written up, often including off-station events. It's a divide so wide that I'm not sure how to fix it personally, mostly because of how much the mindsets differ and the million different playstyles somebody can have when booting up the thing and not wanting to pigeonhole people into the 'this is how you play it, there's no other option' barring a few things like 'Lol XD OMG' and talking about the 'round' or your 'UI' and such. We at least require that you act like a character, though the varying degrees of how well people do it, coupled with the publicity the server gets while it is listed tends to result in a gap between new tiders and older regulars who stick around and have more developed characters. While I say that the solution sometimes is to approach them with roleplay first and try to get them to interact with you, the crew, and the station, it's true that it's a task that's more easy said than done, as you're having to expect that the people known for running around with toolboxes and bashing eachother's brains out is meant to somehow end in meaningful interaction if you try to talk to them as they beat you to death and haven't even opened the server rules, much less seen a wiki. It's more of an atmosphere kind of thing, kind of a player and admin attitude. A big deal regarding roleplay is how strict things are and how much trust is on everybody from the get-go. Roleplay is based partially on the concept of trust, how much trust people are given to develop their characters, as well as what the atmosphere around them feels like in regards to character building. Today, where people will groan at extended the moment they piece it together and immediately ask for events before the round hits the one minute mark, and anything without at least one explosion for a good fifteen minutes seems to be grounds for a civilian mob made to 'spice things up' in front of the bridge, it gets difficult to find the right atmosphere to roleplay and more specifically, the root causes or attitude that's getting this kind of gameplay out as a sort of 'mainstream' idea. Roleplay seems to be something that's looked at as special, something that could even be called irregular, and though it can feel like it, it shouldn't be treated like it. Roleplay is something that should be expected from the playerbase as a normal, not something that has to be paraded above everything else for the fact that it simply exists, though rewarding and celebrating particularly good roleplay it is fine and helps keep people trying to outdo those before them. Admins have to be engaging and accepting of more variable methods of doing things that might involve more people than necessary depending on the circumstances of the round and how the methods would develop the sort of 'sub-plot' of the engagement, while players have to encourage roleplay in their own way through their interactions with one another and avoiding attempts to push people out of some conversations. For example, an admin may look at security torturing a syndicate agent for information and have the choice to state that this is not the role of security by definition of the rules, and as such, the behavior must be stopped, or let the development of an argument regarding ethics and morality arise within the round if a crewmember finds out about the actions of security. There can be in-game mentors as much as there are out-of-game mentors with older players serving as role model engineers and doctors, teaching the greener players of their profession the run of the role and giving IC advice on how to improve themselves and their interactions with others. It will be by no means a fast or easy solution, but the time spent on improvement and every change in the atmosphere to where the community holds their expectations should reward the effort put into the community.

    Roleplay tl;dr:

    Spoiler

    The problem I see with roleplay is that it is often expected that there are simple, quick solutions to creating more of it, whether these be by the creation of things such as the naming rule or code-based mechanical fixes. These often result in the appearance of something immediately being fixed, without patching up the actual attitudes and atmosphere that continue to cause problems today. It feels as though, in an effort to protect the community, the administrative side of the issue and even some of the players that have been pushing for more restrictive rulings on command/sec/antags, might have inadvertently caused a dip in roleplay and role enjoyment in these roles, as the stricter rules resulted in more formulaic and unimaginative methods being safer and more effective than the gamble of a creative solution to a problem that, while more fun, would potentially result in more players than necessary being involved. The solution may be to decrease restrictions and foster an atmosphere of trust between the staff and the playerbase, so as to provide more room for creative solutions to problems, and for both regular players and administrators to act more as role models and tutors for newer players as the measuring sticks to go by. It will be by no means a fast or easy solution, but the time spent on improvement and every change in the atmosphere to where the community holds their expectations should reward the effort put into the community.

    Sec and Antag Restrictions and Rules:

    Spoiler

    The problem that I think we've got right now with making security and antag roles a little too formulaic is the fact that the rules on security and antags are some of the strictest things we've got on the server, and because of that, security tends to have more jobbans or bans in general for departments if they make mistakes than having simple warnings, mostly because they deal with other people's time and are in the business of tossing somebody's character in what's essentially a time out box where tide stands in the corner and gropes lightbulbs and where some others will tend to scream profanities at their captors until their sentence is over with. Sec's got pressures from both sides, and it makes the role feel thankless, almost to the degree that, regardless of how good a sec player you are, there's a higher chance of getting banned or into a ruleskirting confrontation than there is elsewhere, making most of the better security players jump ship and head for other roles over time, usually near or around the area of security, but certainly not directly inside of it. Antags have it in a way that it's as bad, though still tends to be a bit bad considering their role is to 'make the round interesting' when they're only really allowed to set off a firecracker in maint aside from completing their objectives by default. In both roles, there are lines about contacting administrators before doing more serious actions, and this is where we run into issues with playstyle and conflict. It becomes something of a trust issue, where it feels like, in those roles, the players aren't trusted to do more than the stock standard role, and while this helps get rid of some tide that gets in as well as handle some grief, it also pushes out the older sec and antag vets because the game becomes much less elaborate and much more predictable. To alleviate some of this pressure, a decrease in administrative oversight and an increase in security and antag freedom might serve to better open up the community to new ways to solve old problems, ones that, while harder to accomplish, may result in a more memorable round impact and create stories for the future, as well as presenting an alternative to the play to win or powergaming mindsets that exist partly because it makes the role easy, and partly because they seem to be the safest way to play the role. Keep in mind that, while less oversight can mean more creativity, it can also mean worse newbies in the role in the short term, as well as the potential for more difficult and complex admin tickets. For this, remember, context, context, and context. The most important part of any gray area will always be the circumstances in which it lies.

    Sec and Antag Restrictions and Rules tl;dr:

    Spoiler

    The rules as they stand are some of the strictest on both security and antagonists, often causing a lack of creative elements out of fear that a player will be suffering a ban. This strictness may explain such formulaic actions and powergaming as often seen from some antagonists, treating the game more as a game that somebody has to win to keep the round 'interesting' by fulfilling their designated part of the formula. Security is no different, except that much of their role is thankless and under heavy restraint from both IC and OOC forces. Administrative staff have to police their actions fairly frequently, and security tickets can be some of the longest and hard to deal with, mostly because security rules are about as broad as they are deep, which can go as far as to explain a step by step process for each encounter. Even so, security job bans tend to be one of the largest parts of most of our jobbans, because security deals with other people's time, resulting in more complaints and more impact on the round. To alleviate these issues, is might be worth looking into loosening the restrictions on both of these roles, and understanding the circumstances of what makes something acceptable or unacceptable without having to define a particular playstyle for the role.

    Antag Rolling and Combat/Ability Cheese:

    Spoiler

    The largest problem with combat as it stands for me personally, is the instant stun, and in some cases, a fairly lengthy stun. Tasers, stun batons, and stun prods are the most common implements of stunning players, but there are also disarms for pushing employed by numerous legions of tide around the station. It's boring, fairly easy to determine the victor of a fight, and ensures a pretty quick loss if a party doesn't have a stun of their own or an ability to resist the stuns in the first place (i.e. sleeping carp, chems, adrenals). In addition to this, some of the more powerful antags seem powerful to a fairly silly degree, giving their victims more or less no chance to escape whatsoever, shadowlings being the worst offender where, if a player is in a room with even a sliver of shade in it, they're more or less stuck until hell freezes over by the shadowling's glare as the lights are turned out and the ling seems to have all the time in the world to do plenty more than just converting them, in addition to making the target completely and totally silent, rendering them more or less totally fucked as a victim (Cultist stun papers do this as well, iirc).  It feels almost unfair or totally cheesy when there's not a fair, fighting chance at resisting something based on the player's ability to handle combat, and it boils down to 'who has the better stun' or 'who stuns first' more often than not. It's been suggested before, but we might benefit from a more stamina based combat system, and antag stuns might need a look or two to see if they can be made fun to fight with and fun to fight against. 

    Antag Rolling and Combat/Ability Cheese tl;dr:

    Spoiler

    Instant stuns and incredibly long, muting antag stuns seem to be really, really killing the vibe of combat, with stuns more or less being the meat of combat with who has more or less and what 'power' stun the combatants have being the primary factor in determining the victor. If we've got the opportunity, a more stamina centered combat system might be worth a look, in addition to a doubletake on antag stuns to see if we can make them fun both to fight with and to fight against.

    There's probably a lot of other problems to look over and try to get a grip on and maybe push forward some kind of solution for, but for right now I'm not sure what to do about the codebase and the round variety on an individual level. Mixed secret sounds like a good idea if it can go without obliterating antags or blowing up half the station repeatedly, and the codebase is a more complex issue than it usually sounds, though public clarity is a good idea for the future and factoring in public opinion more than we do now is something we probably should be doing anyway, so long as the whole flavor of the server manages to stay consistent and people are happy with it. 

    I still think we're medium RP by wiki definition considering we require people to at least play their characters in relation to working on a space station and speak without using acronyms or slurs and such, and the atmosphere as it stands still isn't tolerant towards people with backstories along the lines of being multi-dimensional NT loyal space mercenaries with NT CEO parents, though that doesn't mean we can't still work on making things more consistently pleasant to deal with.

    Right now we're just at the end of a long bit of internal politics, so that'll probably have to go through first, but these issues have been around a long while, and chances are that, if we push a few fixes or try to do a few things to improve the situation, we'll probably end up having a similar discussion or checking up on progress within a few months. These are things that need big changes, big thoughts, and most importantly, a big amount of time to get done, as well as having the drive and steam to get it all handled and see how the community can interact to curate what should be the best result. It's not going to be instant or easy in any regard, and in all truth, it'll probably be really slow and careful so that we get things right. The best way to get good results is to try to keep up your own enthusiasm and morale and play with the expectation that the next shift will be more enjoyable or at least develop a little bit based on the one you just had. There's a bunch of different character storylines tied up in each round, and when people get more invested and positive then they're usually enjoyable to be around and enjoyable to be in general. 

    Relax and try to think about what kind of things you'd like to see in the server, keep discussion civil as it has been, provide some good criticism, and if you can, try to think of the best solution for each problem you bring up or at least state if you don't know just how to patch it up. I'll check in here for the next week or two and try to keep posted on how everybody sees things. Thanks for the thread.

     

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